diff --git a/combat.tex b/combat.tex index ad537b15acd405b38cdd9d693818bbcce0cb2e8b..f7c57418059d1235fd389a89fab3870cb86f65be 100644 --- a/combat.tex +++ b/combat.tex @@ -483,6 +483,14 @@ characters Attribute bonuses cannot go beyond the character's \roll{Wits}{Vigila (such as a moonless night) only gives a -1 penalty to characters with a \roll{Wits}{Vigilance} lower than their roll. +\subsubsection[Dual Wielding: Both weapons count has having +1 \glsentrytext{weight}]{Dual Wielding} +\index{Combat!Dual Wielding} + +A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use either weapon at any point. +However, both count as having double their standard \glsentryname{weight}. + +Shields can be strapped to the arm, without requiring any kind of dual-wielding. + \makeAutoRule{enclosedcombat}{Enclosed Combat}{penalty equals weapon's \glsentrytext{ap} cost minus 1} \index{Spelunking!Enclosed Combat} @@ -491,10 +499,21 @@ Daggers and shortswords often have an easier time in these locations. When a character has no space to swing a weapon -- either vertically or horizontally -- their Attack gains a penalty equal to the weapon's \gls{ap} cost minus 1. -\makeAutoRule{enclosedcombat}{Trapped, Entangled, or Prone}{the character loses their Dexterity Bonus, and takes -2 Attack penalty} +\subsubsection[Holding Breath: 1 \glsentrytext{fatigue} per negative \glsentrytext{ap} at the end of the round, plus 1~per round]{Holding Breath} +\label{holdingBreath} +\index{Combat!Staying Silent} + +Anyone holding their breath takes a number of \glspl{fatigue} equal to their negative \glspl{ap} at the end of the round, plus one. +So someone ending a round on -3 \glspl{ap} would take 4~\glspl{fatigue}. + +Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0 \glspl{ap}. + +These \glspl{fatigue} points disappear at a rate of 1 per round as soon as the character can breathe again. + +\makeAutoRule{entangled}{Trapped, Entangled, or Prone}{the character loses their Dexterity Bonus, and takes -2 Attack penalty} \label{trapped} -\label{entangled} -\index{Prone} +\index{Combat!Prone} +\index{Combat!Entangled} \label{prone} Characters caught in mud, who slip over, or get shackled to a spot cannot move or dodge nearly as well as they could. @@ -504,15 +523,6 @@ They cannot use their Dexterity Bonus in Combat (penalties still apply), and tak Gaining the higher ground grants +1 to the Attack Bonus, as you target the enemy's head easier and gravity aids your downward swings. -\subsubsection[Holding Breath: 1 \glsentrytext{fatigue} per negative \glsentrytext{ap} at the end of the round]{Holding Breath} -\label{holdingBreath} -\index{Combat!Staying Silent} - -Anyone holding their breath takes a number of \glspl{fatigue} equal to their negative \glspl{ap} at the end of the round. -So someone ending a round on -3 \glspl{ap} would take 3 \glspl{fatigue}. - -Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0 \glspl{ap}. - \subsection{Manoeuvres} These additional actions cover different ways to engage with enemies. @@ -534,6 +544,23 @@ However, an attack score of 11 would mean that the Partial armour's \gls{dr} cou An attack score of 13 would ignore both types of \gls{dr}, leaving nothing at all. Attacks which bypass a body's natural armour count as normal Damage as such attacks might hit vulnerable locations such as the eyes or crotch or twist an opponent's arm till breaking point. +\subsubsection[Close Magic: Casters roll vs the enemy's standard Attack score]{Close Magic} +\index{Combat!Magic} +\index{Magic!Close} + +Casting spells in close-quarters combat works just like any other type of combat. + +\begin{exampletext} + A mage with Air 2 finds himself surprised by a cut-throat. + The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10]. + + The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6. +\end{exampletext} + +Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual. + +If a mage fails to cast a spell in combat, they do not lose \glspl{mp} -- the enemy's weapon interrupts the spell before they can begin to cast. + \subsubsection[Drawing Weapon -- Cost: 1 \glsentrytext{ap}]{Drawing Weapons} Drawing a weapon costs 1 \gls{ap} if it is placed in an easy place to draw, like a scabbard on the side of a belt. @@ -580,23 +607,6 @@ Any enemy making a successful attack on you can choose to damage you, or to make Guarding costs 1 \gls{ap}, and after that engaging in attacks costs the usual amount. If either character moves away from the other, the guarding stops. -\subsubsection[Close Magic: Casters roll vs the enemy's standard Attack score]{Close Magic} -\index{Combat!Magic} -\index{Magic!Close} - -Casting spells in close-quarters combat works just like any other type of combat. - -\begin{exampletext} - A mage with Air 2 finds himself surprised by a cut-throat. - The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10]. - - The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6. -\end{exampletext} - -Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual. - -If a mage fails to cast a spell in combat, they do not lose \glspl{mp} -- the enemy's weapon interrupts the spell before they can begin to cast. - \subsubsection[Ram: Push the enemy back 2 steps plus the difference between your Strength Bonuses. Resisting costs 2 \glspl{ap}, and requires a resisted Strength + Combat roll. Cost: 3 \glspl{ap}]{Ram} \index{Combat!Ram} \label{ram} @@ -623,14 +633,6 @@ Any weapon with a \gls{weight} higher than 1 adds its \gls{weight} to the \gls{t If successful, the sneak attack deals +2 Damage, and provides an automatic \gls{vitalShot}. -\subsubsection[Dual Wielding: Both weapons count has having +1 \glsentrytext{weight}]{Dual Wielding} -\index{Combat!Dual Wielding} - -A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use either weapon at any point. -However, both count as having double their standard \glsentryname{weight}. - -Shields can be strapped to the arm, without requiring any kind of dual-wielding. - \stopcontents[Manoeuvres] \end{multicols}