Forbidden Lands Combat Guide.pdf
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Forbidden Lands Combat Guide
A guide to make combat easier for both the game master and players alike.
INITIATIVE
(Home rules for when not using a card deck)
A. Each combatant rolls 1D20 (2D20 for surprise attackers, choice of one roll).
B. Ties are settled by a second roll.
C. Initiative may be swapped at the beginning of a round, if combatants are close enough to speak.
ZONES
There can be many zone types which affect the locations you are fighting. Some of them are:
A.
Cramped:
No Swing, Heavy Weapons -2
B.
Rough:
Roll Move when running into zone. If fail, prone. Fleeing +1
C.
Open:
Fleeing -1
D.
Dark/Foggy:
Ranged attacks do not pass through zone AND -2.
BORDERS
Borders of zones can also come into play (for example, cliffs on one side and a mountain on another.
A.
Blocked:
Cannot pass on foot (wall or crag).
B.
Obscured:
Movement not affected, ranged attacks cannot pass through.
RANGE
Combatants move between different ranges during battle. Ranges can affect certain types of things.
Distant
Travel Turns
Fleeing
Sneak Attack
Ranged
X
-3
(Aim Req.)
Long
+1
+1
-2
<-4->
(Zone Size)
Short
0
0
-1
Near
<-1->
-1
-1
0
<-1->
Arm’s Length
Zone-Zone
+3
(unarmed)
-2
-3
SNEAK ATTACKS
A.
Sneak Attack:
Attacker moves, roll sneak based on range. Success: free action + no parry/dodge.
B.
Ambush:
Target moves, roll based on range. +2 dice.
ROLLING FOR COMBAT
Base Dice
The attribute governing the
skill.
Skill Dice
The level of the skill.
Gear Dice
Attacking: Your weapon bonus.
Defending: Your armor ratings.
First success (6+) counts as a hit. Every success after adds one damage (for attacking).
| 6-7, 1 Success | 8-9, 2 Success | 10-11, 3 Success | 12, 4 Success |
Forbidden Lands Combat Guide
By lloyd094
Two actions per round each – FAST/FAST or FAST/SLOW. Actions reset at beginning of new round.
SLOW MELEE ACTIONS
Action
Slash
Stab
Prerequisite
Edge/Blunt
Point
Skill
Melee
Melee
Melee
Melee
Melee
FAST MELEE ACTIONS
Action
Grapple Attack
Draw/Pickup
Weapon
Swing
Stand Up
Shove
Disarm
Feint
Retreat
Prerequisite
Grappling
Heavy ->
Slash/Stab
Hook/Shield
Weapon
Weapon can
reach
Melee
Melee
Skill
Melee
Other
Dodge
N/A
Parry
N/A
Other
Dodge
+2
Parry
Weapon: -2
Shield: +2
+2
Punch/Kick/Bite
Unarmed
Grapple
Unarmed
Break Free
Grappled
Add +1 damage to attack.
+2 enemy rolls while down
If enemy STR > your STR, 2
success req.
1H = 1 Success
2H = 2 Success
Cannot disarm shield.
Trade Initiative
Roll to get out of arm’s length.
If fail, enemy gets free attack.
RANGED ACTIONS
Shield Req.
Move
Attack
Ready Weapon
Aim
Shoot
Parry
Speed
Fast
Fast
Slow
Fast
Rule
Doing something else other than shoot or aim requires ready weapon
again.
+1 for shoot, MUST SHOOT SAME TURN
Marksman + Gear; Parry requires shield
MUST have shield/weapon with parry + at least 2 in weapon skill.
Forbidden Lands Combat Guide
By lloyd094
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