combat
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
combat [2020/02/04 00:33] – andrew | combat [2020/02/04 15:17] – [Mounted Combat] andrew | ||
---|---|---|---|
Line 11: | Line 11: | ||
=====Initiative===== | =====Initiative===== | ||
- | Grab a deck of standard playing cards (make sure to | + | We'll use standard Lords of Hack card initiative for this game. Use a deck of standard playing cards (make sure to |
leave both Jokers in) and deal one to each player including the GM. | leave both Jokers in) and deal one to each player including the GM. | ||
Now count down from the Joker to the Ace and on | Now count down from the Joker to the Ace and on | ||
Line 22: | Line 22: | ||
=====Morale===== | =====Morale===== | ||
A morale check is a test to determine whether a group of monsters or characters will stand and fight or give up. A morale check is rolled in the following circumstances: | A morale check is a test to determine whether a group of monsters or characters will stand and fight or give up. A morale check is rolled in the following circumstances: | ||
- | * A Group is attacked by surprise/ | + | * A group is attacked by surprise/ |
- | * The leader or a group is killed, captured, disabled or flees. (Does not apply to PC's) | + | * The leader or a group is killed, captured, disabled or flees. (Does not apply to PCs) |
- | * Half of the group' | + | * Half of the group' |
- | * A spell, magic item or monster description calls for a morale check. (Does apply to PC's) | + | * A spell, magic item or monster description calls for a morale check. (Does apply to PCs) |
* A demon, ghost or spirit that has been driven out of a person by divine means. (Does not apply to PCs) | * A demon, ghost or spirit that has been driven out of a person by divine means. (Does not apply to PCs) | ||
- | __The Roll:__ The check is rolled with 1d20+Wisdom modifier and Proficiency (for PC's) or with 1d20 plus Morale number (NPC's and monsters). | + | **The Roll**: The check is rolled with 1d20+Wisdom modifier and Proficiency (for PC's) or with 1d20 plus Morale number (NPC's and monsters). |
- | __The Effect__: if the total of the roll is 11+, the check is passed and the characters/ | + | **The Effect**: if the total of the roll is 11+, the check is passed and the characters/ |
- | __Rally__: a character or monster that has not failed a Morale Check, may attempt to return Routed or Frightened allies to normal. | + | **Rally**: a character or monster that has not failed a Morale Check, may attempt to return |
=====Armor and Armor Class===== | =====Armor and Armor Class===== | ||
Line 41: | Line 41: | ||
===== Mounted Combat ===== | ===== Mounted Combat ===== | ||
- | * You need Knightly Combat | + | * You need [[skills# |
* 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 | + | * Men on foot suffer |
* A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse. | * 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. | ||
Line 49: | Line 49: | ||
* 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 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. | ||
- | * Mounting a horse takes a full round's action. Dismounting from a horse takes a move action. You can attempt to mount or dismount from a horse as a quick action, but must make a Riding or Acrobatics check. | + | * Mounting a horse takes a full round, forfeiting your [[actions|Quick, |
===== Tactical Advantages ===== | ===== Tactical Advantages ===== | ||
Line 91: | Line 91: | ||
====Spiritual Attack Procedure==== | ====Spiritual Attack Procedure==== | ||
- | | + | |
- | - The defender' | + | |
+ | - The defender' | ||
+ | * He has been baptized | ||
+ | * He is a circumcised Jew | ||
+ | * He has spoken the Islamic Shahada aloud in Arabic read directly from the Quaran | ||
+ | * He has participated in a pagan sacrificial feast and is wearing a hammer of Thor amulet. | ||
+ | |||
+ | Furthermore, | ||
{{ : | {{ : |
combat.txt · Last modified: 2021/01/26 13:13 by dave