<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>combat Archives - Host Your Own Old Time Radio Drama</title>
	<atom:link href="https://weirdworldstudios.com/tag/combat/feed/" rel="self" type="application/rss+xml" />
	<link>https://weirdworldstudios.com/tag/combat/</link>
	<description>Drama for the dinner table</description>
	<lastBuildDate>Sun, 12 Aug 2018 08:26:31 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	
<site xmlns="com-wordpress:feed-additions:1">77634614</site>	<item>
		<title>Managing the Mini-Games &#8211; Chapter 4 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</title>
		<link>https://weirdworldstudios.com/chapter-4-managing-the-mini-games/</link>
					<comments>https://weirdworldstudios.com/chapter-4-managing-the-mini-games/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Sun, 12 Aug 2018 06:43:06 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[chases]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[minigame]]></category>
		<category><![CDATA[roleplaying game]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[social actions]]></category>
		<guid isPermaLink="false">https://weirdworldstudios.com/?p=5010</guid>

					<description><![CDATA[<p>We’re going to digress for a moment to let you in on one of the best-kept secrets in gaming; the rules of the mini-games (such as combat, chases, social conflict, and vehicular combat) within a roleplaying game are all completely optional. They provide a helpful way to keep score and determine when certain types of [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/chapter-4-managing-the-mini-games/">Managing the Mini-Games &#8211; Chapter 4 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 200px" class="wp-caption alignnone"><a href="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?ssl=1"><img data-recalc-dims="1" fetchpriority="high" decoding="async" class="size-full wp-image-5030" src="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=200%2C283&#038;ssl=1" alt="Host Your Own Old Time Radio Drama Roleplaying Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=17%2C24&amp;ssl=1 17w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=25%2C36&amp;ssl=1 25w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2018/07/GMsGuide_Sml.jpg?resize=34%2C48&amp;ssl=1 34w" sizes="(max-width: 200px) 100vw, 200px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Host Your Own Old Time Radio Drama Roleplaying Game</figcaption></figure>
<p>We’re going to digress for a moment to let you in on one of the best-kept secrets in gaming; the rules of the mini-games (such as combat, chases, social conflict, and vehicular combat) within a roleplaying game are all completely optional. They provide a helpful way to keep score and determine when certain types of interaction have ended, but they aren’t essential and should be dropped whenever you have a good reason to do so.</p>
<p>Combat, a chase, a social conflict, or a bi-plane dogfight high in the sky are all simply means used by the players to achieve an objective. Combat etc. occurs when the players (or the NPCs) attempt to achieve their goals through violence. <strong>You can</strong> always <strong>resolve the situations dealt with in the mini-games by using the standard query, adjudicate, resolve pattern</strong> above. The mini-games themselves could, in this way, be dispensed with entirely.</p>
<p>So why are the mini-games included? <strong>They provide a scoring mechanism</strong> and <strong>a means to model certain actions at a higher level of abstraction</strong>. In short, they provide a useful administrative tool for the GM, one that identifies the conditions of success and failure in a way that is seen to be both clear and fair by most players.</p>
<p>The mini-games also, however, represent a speed-bump in your game. <strong>They slow things down substantially</strong>, usually breaking what would, in real-world terms, be a fairly quick exchange into something that takes considerably longer to play out at the table.</p>
<p>For this reason you, want to ensure that you are always aware of the following; even <strong>within a mini-game players are simply declaring and resolving actions</strong>, the rules are optional, and reference to the rules should be avoided wherever possible (don’t slow things down further by opening the rulebook to look things up unless you absolutely have to).</p>
<p>Further, you want to ensure that you <strong>transition into and out of each player’s turn with narration</strong> while you are in the mini-game.</p>
<p>Because narrative is what drives the game forward, you need to ensure that each player’s turn in the mini-game begins and ends with narrative. You need to <strong>move the focus of attention from player to player, turn by turn, using short narrative transitions.</strong></p>
<p>These <strong>transitions should only be about a sentence long</strong> but should accomplish the same things that they do when moving between player actions within a scene.</p>
