The battle field will be broken into movement zones. Each zone is roughly 150 foot square (150x150, or 50x50 meters), but they may vary from very small to much larger if the situation warrants it. On a battle display each zone should be about 9x9 inches, big enough to hold a bunch of figures but small enough so you can have several zones visible at once. If you dont use a whiteboard or vinyl mat then I suggest just cutting up some squares of cardboard and throwing them on the table in some suitable pattern.
Eg:
Movement, missile range etc are all defined around this base size, so if you change it you might consider changing other values. You would then be creating a custom battlefield with customised settings, which I will discuss later.
A typical battlefield would be a simple square grid as follows:
Opponents will basically start at opposite ends in most cases, the distance between them determining the size of the grid to be used.
An alternate display could use a hex pattern, either by using really large hexes, or more simply by shifting the square grid into a brick wall pattern (which duplicates a hex pattern).
This is the simplest form of battlefield. There is no reason why you cannot create a battelfield based around buildings, or even rooms within a building. In a village environment each building would be a single zone with entry die rolls reflecting how easy it is to get into or out of it (notice in this case area movement is based on what hinders you, the door ways etc, not the distance). A small hut with 1 or 2 rooms can simply be one zone. A larger house however with floors and more rooms might be broken into a few zones. At this level you might also start applying stacking limitations, reflecting how much area actually exists to work within. A small room with limited access MIGHT be a zone of its own due to these limitations, BUT only if there is some important reason to do it that way. Dont bother putting every walk in closet as its own zone if there is no purpose for doing so. A purpose should relate to the story line and scenario you are running... if you dont need it, dont complicate things. Remember that we are dealing with around 10-20 seconds of movement, and you can do quite a bit in that time, so each zone should reflect this scale. Small rooms/areas, with limited access and stacking should be there for a specific purpose.
The following is a slightly more complex battlefield that could be drawn on a whiteboard or large sheet of paper. In this map there are obvious areas where settings could be applied, eg the orchard and the forest could have visibility mods, the wall and gate could act as an obstacle to movement.
Each single individual within a zone will be classed as in one of three conditions, as follows.
Alone
The individual is NOT involved in a group melee, they are standing apart from any enemies in an attempt to perform specific tasks that require this. This is normally displayed with figurines by placing the individual out of contact with any other figurine.
Moving to Alone status from InContact requires the use of the Move (and risk an opportunity attack) or Withdraw action. On the first occasion you enter a zone you are Alone unless part of a Charge.
Friends may stand alone as a group, as long as no enemies are touching them. However if they do and one enemy does move into contact then they all immediately count as InContact. Standing alone as a group may have advantages in Spell Targeting (a group costs more to target, see the Powers chapter).
InContact
The individual is involved in a group melee, moving amongst the combatants and attacking and defending normally. This is displayed with figurines by placing bases in contact. There may be several different groups InContact within a zone at the same time, they are NOT in contact with each other.
To be InContact there must be an enemy present in the group, otherwise everyone is Alone and just standing near each other and can optionally be separated if the owners want (as part of their action).
InClose
The individual is in Close Combat (hand to hand) with at least one other. This is normally displayed by placing those involved on their side and in base contact. Combatants InClose are considered to be prone unless they are 3x the size of their opponents. A standing opponent can still be brought down if the conditions are met.
Eg: Two sides are in the middle of conflict below, Red Dots vs the Empty. Group 1 are all InContact with each other and form a melee, as do groups 2 and 3. The "A"s are StandAlone, with A1 being allies merely standing next to each other. B's are on the zone boundary in transit to or from the zone. C's are StandAlone in adjacent zones.
As 1 is a melee the members of it are free to move around within the group when it is their action, allowing them to attack anyone else within the melee. They cannot drag an outsider into the melee just because they may be able to create base to base contact. If a figure StandAlone gets in the way of a InContact group it is merely moved away. Actual position generally isnt an issue as you are able to move as part of a normal action and can therefore re-position yourself as required, BUT it may become an issue if your movement becomes hindered. Some directional (missiles or spells) attacks may use your actual position to determine targets.
It is quite possible for several different groupings of combatants to form within a single zone. Movement from one to the other is not limited (other than with an intercept action) short of your movement capacity being reduced. Leaving an InContact may require a specific action, such as Withdraw, or risk an Opportunity action free attack.
