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Combat Resolution

Combat is where the majority of the changes have occurred. It has been taken primarily from the 4th edition D&D game system. Combat is now divided into combat rounds each of which is six seconds long. A grid is normally used for combat actions with one square or hex equaling five feet of game distance when using 25mm miniatures. When using smaller figures, such as Micro Machine figures, it is possible to use 1/4 inch as a 5 foot distance. This however causes a lot more measuring than using a grid. 

During the player's turn they will have the following actions: a standard action, a move action, and a minor action.  If all other actions are forgone, a full attack option may be used. 

Actions that can be performed in a combat round:


Standard Actions:

  1. Attack action: This attack action is where a single attack is made against an opponent.It can be combined with a move action, a defensive action, or a standard non-attack action. An attack action may be Ranged or Melee.
  2. Charge Attack: This is an attack movement action that allows the character to move 2 times their normal movement rate in a straight line to make a single attack on an opponent in melee combat. No other actions can be performed before or after this action.

Move Actions:

  1. Move action: This is a non-attack movement action that allows the character to move their standard movement rate during a combat round. This action can be combined with an attack action, a defensive action, or a standard non-attack action.
  2. Run action: This non-attack action is the only action that can be performed in around.It allows the character to run a 2 times their normal movement speed. Only a defensive action or minor may be taken in combination with this action. The standard movement rate for characters is 30 feet. Characters with high Athletics may get a bonus to their movement rate.
  3. Stand Up: This is a move equivalent action that provokes an attack of opportunity.
  4. Mount or Dismount Steed: This is a move equivalent action. Characters that have a Ride skill of Great (8) may mount or dismount as a free action.

Minor Actions:

  1. Draw or Sheath Weapon: This is a move equivalent action that provokes an attack of opportunity. Characters with an Athletics and Weapon Ability of Great will be able to draw or sheath the weapon as a free action with no attack of opportunity.
  2. Drop Prone: Drop down so that you are lying on the ground. Characters make melee attacks at a +7 to the TN.Ranged attacks are performed normally. The character will benefit from a +7 cover bonus to their TN to be hit.
  3. Open or Close a Door: Open or close a door or container that isn’t locked or stuck.
  4. Pick up an Item: Pick up an object in your space or in an unoccupied square within reach
  5. Retrieve or stow an Item: Retrieve or stow an item on your person

Full Actions:

  1. Full defensive action:A full defensive action must be declared before start of the characters actions during the declaration of actions after initiative. It can be combined with any one non-attack movement action. When a full and added to the target number for all attacks made against the character for the round. No other actions can be performed for the round except other movement actions. All movement actions are taken at 1/2 speed due to the amount of time spent on not being hit in combat.  defensive action is performed the appropriate defensive skill is rolled
  2. Withdraw From Combat: This is a full round action that allows the character to move at twice his normal speed without provoking an attack of opportunity. If after the first movement the character causes another attack of opportunity it is suffered normally.
  1. Full Attack: Rules for the Full Attack option can be found here.
  2. Delay Action: The character can select another point in the combat round to make their action.The character will select another initiative number that will be their new initiative score for the rest of the round. The character The character may delay again at that time. cannot act until their new number occurs.
  3. Hold Action: The character can declare that they will hold their action until a certain event has occurred. This allows them to act before the other event is completed. The event that the character is holding for must be declared at the time of the hold action declaration, but may be made in general terms e.g. I hold until an enemy approaches. If the event that is being waited upon does not occur the character loses their action for the round waiting on the event.

Other Action Types

  1. Attack of Opportunity: This is caused by a target either moving through a threatened square of an attacker or performing an action that causes an attack of opportunity, e.g. reloading a pistol when is hand to hand combat. Characters get the possibility of one attack of opportunity per round. It is not possible to get an attack of opportunity with a ranged weapon unless the character is at a distance and is holding an action to fire on incoming targets.
  2. Firing Into Melee: There is a +7 penalty to TN for firing into an active melee. On a fumble the attacker may hit the other person involved in the melee. Make a second attack roll at the attacker’s skill level without the +7 to TN.  If the second attack succeeds the other membe of the melee is hit instead.  If multiple people are in a melee roll randomly to dertime who may get hit.
  3. Casting a Spell: As the amount of time to cast a simple spell is usually 2 minutes (20 combat rounds), it is very unlikely that a spell will be used directly in combat. If a spell is started out of combat and is completed during the time that combat is occurring then the spell’s effect is calculated normally. A spell may be disrupted by causing the caster to lose concentration. An attack that causes damage will disrupt the spell if a courage roll of 28 is not passed.
  4. Free Actions: These are actions that are so minor that they are not considered to take any time. It can be a very simple action or the use of a knowledge skill when confronted by a mythical creature to identify it.

