Combat - Evade: Difference between revisions

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(Created page with "__NOTOC__ === Current Rules (2014) === ==== 6.4 Engaged Actions ==== '''Evade''' An engaged figure may move one hex and change facing while executing an Evade. If a Melee At...")
 
(Containing Evade to the pulse but allowing it to be declared from the start of the pulse.)
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__NOTOC__
__NOTOC__
=== Current Rules (2014) ===
=== Current Rules (2014) ===
==== 6.3 Combat Sequence ====
1. Unengaged Initiative is determined for each side.
'''Action Timing'''
When a figure chooses an Action, they are assumed to be performing that Action until they start a new action or are stunned.
However, any Action which requires a dice roll to resolve is completed when that dice roll is made; the figure is assumed to be engaged in follow-up manoeuvres until their next action.
After successfully recovering from Stun, a figure is assumed to have just finished a Pass Action until their next Action, for all purposes, and any previously prepared shield or weapons are once again prepared.


==== 6.4 Engaged Actions ====
==== 6.4 Engaged Actions ====
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'''Close-Evasion (General)''' - may Evade while in close combat. Standard defence bonuses for evasion and potential Parry.
'''Close-Evasion (General)''' - may Evade while in close combat. Standard defence bonuses for evasion and potential Parry.


====57.1 Strike Chance Modifiers Summary====
==== 57.1 Strike Chance Modifiers Summary ====


'''Melee Combat Modifiers'''
'''Melee Combat Modifiers'''
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=== Proposed Change ===
=== Proposed Change ===
==== 6.3 Combat Sequence ====
1. Unengaged Initiative is determined for each side. Evade actions may be declared now.
'''Action Timing'''
When a figure chooses an Action, they are assumed to be performing that Action until they start a new action, are stunned or the end of the pulse.
However, any Action which requires a dice roll to resolve is completed when that dice roll is made; the figure is assumed to be engaged in follow-up manoeuvres until their next action.
After successfully recovering from Stun, a figure is assumed to have just finished a Pass Action until their next Action, for all purposes, and any previously prepared shield or weapons are once again prepared.


==== 6.4 Engaged Actions ====
==== 6.4 Engaged Actions ====
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<s>Close-Evasion (General)</s>
<s>Close-Evasion (General)</s>


====57.1 Strike Chance Modifiers Summary====
==== 57.1 Strike Chance Modifiers Summary ====
'''Miscellaneous Modifiers'''
'''Miscellaneous Modifiers'''
  -50 target is evading
  -50 target is evading


====57.3 Action Summary====
==== 57.3 Action Summary ====
'''Close figures'''
'''Close figures'''
* Evade
* Evade


=== Rationale ===
=== Rationale ===
Simplifying combat, removing calculations and exceptions that add no value. Ideally without compromising range of tactical choices and combat styles.
Simplifying combat, removing calculations and exceptions that add no value. Ideally without compromising range of tactical choices and combat styles.

Revision as of 02:38, 2 March 2019

Current Rules (2014)

6.3 Combat Sequence

1. Unengaged Initiative is determined for each side.

Action Timing

When a figure chooses an Action, they are assumed to be performing that Action until they start a new action or are stunned. However, any Action which requires a dice roll to resolve is completed when that dice roll is made; the figure is assumed to be engaged in follow-up manoeuvres until their next action. After successfully recovering from Stun, a figure is assumed to have just finished a Pass Action until their next Action, for all purposes, and any previously prepared shield or weapons are once again prepared.

6.4 Engaged Actions

Evade

An engaged figure may move one hex and change facing while executing an Evade. If a Melee Attack is attempted on a figure who is Evading with a Ranked weapon, they may be able to Parry the attack. An Evading figure receives a bonus to Defence versus Melee and Ranged Attacks.

6.6 Unengaged Actions

Evade

An unengaged figure may move up to 1/2 TMR and change facing while executing an Evade. If a Melee attack is attempted on a figure who is Evading with a Ranked weapon, they may be able to Parry the attack. An Evading figure receives a bonus to Defence versus Melee and Ranged Attacks.

