Thrusting Broadsword/Leather Armor VS.
Mace/Leather Armor
BASIC
Melee Combat - Example Two (discussion) (PDF)
Differences from the Full Options Example:
- No Flexible Armor and Blunt Trauma (B379).
- No Hit Locations - all hits are to the torso (B398).
- No Movement Points (B387).
- No Crippling or Knockdown and Stunning (B420) in Turn Three.
- No check for Fatigue Loss (B426) after the battle.
- No Bleeding (B420) after the battle.
Arthur Green
|
ST:
|
12
|
HP:
|
12
|
|
Size Modifier: 0
|
|
DX:
|
10
|
Will:
|
10
|
|
Encumbrance: 0 (22 lbs.)
|
|
IQ:
|
10
|
Per:
|
10
|
|
Basic Speed: 5.5
|
|
HT:
|
12
|
FP:
|
12
|
|
Basic Move: 5
|
|
|
|
|
|
|
|
|
Dodge: 8
|
Parry: 10
|
Block: -
|
Armor: Leather Armor (DR 2 torso, groin, 10 lbs.), Heavy Leather Sleeves (DR 2 arms, 2 lbs.), Heavy Leather Leggings (DR 2 legs, 4 lbs.), Boots (DR 2 feet, 3 lbs.)
Thrusting Broadsword: 1d+3 cut/1d+1 imp; Reach: 1; Parry: 0, ST: 10 (3 lbs.)
|
Skills:
|
Broadsword - 14 (DX+4)
|
|
Ads/Disads:
|
|
Zach Red
|
ST:
|
12
|
HP:
|
12
|
|
Size Modifier: 0
|
|
DX:
|
12
|
Will:
|
10
|
|
Encumbrance: 0 (24 lbs.)
|
|
IQ:
|
10
|
Per:
|
10
|
|
Basic Speed: 5.5
|
|
HT:
|
10
|
FP:
|
10
|
|
Basic Move: 5
|
|
|
|
|
|
|
|
|
Dodge: 8
|
Parry: 11
|
Block: -
|
Armor: Leather Armor (DR 2 torso, groin, 10 lbs.), Heavy Leather Sleeves (DR 2 arms, 2 lbs.), Heavy Leather Leggings (DR 2 legs, 4 lbs.), Boots (DR 2 feet, 3 lbs.)
Mace: 2d+1 cr. (converted from 1d+5 cr., B269); Reach: 1; Parry: 0U, ST: 12 (5 lbs.)
|
Skills:
|
Axe/Mace - 16 (DX+4)
|
|
Ads/Disads:
|
|
This example is a little more involved than Example One, but still fairly basic - the skills and armor/weapons are a bit improved, and a few additional options are used.
The opponents again face one another in a gladiatorial arena, though this time they are 2 yards apart to begin.
The characters' Basic Speeds are tied, so the higher DX goes first (Zach).
TURN ONE
Zach Red HP: 12
Maneuver: Ready ( mace)
Arthur Green HP: 12
Maneuver: Ready ( broadsword)
TURN TWO
Zach Red HP: 12
Maneuver: Wait, Attack ("I will attack with my mace the first enemy to step into range.")
Arthur Green HP: 12
Maneuver: All-Out Attack (Determined) ( cut, Zach)
Moves forward 2 hexes, turn is immediately interrupted by Zach's "Wait (Attack)" maneuver.
Zach Red HP: 12
Rolls 3d6 against his Axe/Mace skill of 16 and gets 15 - a hit (Arthur is unable to defend, as he is doing an All-Out Attack).
Not using Hit Locations, so all attacks default to the Torso (B369). Zach rolls 2d+1 for damage and gets a total of 7.
Arthur Green HP: 7, Shock: -4
7 points of crushing basic damage to the Torso - 2 DR leaves 5 points of penetrating damage. Arthur's HP are reduced to 7 and he has a shock penalty of -4. He now finishes his interrupted All-Out Attack (Determined).
Arthur Green HP: 7, Shock: -4
Maneuver: All-Out Attack (Determined) ( cut, Zach)
Arthur rolls 3d6 against his effective Broadsword skill of 14 (-4 for Shock, +4 for All-Out Attack (Determined)) and gets 9 - a possible hit.
Zach Red HP: 12
Rolls 3d6 against his Dodge of 8 and gets 12 - he fails to Dodge.
Arthur Green HP: 7, Shock: -4
Rolls 1d+3 for damage and gets a total of 6.
Zach Red HP: 6, Shock: -4
6 points of cutting basic damage to the Torso - 2 DR leaves 4 points of penetrating damage. 4 points x the 1.5 wounding modifier for cutting damage = 6 points of damage. Zach's HP are reduced to 6 and he has a shock penalty of -4.
TURN THREE
Zach Red HP: 6, Shock: -4
Maneuver: Attack ( Arthur)
Rolls 3d6 against his effective Axe/Mace skill of 12 (-4 for Shock) and gets 13 - a miss.
Arthur Green HP: 7
Maneuver: All-Out Attack (Determined) ( cut, Zach)
Rolls 3d6 against his effective Broadsword skill of 18 (+4 for All-Out Attack (Determined)) and gets 11 - a possible hit.
Zach Red HP: 6, Shock: -4
Rolls 3d6 against his Dodge of 8 and gets 10 - he fails to Dodge.
Arthur Green HP: 7
Rolls 1d+3 for damage and gets a total of 5.
Zach Red HP: 2, Shock: -4
5 points of cutting basic damage to the Torso - 2 DR leaves 3 points of penetrating damage. 3 points x the 1.5 wounding modifier for cutting damage = 4.5, rounded down to 4. Zach's HP are reduced to 2 and he again has a shock penalty of -4.
As he now has less than 1/3 his HP, his Move and Dodge are also halved.
TURN FOUR
Zach Red HP: 2, Shock: -4
Maneuver: Attack ( Arthur)
Rolls 3d6 against his effective Axe/Mace skill of 12 (-4 for Shock) and gets 15 - a miss.
Arthur Green HP: 7
Maneuver: All-Out Attack (Double) ( cut, Zach)
Rolls 3d6 twice against his Broadsword skill of 14 and gets 13 and 10 - two possible hits.
Zach Red HP: 2, Shock: -4
Rolls 3d6 twice against his effective Dodge of 4 (1/2 Dodge for having fewer than 1/3 HP) and gets 7 and 11 - he fails to Dodge both times.
Arthur Green HP: 7
Rolls 1d+3 twice for damage and gets totals of 7 and 5.
Zach Red HP: -9, Shock: -4
7 points of cutting basic damage to the Torso - 2 DR leaves 5 points of penetrating damage. 5 points x the 1.5 wounding modifier for cutting damage = 7.5, rounded down to 7 points of damage. Zach's HP are reduced to -5 and he has a shock penalty of -4.
5 points of cutting basic damage to the Torso - 2 DR leaves 3 points of penetrating damage. 3 points x the 1.5 wounding modifier for cutting damage = 4.5, rounded down to 4 points of damage. Zach's HP are further reduced to -9.
TURN FIVE
Zach Red HP: -9, Shock: -4
Maneuver: n/a
As he is below 0 HP, Zach rolls 3d6 against his HT of 10 to avoid falling unconscious and fails with a 12 - he immediately collapses into unconsciousness.
At this point 'combat time' has ended, as Zach is unable to defend himself - Zach can roll against his HT in one hour to see if he awakens (B423).
|