<p><strong>The narration at the beginning of a players turn must locate the player in relation to what is happening around them</strong> (either establishing the situation or recapping the current circumstances) and <strong>acquaint them with those things that are clamoring for their attention</strong> with the greatest urgency.</p>
<p style="padding-left: 30px;">“To your left and right your companions are locked in desperate hand to hand combat with the pirates. One large, burly pirate with a red sash is charging towards you swinging his cutlass, and it appears that another is attempting to swing one of the cannons around to point at your group. What do you do?”</p>
<p style="padding-left: 30px;">“The mayor appears to be considering your arguments carefully, but there is still doubt in his eyes, and you can also see the growing impatience of his secretary as she watches the clock tick ever closer to his next appointment. What do you do?”</p>
<p>After the action has been declared (remember that even in the mini-games you need to identify both what the player wants to do and how they want to do it) and resolved, you need to <strong>reset the scene and narrate the outcome and consequences</strong>.</p>
<p style="padding-left: 30px;">“You stab the charging pirate in the stomach, neatly sidestepping his lunge and sending him, lifeless, to the deck. Your companions are all still occupied with attacking pirates, and the cannon is now aimed directly at you. Worse, it looks like one of the pirates, not currently engaged in the fight, is about to touch off the powder.”</p>
<p style="padding-left: 30px;">“Commenting on how the bandits have negatively affected the tourist trade, causes the mayor’s brow to furrow with frustration. He has heard this many times from different townsfolk. He’s not interested further analysis. He needs solutions.”</p>
<p>Lastly, you need to <strong>transition to the next player’s turn</strong>.</p>
<p><strong>“Sally, you see all this but are currently grappling with a swarthy pirate of your own &#8211; one who is pressing in and trying to grapple with you for control of your pistol. What do you do?”</strong></p>
<p><strong>“Sally, you see the mayor’s increased frustration and sense his need for a solution. What do you do?”</strong></p>
<p>This process of transitioning into and out of each turn within the mini-games (whether the game concerns combat, social interaction, or a chase etc.) is one of the keys to keeping the game flowing.</p>
<p>You <strong>create a sense of urgency by emphasizing the greatest threats within the current location and by demanding that players state their actions quickly in order to avoid losing their actions</strong> because they are being indecisive.</p>
<h3>Chases</h3>
<p>Chases, like combat and other scenes, can be improved with planning. In a pinch, rolling obstacles on a randomized table will work fine, but a little bit of preparation will go a long way towards increasing the enjoyment provided by the scene.</p>
<p>To begin with, <strong>determine what sparks the chase</strong>. What prompts the chasers to pursue the chasee? Are they looking to assassinate their quarry? Did the quarry take something they want? Have they been given a grievous insult? Be sure of what the chase is trying to achieve. In most cases, the chaser is trying to catch or kill the chasee, but in some, the chase is about recovering an object from the chasee or something else. As for the chasee, they are usually trying to escape. But ask yourself where to, and whether they are leading the chasers into a trap or away from something else etc. <strong>Be clear what the objective is for both parties and what, if anything, would cause them to abandon the chase</strong>.</p>
<p><strong>Specify the conditions that end the chase</strong>. The combat board has a chase track on it. Perhaps your chase ends with the quarry being lost after 8 spaces on the board have been traversed. Perhaps you need to make the track shorter. Perhaps another circumstance triggers the end (such as discarding the golden idol the heroes are carrying). Be clear about when the chase will finish.</p>
<p>Okay, now <strong>treat it as a scene where obstacles arise in series to interfere with the players&#8217; chances of achieving their goals</strong>. As noted before, you can randomly determine the obstacles, but if you have time it is almost always better to plan them out to suit your specific scene.</p>
<p>Lastly, <strong>prepare your resolution</strong>. What happens if the heroes are caught? What if they escape? What if the bad guy escapes? What happens if the police get involved, etc.? If you know the answers to these questions you won’t have any trouble running your chase scene.</p>
<h3>Combat</h3>
<p>Designing a fun combat experience is an art form. The key to it lies in the design of the environment. Wherever possible <strong>populate the environment with things the players can use</strong>. If the battlefield is a garden, then make sure there are abandoned rakes, pruning shears, wheelbarrows, sacks of horse manure etc. around that the combatants might make use of. If it’s a cave fill the space with dangling roots, stalagmites, and stalactites, mud pools, shards of crystal etc. Add obstacles that both hinder and help the heroes. Be creative. You can even impact the mood of a scene by your placement of objects and enemies. If the heroes are standing on a ridge looking down at the enemy, the mood is quite different from one in which they stand at a low elevation looking up at a cliff wall bristling with spears.</p>
