Tuesday, April 5, 2011

Realistic Combat Mechanics System

I've been a historical combat enthusiast for a good long time. I've done 3 1/2 years collegiate fencing and about a year or two of rapier informally. I did LARPing for 3-4+ years (that's what got me into it) and I'll be starting heavy fighting in the SCA in a few weeks when my helmet comes in. With all that bumping around in my noggin- I couldn't resist working with a stat system for it. (Based on my own experiences) It's still a bit rough but...

Stats

Stat Creation

100 points to divide amongst all 5 stats. Required to have at least 10 points in each (50 points to play with) Nothing car start with above 50.


Keen

How keen and attentive to detail you are.
Cunning

How crafty and creative you are with your style.

Power

How physically strong you are.

Agility

How light on your feet you are.

Stamina

How much physical exertion you can take before becoming tired.


Derived Stats

Reaction Speed

How fast on the reaction you are. It is crucial for attacks and defense.

Formula: Keen + Agility/4 as a %


Fortitude

How many hits you can take.

Formula: Power + Stamina/10 (Round down)

Note: This is the number of wounds a player can take before they are out of commission.


Movement Speed

How quick on your feet you are. (This is how many hexes you can move per turn)

Formula: Agility + Stamina/10 (Round down)

Note: This is effected by equipment.



Mechanics

Player A attacks Player B. Player No dice rolls required to “attack” a target. You must simply declare who you are attacking and in what fashion. (Some weapons have alternate methods of attack) The defender then decides how they want to defend against the attack. Regardless of what is equipped, a defending player may choose to “Dodge” (move out of the way of the attack) or “Soak” (prepare to take the hit) an incoming attack. Some weapons/styles have unique defensive options. A defensive action normally involves an opposed roll where both players roll a percentile dice and add a relevant stat. If the attacker has a higher value than the defender, rolls an armor save. (See below) If the armor does not save them- they take a wound. This progresses until one player either gives up or dies.


On your turn you may select 3 types of actions. The first is an “attack action” and the second is a “prepared reaction”. The third is a move action (which allows you to move up to your maximum movement speed). After you make a move action you must choose one edge of the hex to face. (You may not attack targets behind you or defend against attacks behind you except with armor.) Normally you take an attack action and prepare one “minor reaction” (see list below. May be dependent on your weapon). You may elect to not make an attack action and instead make a “major reaction” action. You may take these actions in any order you wish.


You may attack anyone within your weapon’s listed range (it may be modified by your style and stance). “In-Fighting” is a when your opponent is to close for comfort (generally in an adjacent square).


General Defense Actions

These are defensive actions that anyone, regardless of what they have equipped, can use.

Dodge

You and the attacker both make a reaction speed roll. (A d% + your reaction speed) If you are faster the attack misses you. Regardless of if the attack hits or not, you are forced to move to an adjacent square away from your attacker. (To your right, left, or rear)

Soak

You intentionally take the attack against your armor. You generally put a less vulnerable (or more heavily armored) part of your body in the way of the attack. This raises your armor save by 10%.


Weapon Specific Defensive Actions

Block

You and the attacker roll an opposed power check. If you are successful the attack does not hit you.

Counter-Attack

You and the attacker roll an opposed power check. If you are successful, you both must make armor saves or take a wound.

Feint

Make an opposed check. You add your cunning and your opponent adds their keen. If you are successful the attack doesn’t hit you. (You psyched them out!)


Weapon Specific Reactions

Warding Blow (Minor)

If at any time during your turn, an opponent attempts to move into a square that would put him in in-fighting with you, you may make an attack against them. When making this attack you get +10 to your reaction speed and strength.

Parry (Minor)

If you attempt to block an attack any time before your next turn, you get +10 to your reaction speed. If you successfully block and attack while parry is action your opponent gets -10 to their reaction speed until the start of their next turn.

Riposte (Major)

As with parry, except when you successfully block an attack you may make an immediate attack against them.

-Volte (Major)

As with parry, except when you successfully block an attack you may immediately move one square towards the attacker.

-Disarm (Major)

Using a weapon that can entrap an opponent’s weapon from them, you can disarm an opponent’s weapon from their hand. (It takes an attack action to pick a weapon back up. An opponent ) Pick one target. If that target attacks you, you may make an immediate disarm attempt on them. This is done by making an opposed agility check. If you are successful- they are disarmed. Select an adjacent square and their sword ends up there.

Set Up (Minor)

You give you opponent a target to hit. You WANT them to hit that target. Pick one target. If that target attacks you, you may make an immediate attack on them.


Unique Attack Actions

Attack

This is the default method of attack. It does not gain any bonus or penalty.

Lunge

You gain an extra square of reach but you lose 10 to your reaction time.

Wind Up

You gain +10 to your power but get a -10 to your reaction time.




Weapon Types

Each weapon type has several styles. Some have several “stances” you can be in. Stances present a unique number of options for players. Other are more straitfoward and utilitarian.


Longsword

Reach: 2 Squares

In-Fighting: 1 Square

In-Fighting Penalty: -10 power and -10 reaction time


-Hand & A Half

Note: Total defense to total offense

-Einhander Grip

You may use the parry reaction.

- Zweihander Grip

You may use the counter-attack defensive action.

-Half-Swording

You ignore all penalties for In-Fighting but you reach is reduced to a square of 1. While in this stance you get a +10 bonus to your power when blocking.


-Highland Longsword Style

In the Highland Longsword Style, blows are powerful and direct. Like a chess-master, you must think three moves ahead. Each time you take an attack action you MUST transition to a different stance. On your turn you can switch your stance before you attack action. Using this style gives you a passive +5 to Power.

