Difference between revisions of "Battle"

From AF wiki
Jump to: navigation, search
Line 6: Line 6:
  
 
==Line==
 
==Line==
Usually if you are attacking a target within [[reach]] you check against your [[combat]] skill score. [[Range]]d weapons vary. Most weapons use [[combat]], but firearms use [[contraption]]. Reach is the default, and lets you attack adjacent areas in front of your flank. Range keywords describe how many areas away your target may be before you suffer a penalty or are unable to attack at all. When you make an attack you check the line between you and the target. The line is drawn from the front of your base to three points on the target's base: the closest point, and then the two sides. The closest point is used to determine if you [[flank]], and the spread between all three points is used to check for [[cover]]. You may not attack a target completely behind your own flank.  
+
Usually if you are attacking a target within [[reach]] you check against your [[combat]] skill score. [[Range]]d weapons vary. Most weapons use [[combat]], but firearms use [[apparatus]]. Reach is the default, and lets you attack adjacent areas in front of your flank. Range keywords describe how many areas away your target may be before you suffer a penalty or are unable to attack at all. When you make an attack you check the line between you and the target. The line is drawn from the front of your base to three points on the target's base: the closest point, and then the two sides. The closest point is used to determine if you [[flank]], and the spread between all three points is used to check for [[cover]]. You may not attack a target completely behind your own flank.  
  
 
[[image:line.jpg]]
 
[[image:line.jpg]]

Revision as of 05:49, 10 November 2015

A battle is a combat encounter. The usual objective is to defeat or drive away any opponents. A battle could be resolved as a check or complication if it doesn't warrant the time or attention of an encounter.

Setup

Usually a battle is either an ambush or a clash. In an ambush one side starts off hidden and the encounter plays like an infiltration at first. In a clash both sides are placed in the zone and aware during the first round. The referee decides which side has the position advantage for the battle. In an ambush the hidden side has the advantage. In a clash the more aggressive attackers have the advantage. Some abilities or circumstances can change who has the position advantage. The side without advantage sets up first, placing individuals along a single edge, or within 5 areas of a designated starting area. Then the side with position advantage then sets up along the opposite edge or within 5 of another starting area. Starting areas are usually used to reflect the situation, such as defenders in a camp or travelers who must start on a road.

Line

Usually if you are attacking a target within reach you check against your combat skill score. Ranged weapons vary. Most weapons use combat, but firearms use apparatus. Reach is the default, and lets you attack adjacent areas in front of your flank. Range keywords describe how many areas away your target may be before you suffer a penalty or are unable to attack at all. When you make an attack you check the line between you and the target. The line is drawn from the front of your base to three points on the target's base: the closest point, and then the two sides. The closest point is used to determine if you flank, and the spread between all three points is used to check for cover. You may not attack a target completely behind your own flank.

Line.jpg

Defend

If your check succeeds and the target doesn't contest you, then you roll your attack effects and apply them. But when you are attacked you may contest the check with a guard or a defense. There are two main ways to defend against a physical attack: a parry and a dodge. A parry may be attempted if you are not flanked and within reach of your attacker, and uses your combat score. A dodge may always be attempted and uses your move score. If you are flanked your dodge suffers penalty. If you do not have a guard or defense and wish to contest an attack, you may screen. You do not receive your next action, but gain unlimited defenses until the next time you do receive an action. The turn you don't get an action you do still reset your guard and gain a snap. You may try to use both your guard and your defense to contest the same attack. Both checks cooperate.

  • Pro tip: When you screen, put two markers on your card. Remove one when you lose your action and the other when you take your action after that. So long as you have a marker you have defenses.

Victory

A battle ends when one side or the other is out or has left the zone. A surrendered opponent counts as out for determining victory. A battle may lead to a chase or an infiltration depending on how the losing side leaves the zone and whether the winning side chooses to pursue. If a battle leads into a chase then any fleeing character who exits and isn't followed within the same exchange gains a bonus during the first exchange of the chase. If a fleeing character isn't pursued during the next exchange then escape is automatic. Note that the winning side must still possess the zone to count as winning and become pursuers.

Battle Tactics

Play to your strengths in battle. If you have powerful reach attacks then move quickly into contact with opponents so you can parry and deal damaging effects. If you favor range attacks maneuver to deny your opponents cover. In either case, be wary of your flank line and use a snap to position yourself each round you need to, or to crouch behind cover. A skilled combatant can be overpowered when attacked from different directions or surprised from behind. Becoming hidden during battle can be difficult, but allows powerful surprise attacks if the circumstances are favorable. Leaving one decoy in the zone while fleeing with the others can either give you a head start or an advantage if too many opponents chase your decoy and you reappear in the zone. Look for any environmental or situation stunts that you can exploit with a triumph, allowing even your defenses to generate dangerous side effects. If you are out of grit (or especially hits!) withdraw before you get knocked out.

Special Battles

  • Engagement. An engagement will have a number of linked battles, called hotspots. The side that holds the most hotspots wins the engagement as a whole. Some hotspots may be contested simultaneously, forcing the band to only participate in only one, or to split their forces across multiple hotspots. Fortitude can also be a significant factor if the band becomes exhausted after participating in an earlier hotspot.
  • Massacre. A massacre is an ambush that is a heavily weighted against one side. The outcome is certain, but the encounter is played to determine who (if anyone) survives the initial attack and how hurt the survivors are. Often in a massacre there will only be one valid escape edge, and it will be on the other side of opposing forces. The idea is that overwhelming forces exist on all the other sides, and you have to push through the weakest pocket of resistance to escape. Any individual who hasn't managed to exit after one (possibly two) exchanges is automatically captured or killed.

See Also



Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!