<p>Your selection of opponents is the next thing to consider after the environment. In order to keep things balanced, we have some general guidelines to apply when throwing opponents at your heroes.</p>
<p><strong>Henchmen are the weakest level of opponent</strong>. They are usually intended to function as the hapless fools who rush our heroes guns and get mowed down in droves. Essentially they make our heroes feel heroic and competent.by not providing too great a challenge. They tend to be used exclusively in the first half of any given adventure.</p>
<p>Henchmen are represented by a wound pool. Don’t think of them as a group of individuals so much as a swarm that tries to lay some smack down on each of the heroes every turn. Every successful attack by the heroes results in a kill (or a bad guy being put out of the fight if the heroes are trying to be non-lethal). When the pool of wound points reaches zero the bad guys have fled or died.</p>
<p><strong>Henchmen need not be humans</strong>. They can be anything that the plot calls for (alligators, psychic squid monsters from another dimension, gangsters, mutated chimpanzees, etc.). The important point to note is that they are relatively weak but plentiful.</p>
<p><strong>Give them a generic description</strong> (one that will bring them to life) but don’t bother differentiating them from one another too much (or at all).</p>
<p>If you want a balanced fight, <strong>give the henchman a pool of wounds equal to the total wounds belonging to your group of heroes</strong>. This will keep things pretty even during the fight. But, <strong>DO NOT FOR A MINUTE THINK YOU MUST BALANCE FIGHTS</strong>. It is perfectly acceptable, in a world full of obstacles of varying strength, to hit your heroes with an occasional bunch of weak opponents.</p>
<p>Set the NPC modifier to novice (-2) or standard (0). Generally, henchmen do not undertake targeted attacks. They either fight using standard or frenzied attacks.</p>
<p><strong>Named Servants are significantly tougher (and fewer) than henchmen</strong>. They tend to appear in the second half of an adventure when the stakes are starting to rise. When adding Named Servants your <strong>descriptions will want to be more personalized.</strong> Differentiate them from each other, the henchmen and the boss villain.</p>
<p>Let’s say you are throwing a tribe of intelligent alligators at your heroes. The general horde (of henchmen) should be virtually indistinguishable “green, scaly, ranging in length from 5 to 9 feet, with sharp claws and gleaming teeth through which they huff their fetid breath”. The lieutenants of the horde (named servant) are three in number. All are 15 feet long. One has a large scar over one eye, another has a hump, and the last is unmarked but unusually quick.</p>
<p>To give them wounds, take the total of the heroes’ wounds and divide them in half. Apply the number to each of the named villains in the adventure. Each of the named villains gets that many wound points each. Because this generally puts a lone named villain at a disadvantage, field them in groups or singly but in combination with a horde of henchmen.</p>
<p>A well-armed group of heroes will usually make short work of a lone villain, regardless of how strong, unless the villain can do multiple attacks each phase. By adding more villains or giving the villain more attacks you even the odds.</p>
<p>Named servants should be given NPC modifiers of skilled (+2) or expert (+5) and, don’t forget, they can earn action points by using the environment in their actions just like the heroes can. They can also use targeted attacks, trying to strategically damage weapons or disable characters.</p>
<p><strong>Villains are the big bosses of the adventure.</strong> There is usually only one (though there is no reason the villain could not be a cabal of sorcerers if you so choose). B<strong>e sure to give the boss extra attacks (or supporting numbers) to keep the fight a challenge.</strong> Your villain should have wounds equal to twice the total of your team of heroes. <strong>Give your villain the best description you can.</strong> “The chief of the alligator tribe is twice the size of the others. and 6 feet wide. It is old (possibly one thousand years) and shares more in common with its dinosaur ancestors than its more recent offspring. One eye gleams redly with predatory intelligence while the other is milky. Its bellow is enough to cause rockslides on the distant hills and cause flocks of birds to take to the air. Armored hide and foot long razor sharp teeth grin wickedly at you as it positions itself for combat with frightening speed.”</p>
<p>Villains should always have expert NPC modifiers (+5) applied, can make targeted actions, and can earn action points by making use of the environment in their actions.</p>