Combatants will normally move around placing their figurine adjacent to the one they wish to attack. GMs may restrict the total number of people that can attack another based around some maximum number (maybe 4 for a man sized target), or via those figurines that can actually make base contact (and thus have defined sizes and shapes for bases to make them relevant, based on size and shape).
Is measured in zones, the actual distance in feet is irrelevant once the zones are pre-determined. You can use approximate distances in feet as a guide to how big your zones might be, but once set the zone system makes linear measures irrelevant. Remember that we really are interested in the relative speed of creatures, not the linear distances they can cover. The relative speeds scale to the size of the zone and the time frame you might use.
Range in zones is not restricted to simply linear factors, a small zone may restrict range due to visibility issues or natural obstacles, making it harder to hit. A zone may even have an extra modifier applied to it due to visibility restrictions, such as a room full of hanging sheets or a forest. In general however try to avoid small zones unless you have a specific reason (they upset archers).
Rather than go into the detail of working out movement rates of feet per round, or hexes per round etc, I have decided to try for simplicity and abstraction.
In essence most movement occurs around a fairly closed area where the opponents bash each other until one side wins. This area is pretty small in 90% of cases and effectively a creature can move from one point in that area to another within a single action. The only thing stopping them is usually the presence of enemies, but seeing they can do exactly the same thing what does it matter. So the movement system that follows is based around this concept, that movement distances are not primary to combat, only the various combat areas are, and whether a creature can get from one area, or zone, to another within an action. Its more about what hinders you than what you are capable of.
Movement comes in three forms, Trivial moves, Battle moves and Zone moves.
Trivial moves are for Alone characters only, and can be done as part of any action that does not specifically prevent movement. A Trivial move allows the Alone character to change their position to anywhere within the zone, as long as they remain Alone.
Battle moves are performed as part of your actions during your turn and are limited to moves to and from combat or within combat. Another way of describing this would be moves into, out of or around InContact or InClose status. They can be performed in combination with other actions unless expressly denied. The only time a Battle Move will require a DX roll is if modifiers reduce your effective MR below 10.
Zone moves are moves from one battle zone to another and take up a whole action on their own. They must always start and end with the mover in Alone status, unless they are intercepted or they make a Charge move. You can only make one "Zone Move" per Round (but it might cover several zones).
In TFT humans have a movement rate (MR) of 10, which is a handy value to convert to 1 zone below. Movement rates slower or faster than a value of 10 will apply a modifier to the dice roll, so 8 will be a DX roll at -2 to the target and 12 will be at +2 to the target.
In the Zone system all humans have a movement rate (MR) of 10/1. This means they can move 1 zone during a Round using Zone movement, and a single Trivial or Battle move per action. They will roll 3d vs DX when required to determine if they succeed at these moves, if required, but a roll with positives should generally just be accepted unless the DX score is fairly low.
A creature with a move rate of 20+ would be able to move one or two zones, commonly still with 3d vs DX (although they will tend to have a modifier). They are still limited to one Trivial or Battle move (unless they are able to split move as noted below).
Essentially each 10 MR allows one zone of movement. If you have surplus MR, say 16, then the extra MR can be applied as a positive to a lesser move OR as a negative to a greater move. Eg a MR of 16 would allow a 1 zone move at +6 or a 2 zone move at -4 (the first zone automatically succeeding and rolling for the second).
Trivial and Battle movement is generally done before an action, or after an action. Normally this means you can only make one move per action. Some talents may alter this, some creatures may get more.
Trivial and Battle moves are performed as part of your action. Zone moves are an action in themselves and do not permit any other actions unless part of a Charge.
Armour Effects on Movement Rate.
Consult the piecemeal armour values in the Economics chapter.
The above are for human sized creatures. Larger and faster creatures will need to be accessed as the effect of armour may be greater but their strength may compensate.
Running
A character may Run to gain an extra +10 (extra zone) for their Zone movement target and should be marked as such. Running status is removed after any action where you don't run. It can also be removed due to involuntary actions, such as a Knock Down.
Running characters are harder to hit with Thrown or Fired attacks, used +1d for such attacks.