(a) Drop an Item: The character can drop an item, already held in hand, into your space or an adjacent space.

(c) Speak: Character can speak at any point in the round as long as they are not flat-footed or surprised. If the game master allows monologing then the character can somehow make a rather long speech (1 minute +) before the round is over.

(d) Five Foot Step: A five foot step can always be taken as long as no other move action has been taken in the round. Taking a five foot step does not provoke an attack of opportunity at any point. You may take a five foot step before, during, or after any other action except for move equivalent actions.

(e) Stabilize Character: All another character has to do is check on a dying character (a hero or NPC) and the character will not die. If another wound is suffered then the character stands the same chances of dying as normal.

 (f) Reactive defensive action: A free action can be a dodge, parry, or some other defensive action made as a direct response to an attack. A reactive defensive action can be declared at anytime in the combat round as long as the character performing the action is not surprised or flat-footed. The character rolls the appropriate defensive skill with a -2D6 penalty in addition to any other penalty. If the character has not yet acted for the round the character’s other actions are at an additional -2D6 penalty. If the character has completed all actions for the round the penalties carry over to the next round.

!!!    A character can perform multiple reactive defensive actions in a round with each successive action suffering from an additional -2D6 penalty. Once the character is out of skill points/dice then the character cannot make defensive actions. A reactive defensive action can be combined with any other action type.!!


Combat Resolution Steps

  1. Initiative Check
  2. Declare Actions
  3. Perform Action Check
  4. Check Counter Action
  1. Initiative Check: Characters and NPCs will roll 1D6+athletics score (not a dice roll). The highest number will go first. Another skill can be used in place of athletics as appropriate. In case of a tie the character with the highest skill goes first. If the skill numbers are the same the actions occur simultaneously.
    If a player attacks another character before they have a chance to act the target is considered being flat-footed. This causes the target to have no chance to make a counter action greatly increasing the chances of getting hit. If the targets are not aware of the attacker then they are considered surprised. This causes the target to lose their actions for the round.
  2. Declare Actions: After all characters and NPCs have rolled initiative and the results are calculated, the players declare actions and check success, in order of initiative. In one round a player can perform 2 actions without penalty. One may be an attack, the other may be a non-attack. Multiple actions can be performed, but will suffer penalties. See the page on Performing Multiple Attack Actions.
  3. Perform Action Check: the player uses a number of six-sided dice equal to the appropriate skill used. this can be the average of two skills or a skill with a pip modifier. A pip is a +1 added to the skill. When a skill has 3 pips (+3) to the skill it gains an extra die. The player rolls all the dice and add them together. If the number is greater than or equal to the target number the task is successful. See Task Resolution for more information.
  4. Check Counter Action: A counter action can be performed in one of three ways.
    1. Opposed Roll: Two characters roll their skills and directly compare the totals. The character with the highest total wins. All ties go to the character with the highest skill. In the case of a tie in skill value the defender wins.
    2. Defensive Action: This can be a dodge, parry, or some other defensive action to avoid being hit in combat. It can be a full dodge or a reactive dodge.

      A full dodge must be declared at the start of the character's turn. It takes the place of other actions, but can be combined with a move action. Characters roll full defense with any adjustments and adds it to the base difficulty.
      A reactive dodge can be declared at any point in the combat turn. The character rolls the defensive skill minus 2D6 if the character has acted plus any other penalties that might apply. If the character has not acted this turn their remaining actions are at -2D6 due to this action.

      A character may perform as many reactive dodges as they have remaining skill points. Each reactive defensive action subtracts an addition 2D6 from the characters skill. When the character has no more skill points no additional defensive actions can be performed. if the character has already acted the skill penalties carry over into the next round.
    3. Moving Defense: This is similar to standard defensive actions, but is only used against ranged fire. It is combined with a move action to allow the character to retreat while still avoiding fire. It cannot be used against a melee attack as this will allow an attack of opportunity and that the character will not be able to be hit after they are out of melee range. To use this to escape from a melee attack they will need to withdraw from combat. The character rolls his athletics skill and is allow to make an 3/4 full move. Part of the movement is lost jinking and swerving to avoid fire. No other actions can be performed while using this defense.
  5. Calculate Success: If the action is successful determine the effect that the action has on the target.Normally this is the amount of damage sustained, but it may be a trip attack, disarm, or spell effect.In these cases apply the effect to the target as indicated. Damage is calculated based on the success level of the dice roll versus target number. Armor is able to reduce damage based on standard rules found in the Castle Falkenstein Core Rule Book Page 187.