<p>Just as it is perfectly acceptable to hit the heroes with a weak opponent from time to time, it doesn’t hurt to remind them that the world is full of things far stronger than they are as well. If you do throw certain death at them, however, make sure you telegraph that the fight will not be survivable. Players are often poor judges of when it is time to run away so be sure to give them plenty of warning (coming across the corpses of the uber-marines who kicked their butts in the practice ring yesterday or something similar is a good signal).</p>
<p>If you do construct your own opponents then give a little bit of thought to how they might coordinate (or not). A team of soldiers might try to hold the entrance while runners go for reinforcements or raise the alarm. A group of sandworms might strike and attempt to down and drag away victims to eat leaving their compatriots to the fight.</p>
<p>When vehicles are involved don’t forget to apply the damage to the vehicle’s armor before applying it to any occupants. The occupants can only be hit after the armor has been dealt with. Likewise, targeted actions cannot be used to blow the gas-tank while armor still protects the vehicle.</p>
<h3>Are social actions different?</h3>
<p>The simple answer is no. Player actions and GM adjudication is no different when a social interaction takes place than when any other interaction is occurring. The player wants to achieve something, they attempt to achieve it in a particular way, and the GM is called upon to adjudicate the outcome.</p>
<p>A character may wish to get information from the witness to a brutal murder. That is the thing they wish to achieve. They then may choose a number of means of achieving that end. They may threaten, persuade, bribe, etc.</p>
<p>The complicating factor with regard to social actions is that, unlike a door or wall, the acted upon can react in a broader number of ways in return. Determining whether the action is likely to achieve a desired result, figuring out whether to roll the dice and adjudicating the outcome can seem complicated as a result&#8230; but they aren’t.</p>
<p>To adjudicate this kind of action you need to <strong>know whether the NPC is favourably disposed towards the player characters,</strong> <strong>whether there is a reason for them to withhold their aid, and what that reason is, whether they can be influenced one way or the other, and what sorts of actions will likely move them in one direction or the other, and, significantly from a dramatic point of view, what’s at stake in the outcome.</strong></p>
<p>Armed with this knowledge you are able to adjudicate the situation easily.</p>
<p>For example, in the case of our murder witness, if we decide he or she is basically an upstanding citizen who sees the players positively and wants to do the right thing but is terrified that by speaking out his/her loved ones will be put at risk, you can more or less adjudicate the outcome fairly easily. <strong>All the elements for an interesting scene are present</strong>.</p>
<p><strong>The characters have an aim:</strong> they wish to gather information from the witness.</p>
<p><strong>There is a conflict:</strong> The witness is afraid and does not wish to provide that information.</p>
<p><strong>There is an obstacle:</strong> The level of fear the witness has regarding the safety of his/her family.</p>
<p>If the players approach with threats, the NPC might respond by stubbornly clamming up, or maybe they are timid enough to capitulate (that’s up to you), but the threat will need to be pretty strong if it is going to overcome the fear they are already experiencing. The NPC may be extreme enough in their responses to make the outcome an easy decision (no dice rolls), or you may call for a skill test (intimidate perhaps). Regardless of how you choose to respond, the NPC is likely to no longer be positively disposed towards the characters.</p>
<p>If the players approach with persuasion, the NPC might be won over (no dice roll required) or maybe it doesn’t seem so clear (roll the dice). Perhaps the NPC is persuaded but still won’t help until the characters provide some guarantees regarding the safety of the NPCs loved ones.</p>
<p>If the players approach with the offer of a reward, or witness protection, etc. it may be that these will entice the NPC into providing the information they are looking for.</p>
<p>With or without a dice roll (and whether to roll depends on how certain you feel the NPCs response will be) you can tell fairly easily whether a player’s actions are likely to overcome or strengthen the obstacle between them and cooperation. It may take some teasing out to uncover the player’s aim in an interaction (don’t be afraid to ask) and see what is taking place. It may be helpful to think of the action as being encapsulated in the conversation fragment that reveals the aim and method of the action.</p>
