combat
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combat [2019/12/03 14:33] – dave | combat [2019/12/21 21:19] – [Initiative] andrew | ||
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=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **Mounted Combat**: | + | |
- | * You need Knightly Combat proficiency (all Knights and Military Order Zealots | + | ====Initiative==== |
+ | |||
+ | Grab a deck of standard playing cards (make sure to | ||
+ | leave both Jokers in) and deal one to each player including the GM. | ||
+ | Now count down from the Joker to the Ace and on | ||
+ | down from there. To resolve ties, Spades come first, | ||
+ | then Hearts, Diamonds, and lastly Clubs. When a player' | ||
+ | card comes up, it gets to act. | ||
+ | |||
+ | | ||
+ | want — even automatically interrupting another unit’s | ||
+ | action if it wants. Better still, they may reroll one die of their choice during the turn (attacks, saves, or damage)! After a turn where one or more Jokers are dealt, the deck is reshuffled. | ||
+ | |||
+ | ==== Mounted Combat | ||
+ | * You need Knightly Combat proficiency (all Knights and Templars | ||
* All characters suffer Disadvantage when making a ranged attack from a moving horse. | * All characters suffer Disadvantage when making a ranged attack from a moving horse. | ||
* Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill. | * Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill. | ||
- | * A rider proficient in Knightly Combat scores double damage when charging with a lance. | + | * A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse. |
* A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | * A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | ||
* A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack. | * A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack. | ||
- | * A riding horse, mule, pony or draft horse cannot be used for lance attacks, and must make a morale check before closing with an enemy and every round of combat to avoid bolting away from the fight. | + | * A riding horse, mule, pony or draft horse must make a morale check before closing with an enemy and every round of combat to avoid bolting away from the fight. |
* A warhorse will attack with its hooves (trample) when the rider makes a charge, and will strike out with its hooves any combat round when it does not move. | * A warhorse will attack with its hooves (trample) when the rider makes a charge, and will strike out with its hooves any combat round when it does not move. | ||
- | **Tactical Advantages** | + | ==== Tactical Advantages |
+ | | ||
+ | | ||
* 2 or more attackers gain advantage if they attack a lone footman. | * 2 or more attackers gain advantage if they attack a lone footman. | ||
* 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back. | * 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back. | ||
- | * If footmen make a formation that is at least 4 men wide and 2 men deep, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with disadvantage. | + | |
+ | | ||
- | **Spiritual Attacks** | + | ==== Ranged Attacks ==== |
- | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | + | |
+ | | ||
+ | | ||
+ | | ||
+ | * A target in a roofed area through a window, is automatically AC 17. | ||
+ | * A target behind an arrow slit is automatically AC 21. | ||
+ | ==== Disembodied Spirits, General Notes ==== | ||
+ | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | ||
+ | * Spells that do physical damage | ||
+ | * Divine Magic spells that do points | ||
* When they attack, they attack their target' | * When they attack, they attack their target' | ||
+ | * Spiritual creatures will have a standard attack and damage listed, but this is only used when fighting other spirits. | ||
+ | |||
+ | ====Spiritual Attack Procedure==== | ||
+ | - Spiritual Attacker rolls an attack using his Strong modifier. | ||
+ | - The defender' |
combat.txt · Last modified: 2021/01/26 13:13 by dave