Difference between revisions of "Battle"

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(Created page with "__NOTOC__ A battle involves the band fighting opponents. A lopsided battle could be resolved as a check or complication. If the sides are close enough, and it is dramatica...")
 
 
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__NOTOC__
 
__NOTOC__
A battle involves the [[band]] fighting opponents. A lopsided battle could be resolved as a check or complication. If the sides are close enough, and it is dramatically appropriate then a battle should be played as an encounter on a zone map.
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{{Battle}}
  
==Setup==
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==See Also==
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 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 advantage. The side without advantage sets up first, placing individuals in any tiles along a single edge. Then the side with advantage then sets up anywhere else, so long as there's at least one empty tile between revealed individuals from different sides and no decoys are occupy the same tile as an individual from the opposing side. The referee may restrict setup to certain tiles to reflect the situation, such as defenders in a camp or travelers who must start on a road.
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*[[Combat]]
  
==Attack==
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==Line==
Usually if you are attacking a target within [[reach]] you check against your [[fight]] skill score, and if you are attacking with a [[range]] weapon you check against your [[operate]] skill score. Unless expanded by keywords, you can reach into adjacent areas but no farther. Range keywords describe how many areas away your target may be before you suffer a penalty (-2) 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. If 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. If your check succeeds and the target doesn't contest you, then you roll your attack [[effect]]s and apply them.
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When attacking a target within [[reach]] you check against your [[combat]] skill score. Most [[range]]d weapons still use [[combat]], but firearms use [[machinery]]. Weapons without a range keyword are reach, and let 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]]
  
==Defend==
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==Defense==
When you are attacked you may contest the check with a [[guard]] or a [[defense]]. There are two main ways to defend: a parry and a dodge. A parry may be attempted if you are not flanked and within reach of your attacker (whether the attack was reach or ranged), and uses your fight score. A dodge may always be attempted and uses your move score. If you are flanked your dodge suffers penalty (-2). If you do not have a guard or defense and wish to contest an attack, you may [[screen]]. You tilt your next [[reflex]] to denote that you are screening, and you have unlimited defenses until your next reflex card is played. If your turn has already gone by and you need to screen then you must play your next round's card to screen. When it becomes your turn you don't get an action, but you do reset your guard and gain a snap as usual. Leave your card tilted as a reminder that you are screening until the next round. You may try to use both your guard and your defense to contest the same attack. Both checks cooperate, but you can't use the same type of check. So if you dodge with your defense, you may parry the same attack with your guard if your dodge failed or didn't have enough margin to win the contest.
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If your check succeeds and the target doesn't contest you, then you roll your attack [[effect]]s and apply them. When you are attacked you may contest the check with a [[guard]], a [[defense]], or both of you have them. A physical attack may be contested with a dodge ([[agility]]) or a parry ([[combat]]). A parry is only an option if you are not flanked and within reach of your attacker. If you are flanked you can still dodge, but you suffer a penalty. After an attack hits you may choose to [[screen]]. You don't receive your next action, but gain one defense per attack until the next time you get an action. On the turn where you have no action you still reset your guard and may use a snap. You may try to use both your guard and a defense to contest the same attack. Both checks cooperate, but must be different types (dodge or parry).
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*'''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==
 
==Victory==
A battle ends when one side or the other is out or has left the zone. A surrendered opponent counts as out for victory. A battle may lead to a chase or an infiltration depending on how the losing side left 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 (+2) on the first check 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. If pursuers chase fleeing characters before victory is established and end up losing then the chase either automatically fails or reverses.
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A battle ends when one side is out or leaves the zone. A surrendered opponent counts as out, and the condition change at the end of an exchange may require a [[rank]] check to prevent a losing side from surrendering or fleeing. A battle may lead directly to another encounter (such as a chase or an infiltration to escape) depending on the circumstances.
 