<p>This volume relies heavily on the work of Scott Rehm, Justin Alexander, Brian Christopher Misiaszek, Mike Bourke, Blair Ramage, Saxon Brenton, Robin Laws, John Wick, Wolfgang Baur, Ken Hite, Monte Cooke, Kevin Crawford, Phil Vecchione, and Walt Ciechanowski.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where noted above) is © copyright weirdworldstudios.com and Philip Craig Robotham 2016 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 1 – Running a Game</h3>
<ul>
<li>Chapter 1: The Job of the GM (gathering a table, player types, and ensuring fun)</li>
<li>Chapter 2: Preliminaries (the three fundamental skills, and your first session)</li>
<li>Chapter 3: Advanced skills – Part 1 (the opening scene and narration)</li>
<li>Chapter 3: Advanced skills – Part 2 (querying and adjudication)</li>
<li>Chapter 3: Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)</li>
<li>Chapter 4: Managing the Mini-Games (combat, chases, and social actions)</li>
<li>Chapter 5: Maintaining Pace and Tone (managing time and policing the tone)</li>
<li>Chapter 6: Improvising (improvising the story and the rules – for all the times the players do something unexpected)</li>
<li>Chapter 7 &amp; 8: Getting Feedback and Conclusion (improving your game)</li>
</ul>
<h3>HYOOTRD Roleplaying Game – Game Master’s Guide – Part 2 – Designing Games</h3>
<ul>
<li>Chapter 9: Scene Design</li>
<li>Chapter 10: NPC, Monster, Faction, and Villain Design</li>
<li>Chapter 11: Dilemmas, Obstacles, Exits, and Clues</li>
<li>Chapter 12: Plot (scenario, sandbox, critical path, and the interaction between story and choice)</li>
<li>Chapter 13: Structures: The five-room dungeon (and variations)</li>
<li>Chapter 14: Structures: The sandbox (the town or city)</li>
<li>Chapter 15: Structures: The sandbox (the wilderness)</li>
<li>Chapter 16: Structures: The Scenario</li>
<li>Chapter 17: Structures: The Campaign</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/chapter-4-managing-the-mini-games/">Managing the Mini-Games &#8211; Chapter 4 &#8211; HYOOTRD RPG Game Master&#8217;s Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://weirdworldstudios.com/chapter-4-managing-the-mini-games/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">5010</post-id>	</item>
		<item>
		<title>Combat &#8211; Chapter 5 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 04 Jan 2017 05:10:32 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[healing wounds]]></category>
		<category><![CDATA[injury]]></category>
		<category><![CDATA[recovery]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[vehicular combat]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2838</guid>

					<description><![CDATA[<p>Vehicular combat (on land, on and under the sea, in the air, and in space) Maneuvering on a flat plane or in 3D space Vehicular combat can occur as specific combat or as part of a chase and is handled the same way whether it is being conducted in surface vehicles (like cars or boats), [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure>
<h3>Vehicular combat (on land, on and under the sea, in the air, and in space)</h3>
<h4>Maneuvering on a flat plane or in 3D space</h4>
<p>Vehicular combat can occur as specific combat or as part of a chase and is handled the same way whether it is being conducted in surface vehicles (like cars or boats), or in vehicles that are maneuvered in 3D space (such as submarines, jetpacks, spaceships, or aircraft).</p>
<h4>Armor</h4>
<p>Vehicular combat differs from standard combat in a couple of important particulars.</p>
<p>Vehicles have armor giving them their own wound ratings.</p>
<p>Vehicles of different types have different armor values.  If the armor value is reduced to zero the vehicle crashes and must be abandoned.</p>
<table>
<tbody>
<tr>
<td width="187"><strong>Armor type</strong></td>
<td width="79"><strong>Points</strong></td>
</tr>
<tr>
<td width="187"><strong>Bicycles, motorcycles, jet-skies, motorised sleds, etc.  </strong></td>
<td width="79">5 armor points.</td>
</tr>
<tr>
<td width="187"><strong>Cars, motor boats, vans, jeeps, etc.</strong></td>
<td width="79">10 armor points.</td>
</tr>
<tr>
<td width="187"><strong>Lorries, caravans, barges, tugboats, etc.    </strong></td>
<td width="79">15 armor points.</td>
</tr>
<tr>
<td width="187"><strong>Long haul trucks, tanks, military patrol boats etc.    </strong></p>
<p><strong> </strong></td>
<td width="79">20 armor points.</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>Vehicles can engage in ramming attacks and may also have built in weapons.  Weapons are of the same basic types as occur for characters (area, piercing, or clubbing).</p>
<p>Attaching a weapon to a vehicle reduces its maximum armor points by the weapon&#8217;s damage. This reduction is cumulative.</p>
<p>For example a machine gun mounted on a motorcycle does 3 points of piercing damage when used.  The maximum armor of the motorcycle is therefore 5 -3 points or 2.</p>
<p>Likewise a long haul truck which sports a cannon (4 points area damage) and a machine gun (2 points piercing damage) has a maximum armor of 20 &#8211; 6 or 14.</p>
<h4>Ramming</h4>
<p>A ramming attack does 3 damage to the opponent&#8217;s vehicle but also does 1 point of damage to the driver&#8217;s own vehicle.</p>