-High Guard

While in the high guard stance you may not use the Block reaction. You gain access to the Warding Blow reaction.

-Middle Guard

Ignore the penalty for In-Fighting while in this stance.

-Low Guard

While in the low guard stance you get +10 to reaction speed and power when not engaged in In- Fighting.


Great Sword

Reach: 3 Squares

In-Fighting: 1 Square

In-Fighting Penalty: -20 power and -20 reaction time



-Highland Greatsword Style

The Highland Style demands power and timing far more than any other. This is doubly true when going to battle with a hulking greatsword. With reach, it can decimate any enemy who gets in its way- but it’s a game of all or nothing. Miss and you can count on being defeated! Each time you take an attack action you MUST transition to a different stance. On your turn you can switch your stance before you attack action. Using this style gives you a passive +10 bonus to Power but a -5 bonus to your reaction time.

-High Guard

While in the high guard stance you may not use the Block reaction. You gain access to the Warding Blow reaction.

-Middle Guard

When in this stance you gain the ability to use the Wind Up attack action. However, this stance restricts your movement a bit. You need to coil your attacks, leaving you with a -10 to your reaction time on defensive actions.

-Low Guard

The low guard provides no bonus or advantages. It’s a good solid stance.


Rapier

Reach: 2 Squares

In-Fighting: 1 Square

In-Fighting Penalty: -10 power

All Rapiers have the Parry and Riposte reactions available to them unless otherwise noted as well as the .


Single Rapier Style

The perfect marriage of agility and precision, a rapier is a versatile weapon employed for dueling. When using a single rapier you have access to the Volte attack action. (Single Rapier has no stances)


Rapier & Main Gauche

For the more reserves fencer there is the main gauche (or parrying dagger) style. When employed with a weapon like a rapier, it can be a deadly combination. A fencer equipped with a main gauche can set up a riposte reaction as a minor reaction rather than a major one. (Rapier & Main Gauche has no stances) If you are disarmed while wielding this combination you may choose to treat you main gauche as a dagger.


Cloak & Dagger

Something of a misnomer, the style employs a rapier and a heavy cloth cloak (such as a jacket, traveling cloak, large thick scarf, blanket ect). The fighter aims to mislead or disarm the opponent via entrapment with said cloak. A player may elect to change their stance on their turn.

-Open

When in the uncovered stance, a cloak can be used to entrap an attacking weapon. You can use the disarm defensive action.

-Covered

While it is limiting, obscuring your sword with your cloak can give you a distinct advantage. You may use the feint defensive action.


Dagger

Reach: 1 Square

In-Fighting: 1 Square

In-Fighting Penalty: -- (No penalty for in-fighting)


The art of fighting with a dagger is a tradition that has been with man since the beginning of time. Our first tools where sharp rocks and it is perhaps the weapon we are most familiar with. We treat a knife as a general weapon and as such it simply has two grips.


-Forward Grip

Also called “Hammer Grip”, it grants the user +5 to their reaction time.

-Reverse Grip

Primarily used as a sharp lever to wrench things out of their opponent’s hand or lock joints, it grants the user +5 to their power.


Polearm

Reach: 4

In-Fighting: 2

In-Fighting Penalty: -- (Does not change)

All shields have the ability to use the block defensive action.



Florentine


Shield

Reach: -- (Not applicable)

In-Fighting: -- (Not applicable)

In-Fighting Penalty: -- (Does not change)

All shields have the ability to use the block defensive action.


When used in conjunction with a shield, a player can expect to outperform a great many other opponents. The sheer defensive capacity of that guardian angel that sits on your arm makes you a threat alone. Coupled with a weapon- you become a true force to be reckoned with. You may use a shield with any other kind of one-handed weapon. You speed is reduced by 2 when using a shield. You may choose to switch your shield’s stance once during your turn.

-Center Guard

Using your shield to block the center of your mass, you make it a great deal harder to hit and be hit. You may not take attack actions in this stance, but you get a +10 bonus on all defensive actions that do not require an agility roll.

-Outer Guard

Holding your shield on your outside, you are able to effectively ward off blows while giving yourself an opening to attack your opponent. You get a +10 bonus to your reaction rolls when attempting to use the block defensive action.

-Line Guard

Used to defend against opponents trying to get up close for in-fighting you hold your shield at an angle so that you can put your shoulder into it. You may use the shield bash attack action while in this stance. Shield bashes are not effected by any sort of in-fighting penalty.


Armor Types

None

Armor Save: -- (Does not get an armor save)

Reaction Speed Penalty: -- (No penalty)

Movement Speed Penalty: -- (No penalty)


Padded Armor (Gambeson)

Armor Save: 5% (Roll below 5% on a d%)

Reaction Speed Penalty: -- (No penalty)

Movement Speed Penalty: -- (No penalty)


Heavy Leather Armor

Armor Save: 10% (Roll below 10% on a d%)

Reaction Speed Penalty: -10

Movement Speed Penalty: --


Chainmail

Armor Save: 20% (Roll below 20% on a d%)

Reaction Speed Penalty: -10

Movement Speed Penalty: 1


Segmented Plate/Half Plate/Breastplate

Armor Save: 30% (Roll below 30% on a d%)

Reaction Speed Penalty: -15

Movement Speed Penalty: 2


Full Plate

Armor Save: 45% (Roll below 45% on a d%)

Reaction Speed Penalty: -20

Movement Speed Penalty: 3

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