Repulse Calculation

From DQWiki
Jump to: navigation, search

Discussion initiated by Andrew in November 2008

Repulsing is keeping an opponent out of Close. It occurs as a defence against Close & Grapple, and Charge and Close.

Current Rules

Close & Grapple
An engaged figure may attempt to Close & Grapple. If the Attacker is within the Melee Zone of the target, they may try to Repulse the Attacker’s attempt to Close by rolling less than or equal to their prepared Melee weapon Rank on a D10. Multi-hex figures may not be Repulsed, but the defending figure may avoid the attack by succeeding in a 1 × AG check.
A successful Repulse means that the target has interposed their weapon between themselves and the Attacker, and the action has failed. If the Repulse is unsuccessful, the Attacker may go into Close and make a normal Grapple attack.
Charge & Close
An unengaged figure may move up to 1/2 TMR and attempt to Close. If the figure passes through the Melee Zone of the target, the target may try to Repulse the figure in the same way as for a Close & Grapple.
If the Repulse is successful, the target has interposed their weapon between themselves and the Attacker. If the Attacker cannot or will not stop entering Close, the target automatically inflicts a potential Specific Grievous Injury on the Attacker.
If the Repulse is unsuccessful, the Attacker may go into Close, and may attempt a normal Grapple action or a Trample attack.

With either action, the attacker's skill is not taken into account. This may be reasonable with a Charge & Close, which is arguably about velocity, mass, and intimidation. However, trying to close from melee is an act of subtlety and skill. It should take the skill of both parties into account, not least because otherwise knowing the enemy has rank 9 or 10 unarmed completely removes the option of close combat. Also, at low ranks, it is very easy to get into close combat, which seems counter-intuitive.

Option One

One option is to allow the attacker's skill to be involved in repulsing a Close & Grapple, at a significant discount. The Defender makes their current D10 Repulse roll against their prepared weapon Rank. If they fail, the attacker may enter close. If they succeed, the attacker must make a 2D10 roll against their own prepared weapon rank, and make it by at least the same margin as the defender. This gives skilled fighters a slim chance of entering close against other skilled fighters.

Option Two

Another option is that the attacker must roll their 2D10 first (against an active opponent) - if both dice are above their weapon rank, they fail to get into Close, regardless of the opponent's skill. Otherwise the defender makes a standard D10 Repulse roll, and then the initial 2D10 roll is compared against the attacker's rank as in the option above. This seems more complex, but in practise the attacker will either be skilled, in which case only the second check of the 2D10 roll matters, or they are unskilled, in which case the first check is all that matters. This option also gives unskilled fighters a chance of failing to enter close against other unskilled fighters.

While the rules seem a little more complex, it allows the player to make a roll, rather than just being told 'you can't enter close', and allows the attacker's skill to matter. I would not suggest this variant for Charging in Close, as the attacker's weapon skill should make little difference, and Charging in Close is a 'tougher' action.


These tables indicate the percentage chance of entering close, given the relevant Attacker and Defender Skill Ranks. Players need not know these percentages, of course - it is all based on D10 rolls vs. their own Rank.

Current Rules Defender
Rk 2 Rk 6 Rk 10
Attacker Rk 2 80% 40% 0%
Rk 6 80% 40% 0%
Rk 10 80% 40% 0%

Option One Defender
Rk 2 Rk 6 Rk 10
Attacker Rk 2 80.1% 40.1% 0.1%
Rk 6 82.5% 43.5% 3.5%
Rk 10 88.1% 55.5% 16.5%

Option Two Defender
Rk 2 Rk 6 Rk 10
Attacker Rk 2 28.9% 14.5% 0.1%
Rk 6 69.7% 37.1% 3.5%
Rk 10 88.1% 55.5% 16.5%

This change is a sister change to Dean's Out of Close Calculation.

Please feel free to add discussion on this item on the Discussion page