<h4>Drivers and passengers</h4>
<p>Participants are either drivers or passengers and it is important to determine who the drivers are first as this effects how well the passengers can perform actions during combat.</p>
<h4>Initiative</h4>
<p>Roll initiative as normal (settling ties between players and opponents in favor of the players and having players re-roll the dice if a tie occurs between themselves).</p>
<h4>Action Selection</h4>
<p>All drivers select their actions first.</p>
<p>There are two actions to choose from while driving;  a standard action and a reckless action.</p>
<p>Essentially a standard action is one using an unmodified drive or piloting skill (-0).  Ignore the second (yellow) modifier on the action strip for now (it only applies during chases).  Because of the difficulty of acting while driving all actions take a -1 penalty.</p>
<p>A reckless action is one where the driver/pilot elects to take more risks in order to get an advantage.  In this case the driver must take a -2 penalty to the use of their piloting skill (but gains +2 to the opposed roll &#8211; see opposed roll below &#8211; and + 1 to damage).  Actions however receive a -3 penalty.</p>
<p>Passenger actions are limited by the choices made by the driver (which is why drivers specify their actions first).</p>
<p>The passenger of a reckless driver can only engage in reckless passenger actions.</p>
<p>The passenger of a standard driver can only engage in standard passenger actions.</p>
<h4>Combat Rounds</h4>
<p>The phases of combat are a little different also.</p>
<p>There are still four phases to each round but the first and third phase are reserved for maneuvering vehicles (around obstacles and in order to secure a better attack position).</p>
<h4>Obstacles</h4>
<p>Firstly, the GM will determine whether an obstacle has been encountered and must be navigated (for example, the plane flies into a flock of birds, or a woman with a pram is slowly crossing the street in front of the car).  This can be determined randomly (1 or 2 on 1d6) or as the GM decides.  If using obstacles it is best to have them prepared ahead of time.  Drivers must navigate the obstacle successfully if one appears during the maneauver phase and cannot engage in ramming attacks while an obstacle is in play.  During this phase a driver/pilot can pull out any of their special &#8220;sub-skills&#8221; to try and gain an advantage.  Successful use of a subskill gives the player +1 to the opposed roll at the end of the maneuvering phase.</p>
<h4>The Maneuver Phases</h4>
<p>Phases 1 and three are reserved for maneuvering vehicles.</p>
<p>A successful skill roll is required to maneuver the vehicle around obstacles and jockey for position.  Failure results in a consequence roll. A roll of 1-5 on d6 results in a complication of some kind (determined by the GM) while a 6 results in a catastrophic failure (the plane goes into a dive and is going to crash, or the car swerves and crashes into a telegraph pole, etc.).</p>
<h4>Crashes</h4>
<p>Crashes result in area damage (4 points) for surface vehicles (boats, cars etc.) and death for air/space/and undersea vehicles.  In the case of air/space/and undersea vehicles, players can use the action phase to attempt to &#8220;bail-out&#8221; or otherwise escape the crash.</p>
<p>A crash always brings vehicular combat to an end.</p>
<h4>Position Roll</h4>
<p>At the end of the maneauvering phase (after the skill roll), assuming no crash has occurred, drivers make an opposed roll (the position roll) to determine who has the best relative position to undertake their actions.  This is equivalent to determining who has successfully lined up who to gain advantage in an attack. If a driver fails the maneauver roll (and the vehicle has not crashed) then they have an opposed score of zero and do not get to roll the dice.  The position roll uses 2d10 and is either unmodified (standard) or +2 (if reckless).</p>
<p>Participants in the position roll who roll higher than their opponents are deemed to have achieved a better relative combat position and gain a +1 bonus to any damage they inflict as a result of actions undertaken.  If opponents roll the same result then neither side gains an advantage.  Rolling less than an opponent means the player will take an extra point of damage as a result of any successful attacks from an opponent.</p>
<h4>The Action Phases</h4>
<p>Phases two and four are reserved for actions (such as shooting, ramming, etc.).  Passenger actions include anything that a passenger could do in a vehicle (from firing a gun out the window to climbing onto the roof and surfing to leaping from one vehicle to another).  Actions undertaken while driving or as a passenger attract a -1 penalty to the skill roll (when standard).  The penalty is -3 if you are a driver attempting a reckless action or -2 if a passenger in a vehicle where the driver is engaged in a reckless action.  Damage inflicted as a result of a successful action is increased by +1 if the actor is driving (or is a passenger in) a vehicle that won its opposed roll.</p>
<h4>Distributing Damage</h4>
