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DQ Combat Rules in Outline Format [long]



DQ Combat Rules in Outline Format

3    - Combat
3-120 Combat Terminology (9)
3-130 Combat Equipment (10)
3-150 Preparation for Combat (11)
3-200 Combat Sequence (12)
3-220 Actions of Engaged Figures (13)
3-250 Actions of Non Engaged Figures (14)
3-280 Action Choice Restrictions (15)
3-300 Attacking (16)
3-310 Special Attacks (16.5)
3-330 Resolving Attempted Attacks (17)
3-350 Damage (18)
3-360 The Effects of Damage (19)
3-370 Fire
3-380 Infection (24)
3-400 Unarmed Combat (21)
3-430 Natural Weapons
3-450 Martial Arts
3-500 Weapons List (20)
3-600 Multi-Hex Creatures (22)
3-700 Special Combat
3-710 Mounted Combat (23)

3    - Combat
=============
In any DragonQuest world, individual combat is an inevitable (and sometimes
necessary) occurrence, and the players should be aware of its dangers.

3-120 COMBAT TERMINOLOGY
------------------------
The following terms are used throughout the combat rules:

3-130 COMBAT EQUIPMENT
----------------------
To aid in the resolution of combat situations, the players and the GM should
have a number of items close at hand. 

3-150 PREPARATION FOR COMBAT
----------------------------
Whenever it has been determined that combat in some form is an inevitable result
of an encounter, the GM must set up all the equipment necessary for the
resolution of combat (see 10.).

[3-150.a] Prior to placing the hostile figures on the display, the GM determines
whether a surprise situation exists.

[3-150.b] After placing all the figures on the display, the GM assigns any
Fatigue losses the figures may have incurred as a result of their actions prior
to combat.

3-200 COMBAT SEQUENCE
---------------------
The order in which all actions are attempted in a Pulse is called the combat
sequence. 

[3-200.a] A Pulse is a 5-second increment of time used to regulate all actions
in combat situations.

[3-200.b] At the beginning of a Pulse, Initiative must be determined for all
nonengaged figures.

[3-200.c] For engaged figures, Initiative is determined by comparing each
figure's Initiative Value.
  Initiative Value:
  modified Agility+Perception+Rank with any prepared weapon

[3-200.d] An engagement is defined as any number of figures occupying adjacent
hexes, occupying the same hex, or any combination thereof.

[3-200.e] When a figure chooses an action, it is assumed to be performing that
action until it may choose again.

3-220 ACTIONS OF ENGAGED FIGURES
--------------------------------
Being engaged imposes certain limitations on the actions which a figure may
attempt.

[3-220.a] An engaged figure may Melee attack any figure within his Melee Zone.

[3-220.b] An engaged figure may Evade.

[3-220.c] An engaged figure may Withdraw.

[3-220.d] An engaged figure may take any Pass action.

[3-220.e] An Adept who is engaged may attempt to cast a spell.

[3-220.f] An engaged figure may attempt to Close and Grapple.

[3-220.g] A figure engaged in Close combat may attempt to Grapple, Pass or
Withdraw.

3-250 ACTIONS OF NON-ENGAGED FIGURES
------------------------------------
A non-engaged figure is one who is not adjacent to any hostile figure on the
display. 

[3-250.a] A non-engaged figure may move any number of hexes up to its Tactical
Movement Rate (TMR).

[3-250.b] A non-engaged figure may move up to 1/2 (rounded down) of his TMR and
attempt to Melee attack with a non-pole weapon, and this action is a Charge.

[3-250.c] A non-engaged figure may move up to his full TMR and attempt to Melee
attack with a Pole weapon, and this action is a Charge.

[3-250.d] A non-engaged figure may move up to 1/2 of his TMR (rounded down) and
attempt to Grapple, and this is a Charge and Close.

[3-250.e] A non-engaged figure may move up to 1/2 (rounded down) of his full TMR
and Evade as he moves.

[3-250.f] A non-engaged figure may move up to 2 hexes directly backward, and
this is a Retreat.

[3-250.g] A non-engaged figure may fire a Missile or Thrown Weapon. or loose a
Spell, and these are all Fire actions.

[3-250.h] A non-engaged figure may move up to two hexes and perform any Pass
action.

3-280 ACTION CHOICE RESTRICTIONS
--------------------------------
Normally figures occupying the Tactical Display may only attempt one permissible
action per Pulse.

[3-280.a] Figures with a modified Agility of 8 or less are allowed one less hex
of movement when executing any of the following actions: Melee attack, Evade,
Retreat, Pass, and Charge with a Pole Weapon.

[3-280.b] Figures with a modified Agility of 22 through 25 are allowed one extra
hex of movement when executing any of the following actions: Melee attack,
Evade, Withdraw, Pass, and Retreat.

[3-280.c] Figures with modified Agilities of 26 and above may combine any two of
the following actions in a single Pulse: Melee attack, Evade, Withdraw, Pass,
Close and Grapple, Grapple, Charge, Charge and Close, Retreat, and Fire.