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*'''Pro tips:''' If firearms are in play, use the [[crouch]] snap to take cover and improve your chances. If you have a decent [[combat]] overlap opponents as quickly as you can, once you're within reach you can parry any ranged attacks they try to use. Maneuver to take advantage of an opponent's flank while protecting your own. Becoming [[hidden]] during battle can be difficult, but allows powerful [[surprise]] attacks if you pull it off. Try to exploit environment or situation stunts so even a defensive triumph can generate a dangerous advantage. If you are out of grit withdraw before you get knocked out. If you are out of hits then any moment could be your last.
==Battle Tactics==
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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. 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.
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==Special Battles==
 
==Special Battles==
*'''Engagement.''' An engagement will have a number of hotspots. Each hotspot is a separate battle, and the side that holds the most hotspots wins the engagement. Each extra hotspot after the majority forces the opponents to withdraw for an extra day. Some hotspots may be contested simultaneously, forcing the band to only participate in only one, or to split their forces across multiple hotspots.
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*'''Duel.''' A duel is a special battle between two agreeing opponents. Each opponent may only makes makes attack checks that add to a total, similar to a complication. These checks are called maneuvering, and on any turn you may declare that you're done maneuvering and roll your check as an attack. If it hits, you add all margin from your maneuvering as extra dE damage. However you only get that one attack, once you use it, your opponent (if they survive) may keep maneuvering until the exchange ends or they use their attack. If both survive the first exchange it becomes a regular battle.
*'''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 tile, 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 or two exchanges is automatically captured or killed.
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*'''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.
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*'''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.
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==See Also==
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*[[Encounter]]
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*[[Chase]]
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*[[Dispute]]
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*[[Raid]]
  
  
{{V250}}
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{{V300}}
  
[[Category:Mode]]
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[[Category:Ability Use]]

Latest revision as of 17:56, 28 January 2023

  • Battle: A skirmish between a large number troops may be resolved as a Mission over a few days. A Bad result results in an Injury to you. Pairs reduce the casualties you suffer. Fighting a Battle uses the Tactics Cascade. Being Outnumbered or facing a more powerful foe incurs Penalties. Being captured by the enemy or losing a friendly Unit are common alternative consequences for a Bad result.

See Also

Line

When attacking a target within reach you check against your combat skill score. Most ranged weapons still use combat, but firearms use machinery. Weapons without a range keyword are reach, and let 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

Defense

If your check succeeds and the target doesn't contest you, then you roll your attack effects and apply them. When you are attacked you may contest the check with a guard, a defense, or both of you have them. A physical attack may be contested with a dodge (agility) or a parry (combat). A parry is only an option if you are not flanked and within reach of your attacker. If you are flanked you can still dodge, but you suffer a penalty. After an attack hits you may choose to screen. You don't receive your next action, but gain one defense per attack until the next time you get an action. On the turn where you have no action you still reset your guard and may use a snap. You may try to use both your guard and a defense to contest the same attack. Both checks cooperate, but must be different types (dodge or parry).

  • 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 is out or leaves the zone. A surrendered opponent counts as out, and the condition change at the end of an exchange may require a rank check to prevent a losing side from surrendering or fleeing. A battle may lead directly to another encounter (such as a chase or an infiltration to escape) depending on the circumstances.

  • Pro tips: If firearms are in play, use the crouch snap to take cover and improve your chances. If you have a decent combat overlap opponents as quickly as you can, once you're within reach you can parry any ranged attacks they try to use. Maneuver to take advantage of an opponent's flank while protecting your own. Becoming hidden during battle can be difficult, but allows powerful surprise attacks if you pull it off. Try to exploit environment or situation stunts so even a defensive triumph can generate a dangerous advantage. If you are out of grit withdraw before you get knocked out. If you are out of hits then any moment could be your last.

Special Battles

  • Duel. A duel is a special battle between two agreeing opponents. Each opponent may only makes makes attack checks that add to a total, similar to a complication. These checks are called maneuvering, and on any turn you may declare that you're done maneuvering and roll your check as an attack. If it hits, you add all margin from your maneuvering as extra dE damage. However you only get that one attack, once you use it, your opponent (if they survive) may keep maneuvering until the exchange ends or they use their attack. If both survive the first exchange it becomes a regular battle.
  • 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



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