<p>Damage is always distributed to the vehicle&#8217;s armor first, then to the passengers, and lastly to the driver.   When a vehicle&#8217;s armor is destroyed it crashes (distributing any overflow of damage to the passengers and driver as above).  A crash results in 4 points of damage to everyone in the vehicle (in the case of surface vehicles) as described above (see Crashes).</p>
<h4>Escaping Combat</h4>
<p>If you wish to escape combat you must engage in defensive driving for a round.  At the end of the round you must make a consequence roll (1-5, you escape the combat and your opponents do not pursue; 6, and the combat becomes a chase). Passengers cannot elect to escape combat, only the driver can do so.</p>
<h4>Procedure</h4>
<ol>
<li>Determine initiative</li>
<li>Determine actions</li>
<li>Determine obstacles</li>
<li>Resolve vehicle maneuvers</li>
<li>Determine relative advantage (opposed roll)</li>
<li>Resolve actions</li>
<li>Repeat steps 4 to 6 until the round is complete.</li>
<li>Repeat all steps until combat is resolved (or a chase ensues).</li>
</ol>
<h4>Example</h4>
<p>Jake Stead (7 wounds) and Dr Herbivore (6 wounds) have stolen a motorcycle and side car and are in combat with a group of Nazi motorcycle thugs with machine guns in their sidecars (3 bikes in total).  The Nazi bike teams are skilled (+2 to manoeuver and action rolls). Jake is driving while Dr Herbivore is positioned in Jake&#8217;s side car with a hand gun.  The Nazi thugs are represented by a pool of wounds (12 points).</p>
<p>Jake&#8217;s bike has 5 points of armour while the Nazi bikes also have 5.  The presence of the machine gun, however, reduces the maximum armour of the Nazi bikes to 2 each.</p>
<h4>Round 1</h4>
<h5>Initiative</h5>
<p>Initiative is rolled. Jake rolls a 2, Dr Herbivore rolls a 3, the Nazi motorcyclists roll a 3 while the men in the sidecar roll a 1.</p>
<h5>Action Specification</h5>
<p>Jake chooses a standard driving action while the Nazi drivers choose to be a little reckless.</p>
<p>Dr periodical is given a standard passenger action while the sidecar Nazi&#8217;s are given reckless passenger actions.</p>
<h5>Obstacles</h5>
<p>The GM rolls a 6 indicating no obstacles at this time.</p>
<h4>Maneouver Phase 1</h4>
<figure id="attachment_2845" aria-describedby="caption-attachment-2845" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" decoding="async" class="size-full wp-image-2845" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2845" class="wp-caption-text">Vehicular Combat, Round 1, Phase 1</figcaption></figure>
<p>The nazi cyclists go first and roll 19+2 (-2 for being reckless)  = 19 (success) in applying their drive skills.  This sucess gives them +1 to any damage they inflict during the action phase.</p>
<p>Jake rolls 18 (+2 for his drive skill) unmodified (a success) and succeeds in keeping the bike on the road.</p>
<h5>Position roll</h5>
<p>The Nazi&#8217;s roll for position (10).  Jake rolls likewise  (16).</p>
<p>Jake&#8217;s roll places him in prime posiiton (giving him + 1 to any damage he and Dr Herbivore inflict during the action phase).</p>
<h4>Action Phase 2</h4>
<figure id="attachment_2840" aria-describedby="caption-attachment-2840" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2840" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2840" class="wp-caption-text">Vehicular Combat, Round 1, Phase 2</figcaption></figure>
<p>Dr Herbivore goes first.  He leans out of the sidecar and fires at one of the Nazi bikes. He rolls 11 (+2 pistol skill &#8211; 1 passenger) = 12 (success).  The shot does 4 damage to the Nazi vehicle causing it to crash (8 wounds deducted from the pool) +1 damage for being in prime position.</p>
<p>The two Nazi cyclists attempt to ram Jake&#8217;s vehicle and drive him off the road.  The first rolls 7 (+2 skilled -3 reckless) = 6 and fails.  The second rolls 11 (+2 skilled -3 reckless) = 10 and also fails to ram Jake&#8217;s rapidly dodging cycle.</p>
<p>Jake decides to use his wheelie manoeuvre to ram his front wheel into the driver of one of the bikes and drive it off the road.  He rolls a 6 (+3 manoeuvre -1 action) = 8 and fails.</p>
<p>The first Nazi Sidecar brings its machine gun to bear rolling an 8 (+2 skilled -2 reckless) = 8 and misses.  The remaining sidecar rolls 5 (+2 skilled &#8211; 2 reckless) = 5 and misses also.</p>
<h4>Maneouver Phase 3</h4>
<figure id="attachment_2841" aria-describedby="caption-attachment-2841" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2841" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2841" class="wp-caption-text">Vehicular Combat, Round 1, Phase 3</figcaption></figure>
<p>The Nazi cyclists go first and roll 17 +2 (skilled) -2 (for being reckless) = 17 (success).  This success gives them +1 to any damage they inflict during the action phase.</p>
<p>Jake rolls 13 (+2 drive) unmodified = 15 (a success).<br />
All participants in the combat remain on the road and unhindered.</p>
<h5>Position roll</h5>
<p>The Nazis roll for position (12).  Jake rolls as well (14).</p>
<p>Jake once more takes prime position (giving him +1 to any damage he and Dr Herbivore inflict during the action phase).</p>