[3-280.d] A figure who becomes Stunned may attempt no other action except try to
recover from being Stunned.

[3-280.e] A figure's choice of combat actions is limited by his position
relative to the intended target of his attack.

[3-280.f] If an Adept attempts to cast a spell while either being Ranged
attacked or Melee attacked, he must perform a Concentration Check (see 29.5).

[3-280.g] The Action Summary lists all actions and their restrictions.

3-300 ATTACKING
---------------
A hostile figure may be attacked by Ranged, Melee, or Close combat while on the
display.

[3-300.a] A figure may attempt to attack a hostile figure he is not adjacent to
via Ranged Combat by executing a Fire action.

[3-300.b] A figure may attempt to Melee attack any hostile figure who occupies
at least one hex of his Melee Zone.

[3-300.c] A figure may attempt to attack any figure who occupies the same hex
only via Close combat by executing a Grapple action.

[3-300.d] A figure who is armed with either two prepared weapons or one
two-handed class B weapon may attempt a Multiple Strike.

[3-300.e] A figure attempting to attack may specify any one of the following
special attacks: 
see 3-310

3-310 SPECIAL ATTACKS
---------------------
A figure attempting to attack may specify any one of the following special
attacks:
Trip. 
Entangle. 
Restrain. 
Knockout. 
Shield Rush. 
Disarm. 

3-330 RESOLVING ATTEMPTED ATTACKS
---------------------------------
Every weapon and attack form is assigned a Base Chance. 

[3-330.a] The Strike Chance of an attacking figure is a combination of the
Chance of the weapon or attack form plus modifiers for Rank and Manual
Dexterity.

  Strike Chance:
  (Base Chance of Weapon) + (Modified Manual Dexterity)+(4 x Rank)

[3-330.b] An attacker's Modified Strike Chance is equal to its Strike Chance
minus the target's Defense plus any modifications for attack type and attack
conditions.

[3-330.c] Whenever the Strike Check results in a roll of 99 or 100. the attacker
may have either dropped or broken his weapon.

[3-330.d] Whenever the Strike Check result is 30 or more above the Modified
Strike Chance, the target may have Parried the attack.

[3-330.e] A figure's Defense Rating is a combination of his modified Agility
plus any defense afforded by a prepared shield.

[3-330.f] Each attack type (Ranged, Melee, or Close) has its own list of Strike
Chance modifications.

[3-330.g] The charts listing modifiers used in calculating the Modified Strike
Chance of any attack include the Shield Chart, Ranged Combat Chart, Melee
Combat Chart, Close Combat Chart, Lighting Conditions Chart, and the
Miscellaneous Conditions Chart.

3-350 DAMAGE
------------
Whenever a figure is hit by a weapon or magic, a Damage Check is performed. 

[3-350.a] Damage affecting Fatigue is absorbed by armor.

[3-350.b] A Strike Check of 15% or less of the Modified Strike Chance results in
damage directly affecting Endurance which is never absorbed by armor, and the
stricken figure always takes the full amount of the damage.

[3-350.c] Grievous Injuries may result if the successful Strike Check is 5% or
less of the Modified Strike Chance.

[3-350.d] Damage incurred as a result of a magical attack is applied
differently.

[3-350.e] (Optional Rule) The damage done with a particular weapon may be
increased due to exceptional Physical Strength or Rank.

3-360 THE EFFECTS OF DAMAGE
---------------------------
The ultimate result of incurring damage for any figure is death; this arrives
when the figure's Endurance reaches 0. 

3-370 FIRE
----------
New Section pending...

3-380 INFECTION
---------------
At the end of every combat in which a figure is wounded, or when a figure is
wounded in a non-combat situation, there is the possibility that figure has
become infected as a result of their wound. 

3-400 UNARMED COMBAT
--------------------
Any figure may attempt to attack a hostile figure by using his hands and feet.

  Base Chance:
  (modified Agility x 2) + 1 per point figure's Physical Strength is above 15
  
  Damage:
  D-4, + 1 per 3 points of Physical Strength above 15

3-430 NATURAL WEAPONS
---------------------
New Section pending...

3-450 MARTIAL ARTS
------------------
New Section pending... 

3-500 WEAPONS
-------------
Any instrument used to inflict damage on a figure is called a weapon. 

[3-500.a] A figure need not use any normal weapon to attack.

[3-500.b] The Weapons Chart lists an normal weapons and their characteristics.

[3-500.c] Figures may, at the GM's discretion, employ envenomed weapons.

[3-500.d] A figure struck by a Class A missile or thrown weapon will have his
Agility lowered until the weapon is removed.

3-600 MULTI-HEX FIGURES
-----------------------
Many monsters detailed in the Monsters Section (VIII) will occupy more than one
hex on the Tactical Display. 

3-700 SPECIAL COMBAT
--------------------
New Section pending...

3-710 MOUNTED COMBAT
--------------------
In mounted combat, the TMR of the figure (comprising the mount and the rider) is
that of the mount; the rider may not move at all. 


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