Combat System with miniatures
Contents
Combat System with miniatures
Roll all Dice
Roll all 5 dice and allocate them to the respective areas of the combat sheet:
A Attack
I Initiative
Ω Defense
Initiative
Compare Initiative results to determine each character’s turn to act; a character with the highest Initiative acts first. Take into account the slowest weapon and the slowest armor and sum up the result. The default for no armor is 5 and for no weapon 5 = 10 Everything else is slower.
Shift Dice Option
Decide whether you want to shift the Initiative dice to Attack or Defense. Based on the level of skill to be used, decide whether to shift an additional dice in the same direction as Initiative dice:SKILL LEVEL 0: no dice are shifted, and there is only one action in addition to move used for either attack or defense.
- SKILL LEVEL 1: no dice are shifted, but all three actions can be used for movement, defense, and attack.
- SKILL LEVEL 2: dice shifted is the initiative to the two attack or defense allowed.
- SKILL LEVEL 3: dice shifted are the initiative dice and one additional dice allowed.
- SKILL LEVEL 4: dice shifted are the initiative dice and one additional dice allowed, while also allowing an attack or defense dice to be moved to the initiative.
- SKILL LEVEL 5: all dice can be freely arranged, but at least one dice has to be assigned to each attack initiative and defense value.
Take Action
Each character has three actions (Movement, Attack, Defense); you can drop one of these actions (your choice) to do something else, e.g. use an item, switch a weapon etc.
Movement
Up to Movement Points: able to use Attack and Defense Up to double Movement Points: loose either Attack or De-fence (Player’s choice).Up to three-times Movement Points: loose Attack and Defence. Diagonal movement is allowed but not over an the enemy occupied the field.
Combat Resolution
Add dice results to all other values on combat sheet Compare end result of attack vs- opponent’s defense and vice versa.Subtract defense from attack, the result is damage suffered from attack and vice versa. Attention this consumes the attack and defense action from an opponent as well. Therefore resolving the complete skirmish between the opponents for this round. First leaving the potential move action available if not already use. Range combat is similar to close combat with the differences that the attacker will not be countered by the attacked so only the attack damage is resolved against the defender’s defenses. There has to be a line of sight and the weapon has to be in range for this to work. If the line of sight is obscured partly (50%) the defender gets a +5 to defense this also counts when shooting over a creature occupied filed.
Magic Resolution
Uses Attack;
- add dice results to all other values on combat sheet
- Compare end result of own attack vs. opponent’s defense
- Difference = damage done;• Also compare Attack result vs. own defense
- Difference = Life Points paid to cast spell (can be reduced to 0)