Running characters are less stable, use +1d for any balance/stability checks (such as Knockdowns/Knockbacks etc).
Split Moves
Any creature with this Edge/Talent may elect to split it evenly into two pools and attempt to make two Zone/Battle/Trivial moves in the one action. This may have limited uses as you can normally still only perform one attack. You could however use it to move, perform an action, then move again to allow you to take advantage on some battlefield situation.
Creatures with a MR of 20+ automatically gain this talent.
Charging
Creatures may do a Zone Move and then an attack by performing a charge. A charge does double damage but also suffers double damage from any attack that is able to interrupt it. Charges are not possible via Battle Moves, you need to leave the zone and re-enter. Sufficiently fast creatures might be able to do this in the one round. Charges are considered to be running, and will gain the benefits and hassles of that effect.
The following modifiers may apply, along with the standard difficulty modifiers which can be used to represent the terrain. Modifiers can be applied to the effective MR to see if they will hinder a move, eg a creature with 16 MR and -6 mod still has sufficient MR to make a 1 zone move without bothering with a roll (16-6=10). They wouldn't be able to attempt a 2 zone move any more.
+10 Running
-4 Stunned
Var Armour effects
Var Trauma effects
Var Rank effects (negative ranks)
Var Terrain penalties.
Var Magical effects
You only need to roll to make a Trivial or Battle move if you have a modifier for the movement attempt.
If a roll is made then any success indicates a Trivial or Battle move was completed successfully. A failed roll means your movement is finished at that point, and you may only perform actions appropriate to where you are.
For Zone Moves where no success is made then they remain where they are and their turn is over. Where a Zone Move requires a roll to be made then if the roll includes any 6s, and was a success, then the creature is moved to the border of the target zone and end their move.
A zone may have terrain effects, either throughout the whole zone or maybe in parts of it. It may also contain difficulties (linear obstacles such as fences, crevasses etc) that need to be overcome to continue movement. Most difficulties should be placed along the boundary if possible.
Terrain will act to reduce dice and hinder movement. If the terrain occupies the entire zone then anyone moving into, out of, or around the zone will have suffer movement restrictions. If the terrain only occupies part of a zone it is only considered when characters deliberately move onto it. Partial zone terrain should always be considered an InContact area - that is to say that anyone on it is automatically InContact with it and anyone else on it, purely for simplicity.
A difficulty can be 'Protected' as if it were another character, see below.
Linear obstacles
Difficulties are generally linear obstacles that must be overcome to get from one side of them to the other. Because of this the logic requires that it block the entire boundary connecting two zones (or you simply go around it), or it dissects a zone from one boundary to another (or, again, you simply go around it). Linear obstacles will present a target number to overcome them. You must use movement, or movement related skills (climbing, jumping), to gain sufficient success to get over the obstacle.
In a hex based game a fire wall of 7 hexes is a major obstacle to get around, but in an area based movement system it can be ignored. Accordingly the following effects will apply for such deliberate obstacles.
A creature that wishes to move from its current location to make contact with an Alone creature in the zone where an obstacle has been placed will need to make a DX roll to do so, with the size of the obstacle as a modifier. It may elect to ignore the obstacle and avoid the DX roll, and will be assumed to run through it and take appropriate damage. Where the target is a mixed group (InContact) then half the obstacles size (round down) will be used. If the DX roll is failed then the creature remains Alone by itself.
The exception to this will be the 7-hex obstacle. A 7-hex obstacle will be assumed to go from one side of a zone to another and splits the zone in two. To get past a 7-hex obstacle you MUST move through it, or exit the zone and re-enter it on the other side. A 7-hex obstacle laid on a boundary will likewise be assumed to cover the entire side it is applied to.
Where more than one obstacle exists within a zone then the target may elect which one applies.
The reasoning behind this is that the target is not static even though the turn based system makes them seem so, if they see someone moving to close on them they will use the available features of the zone to avoid it (if they wish).
A target that is unable to move will not gain this advantage.