6.10 Resolving Attempted Attacks

Evading

If a figure evades, their Defence against Melee attacks increases by 10 + 4 / Rank of their prepared Melee weapon, and their Defence against Missile attacks increases by 20. If a figure is Evading, and an opponent in their Melee Zone misses an attack at them by 30 or more, they may choose to try to Parry the attack.

The target rolls D10, adds the Rank of the prepared weapon they are Evading with, and subtracts the Rank of the attacker’s weapon. If this result is 3 or less, the attack has been successfully Parried, but the target has been thrown off balance, and their next action must be a pass action. If the modified result is 4 through 7, the target may Disarm the attacker (see Disarm). If the modified result is 8 or above, the attack has been Parried and the target may execute a free Melee Attack on their attacker as well as a Disarm. This is called a Riposte.

A Riposte cannot itself be Parried, and may occur as many times in the pulse as the evading target was Melee Attacked. An unarmed figure may Parry if they are ranked in Unarmed Combat.

6.18 Aquatic Combat

...
Evading defence bonuses are 10% + 2% / Rank for prepared
...

49.3 Warrior Special Abilities

Close-Evasion (General) - may Evade while in close combat. Standard defence bonuses for evasion and potential Parry.

57.1 Strike Chance Modifiers Summary

Melee Combat Modifiers

-4 each Rank the target has with prepared weapon if evading
-10 target is evading

Ranged Combat Modifiers

-20 target is evading


Proposed Change

6.3 Combat Sequence

1. Unengaged Initiative is determined for each side. Evade actions may be declared now.

Action Timing

When a figure chooses an Action, they are assumed to be performing that Action until they start a new action, are stunned or the end of the pulse. However, any Action which requires a dice roll to resolve is completed when that dice roll is made; the figure is assumed to be engaged in follow-up manoeuvres until their next action. After successfully recovering from Stun, a figure is assumed to have just finished a Pass Action until their next Action, for all purposes, and any previously prepared shield or weapons are once again prepared.

6.4 Engaged Actions

Evade

An engaged figure may move one hex and change facing while executing an Evade. If an Attack is attempted on a figure who is Evading with a Ranked weapon, they may be able to Parry the attack. An Evading figure receives a bonus to Defence.

6.5 Close Combat Actions

Evade

If an attack is attempted on a figure who is Evading with a Ranked weapon, they may be able to Parry the attack. An Evading figure receives a bonus to Defence.

6.6 Unengaged Actions

Evade

An unengaged figure may move up to 1/2 TMR and change facing while executing an Evade. If an attack is attempted on a figure who is Evading with a Ranked weapon, they may be able to Parry the attack. An Evading figure receives a bonus to Defence.

6.10 Resolving Attempted Attacks

Evading

If a figure evades, their Defence increases by 50. If a figure is Evading, and an opponent misses an attack at them by 30 or more, and they have a prepared weapon appropriate to the range and combat zone of their opponent, they may choose to try to Parry the attack.

The target rolls D10, adds the Rank of the prepared weapon they are Evading with, and subtracts the Rank of the attacker’s weapon. If this result is 3 or less, the attack has been successfully Parried, but the target has been thrown off balance, and their next action must be a pass action. If the modified result is 4 through 7, the target may Disarm the attacker (see Disarm). If the modified result is 8 or above, the attack has been Parried and the target may execute a free Melee Attack on their attacker as well as a Disarm. This is called a Riposte.

A Riposte cannot itself be Parried, and may occur as many times in the pulse as the evading target was Attacked. An unarmed figure may Parry if they are ranked in Unarmed Combat.

6.18 Aquatic Combat

...
Evading defence bonus is 25%
...

49.3 Warrior Special Abilities

Close-Evasion (General)

57.1 Strike Chance Modifiers Summary

Miscellaneous Modifiers

-50 target is evading

57.3 Action Summary

Close figures

  • Evade


Rationale

Simplifying combat, removing calculations and exceptions that add no value. Ideally without compromising range of tactical choices and combat styles.