Where an obstacle has been placed along a boundary then it will decrease the movement rate (MR) of any creatures trying to cross it. So a human trying to move from one zone to another with MR10 would normally be bale to do so freely. If a 3 hex fire wall is placed on the boundary then to cross it they will be considered to have a MR of 7 (10-3), and would need to make a DX roll at -3. Moving to a boundary will half the effect (round down). You may elect to ignore the penalty but will be assumed to cross the obstacle and suffer the effect of it.
The boundary line between zones is used for partially successful zone move rolls, plus it can be chosen as a target location for a trivial, battle move or a zone move. To move to the boundary line you must begin in Alone status, or have a split move that allows you to gain Alone status.
The advantage of sitting on the boundary is that you count as being in either zone at the same time, and can then chose to make a battle move next action into either one. The disadvantage is that you count as being in both zones at once for missiles, and the first opponent who moves into contact with you drags you into their zone.
If two opponents are both sitting on the same boundary and one moves into contact then they get to chose which zone you both move into. You cannot conduct melee at a boundary.
Whenever someone tries to use a Zone move to leave or arrive into a zone, others may be able to intercept the move. To qualify you must not have acted yet, and conduct a DX contest (3d6 vs 3d6 modified by half the MR difference between them). If you win you move to InContact with the mover. If they were trying to leave the zone they are prevented and you are moved to Incontact with them. If the target wins they complete their move as normal and you wasted a dice. Trying to intercept is an action.
You may announce on your action that you wish to protect another, preventing others from attacking them. You must both begin the action in Alone status. You expend your action as normal and move to InContact with the target you wish to protect (but because there are no enemy you both count as Alone).
Whenever anyone attacks or moves to attack the figure you are protecting you may announce you wish to protect them, stepping in front of the attack or the attacker. You DX contest roll. If you win you take the attack, or move to InContact with the target, and your protectee is moved away to Alone status. If you fail then the attack/move reaches the protectee but you may still then follow up with a move into InContact.
If the attack is ranged then you become the target of the attack. If the attacker was trying to move into contact then they are moved into contact with you, preventing them getting to the one you are protecting. Your action is completed immediately and can include any normally permitted actions. Then the original attacker completes their action (they are not considered to have done anything yet) but in compliance with whatever the situation now is (if InContact and wanting to continue moving to the original target they would trigger an opportunity attack).
Protection is an ongoing effort until you break it. ON the turn you announce it you use your action to set it up and thus have limited options (move to contact only), but on following turns you will be assumed to have taken a Hold action and can perform an action as part of your protection response.
If you are Alone and an enemy wishes to move to contact you, you may try to evade them. You may only do this if you have not yet acted. You expend your action and make a DX contest. If you win that completes both your actions, you remain Alone. If your opponent wins then they complete their action as normal (and you wasted your turn).
Movement is generally assumed to be unrestricted between zones, there are times however when natural or deliberate means prevent this freedom. Where movement between zones is restricted, by something like a passage or a door, a bottleneck is created. The GM should simply draw a square over the zone boundary affected and mark it with a score indicating the maximum number of creatures that may pass through it in a single round.
EG: (See the following image) The GM draws 7 large zones in a square, representing a small farm. One of the zones (bottom left) represents the farmhouse and has limited access points. The access points to and from the house (doors and windows) are all added together and considered one value, but this is a bottleneck. The GM draws a small square over the line joining the house zone to its three neighbouring zones and puts a value of 2, 3 and 2 on each. This means that only 2, or 3, creatures may pass through each bottleneck during a round.
Further, creatures may sit in a bottleneck and prevent passage through it. Generally the same number of people that can pass through a bottleneck can defend it. In the above example 2 people could defend the bottlenecks. This prevents anyone passing through until they are removed. As a defender is removed (killed or pushed out) of the bottleneck an attacker must move in to take up the spot. Once the attackers control all the spots then they can move through the bottleneck as normal. Once one person from your side enters the bottleneck then they are in the way of others until a defender is pushed out, limiting who can attack into the bottleneck (those with reach weapons might be allowed to). Timing of actions becomes very important.
A bunch of farmers are attacked by goblins. They hole up inside the farmhouse which has two bottlenecks of 2 size. The farmers fill the bottlenecks with 2 farmers each, thus blocking entry. The goblins must attack, one at a time, the defending farmers and defeat or force one out of the bottleneck before they can enter. As one defender is removed a goblin will rush into the bottleneck and take his place (assuming another farmer doesnt beat him to the spot). Once one goblin is in the bottleneck, along with one farmer, no others can get in or attack the defender. The goblin inside the bottleneck must defeat the last defender to free up the bottleneck and allow other goblins access, or withdraw and allow another goblin to move in before another farmer does.
A bottleneck will often come with a defensive advantage, so that those defending inside a bottleneck gain a cover bonus (either hard or soft). This advantage exists only to attacks from outside the bottleneck. Once an attacker has pushed into the bottleneck the advantage is lost in regard to that attacker. It would apply in both directions in many cases, but can be custom designed to work in specific ways.
You cannot sit on the other side of a bottleneck and claim to block exit from it. The bottleneck is the defence point. If you want to block the way in, stand in the bottleneck.
A good use for Knockback would be to push defenders out of bottlenecks, but at the same time you might give the defenders some sort of resistance bonus to being knocked back due to the nature of the defence.
Above is a more complex battlemap showing a possible farmhouse and barn, along with door ways and bottlenecks. There is no compulsion to use rectangles, you can quickly draw up any collection of shapes and sizes that you wish with lines connecting them.
If you use a white board or vinyl map you can quickly draw up battlemaps like the following:
OBSERVE
An extended effort to notice significant or important detail that a casual observation may not have picked up (perception check)
REST
Do nothing, bonus to recovery rolls.
CAST
Cast a spell. If InClose this is at -6.
ATTACK
Make a melee attack
DEFEND
Adopt full defence
SHOOT
Make a ranged attack, throw or fired.
CLOSE
Move into InClose (hand to hand) with one opponent via a Battle move.
PUSH
Movement attack via a Battle move by larger creatures. You may Push any creature less than half your Size (3vs1, 5vs2, 7vs3), and you may Push a number of them upto to their combined ST compared to your ST. Pushed targets must make a 3d6 vs DX or fall prone and may be Trampled.
RUSH
Movement attack via a Battle move. Using a shield or your body to Rush an opponent, if you hit then they make a 3d6 vs DX or fall prone or back (attackers choice). If the attacker has less ST then the target they use 2d6 (12 is a fail). For each 6ST the attacker has OVER the target their is a -1 mod to the DX roll.
TRAMPLE
A larger creature may trample another on the ground and InContact as a free action, they roll to hit and do Trample damage (1+1 or 2d or 3x ST).
WITHDRAW
Withdraw from InContact to Alone status. Make a 4d6 vs DX to do so successfully, if you fail this roll one opponent will get an Opportunity Attack. Fumble (16+) the roll and you do not move and trigger an opportunity attack.
CHARGE
Movement and melee attack using a Zone Move, ending InContact with an enemy.
FREE
Various free actions
ZONE-MOVE
Zone move
TALENT or MOD
Use a talent or mod.
BREAK
Wipe out an opponents action pool ???
WAIT
You hold your action and wait for a latter time to act.
WITHDRAW
Attempt to break away from InClose, ending InContact with a successful roll, or Alone on a critical (3-4-5).
SUBDUE
Subdual attack
ATTACK
Weapon attack or inflict Hold damage
HOLD
Holding attack; make, increase or reverse
KNOCKDOWN
Knock your opponent off their feet.
BREAK HOLD
Reduce or break your opponents Hold.
DODGE
Make a Dodge defence in response to an attack
BLOCK
Make a Block defence in response to an attack
BRACE
Brace to receive a Charge or Slam, only possible if you have held (Wait) your action.
CLOSING ATTACK
Make a melee attack against anyone attempting to move InClose with you.
CHARGE RESPONSE
Counter a Charge move targeting you. Only possible if you have not yet acted and have a longer weapon, or you have held (Wait) your action.
INTERCEPT
Move to contact an enemy as they move.
PROTECT
Protect an ally
EVADE
Avoid enemy attempts to move to InContact with you.
ATTACK
Triggered attack, usually from someone moving out of contact without using a successful Withdraw action.
MAGIC
Use an instant cast spell
MOVE
Triggered moves
Talent
Triggered skill use.
FALL PRONE.
The character falls to the ground and must standup to move other than by crawling.
DROP SOMETHING
You may drop anything held in your hands.