<h4>Action Phase 4</h4>
<figure id="attachment_2842" aria-describedby="caption-attachment-2842" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2842" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=640%2C472" alt="Vehicular Combat, Round 1, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2842" class="wp-caption-text">Vehicular Combat, Round 1, Phase 4</figcaption></figure>
<p>Dr Herbivore takes another shot (4 +2 pistol -1 passenger =  5 failure) and misses.</p>
<p>The first cyclist pulls out a grenade and attempts to hurl it at Jake and Dr Herbivore (12 +2 skilled -3 reckless).  The grenade misses and explodes harmlessly beside the road.  The second cyclist tries to ram them again (9 +2 skilled -3 reckless = 8) resulting in another miss.</p>
<p>Jake pulls out his pistol and fires it at one of the bikes (8 +3 pistol -1 action = 10, a miss).</p>
<p>The machine gunners take aim at Jake and the good doctor.  The first rolls 11 (+2 skilled -2 reckless) = 11, a miss.  The second rolls 8 (+2 skilled -2 reckless) = 8, another miss.</p>
<h5>Close of round 1</h5>
<p>At the end of the first round one of the Nazi bikes has been destroyed and the henchmen&#8217;s pool of wounds has been reduced by 9.  No other injuries to vehicle or passenger have occurred.</p>
<h4>Round 2</h4>
<h5>Initiative</h5>
<p>Initiative is rolled. Jake rolls a 4, Dr Herbivore rolls a 1, the Nazi motorcyclists roll a 4 while the men in the sidecar roll a 2.</p>
<h5>Action Specification</h5>
<p>Jake chooses a standard driving action while the Nazi drivers choose to be a little reckless.</p>
<p>Dr periodical is given a standard passenger action while the sidecar Nazi&#8217;s are given reckless passenger actions.</p>
<h5>Obstacles</h5>
<p>The GM rolls a 2 indicating an obstacle has arisen.  The GM decides there is a car accident ahead with people milling around.</p>
<h4>Maneouver Phase 1</h4>
<figure id="attachment_2843" aria-describedby="caption-attachment-2843" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2843" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=640%2C472" alt="Vehicular Combat, Round 2, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2843" class="wp-caption-text">Vehicular Combat, Round 2, Phase 1</figcaption></figure>
<p>Jake manoeuvres to avoid the crash first. They roll 17 +2 skilled -2 reckless = 17 success. Jake gains plus one to any damage he and Dr Herbivore inflict during the action phase.</p>
<p>The Nazi bikers maneouver next rolling a 12 +2 skilled (no bonuses) = 14 success.</p>
<h5>Position roll</h5>
<p>Jake rolls 10 +2 drive &#8211; 3 reckless = 9.</p>
<p>The Nazi bikers roll 10 +2 (no bonus) = 12.  The bikers have achieved prime position and gain a +1 to any damage they inflict on Jake and Dr Herbivore.</p>
<h4>Action Phase</h4>
<figure id="attachment_2844" aria-describedby="caption-attachment-2844" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2844" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=640%2C472" alt="Vehicular Combat, Round 2, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2017/01/Combat-VR2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2844" class="wp-caption-text">Vehicular Combat, Round 2, Phase 2</figcaption></figure>
<p>Jake fires his pistol once more rolling 4 +3 pistol -3 reckless = 4 (a miss).</p>
<p>The first biker tries to ram Jakes bike rolling 9 +2 skilled  -1 standard = 10 (a miss).</p>
<p>The second biker tries to ram Jake&#8217;s bike as well rolling 6 + 2 skilled -1 standard = 7 (a miss).</p>
<p>The first sidecar machine gunner fires and rolls 4  + 2 skilled -1 standard = 5 (missing).</p>
<p>The second machine gun barks resulting in a roll of 15 +2 skilled -1 standard = 16 (hit). On 1d6 the Nazi rolls a 6 (indicating double damage).</p>
<p>The machine gun inflicts 6 damage +1 (position bonus) tearing through the armor around Jake&#8217;s bike like tissue paper and inflicting 1 point of damage on Dr Herbivore.  The vehicle crashes at the side of the road inflicting 2 wounds each to Jake and the Dr.</p>
<p>Vehicular combat now ends.</p>
<h4>At the end of combat&#8230;</h4>
<p>The Nazis remain on two bikes and have a wound pool of 5.</p>
<p>Dr Herbivore and Jake&#8217;s bike is destroyed.</p>
<p>Jake has received 4 wounds and Dr Herbivore 6.</p>
<h3>Injury and Recovery</h3>
<p>Wounds heal at a rate of one point per day unless they are piercing wounds (from blades or projectiles). Piercing wounds heal at a rate of one point per week.</p>
<h4>Example (Healing standard wounds)</h4>
<p>Veronica is mugged and receives five wounds from her assailants club.  Each day thereafter she heals one of the wounds. On the sixth day after the mugging she is fully recovered.</p>
<h4>Example (Healing piercing wounds)</h4>
<p>The Blue Wren has 9 wound points. In a fight she is stabbed twice and hit once causing her 7 ((2 x 3) + 1) wounds of damage before she escapes.</p>
<p>She adds a dot of piercing wounds for each time she is stabbed.</p>
<p>The Blue Wren will recover from 5 (7 standard wounds minus 2 piercing wounds) of the wounds she received in 5 days. The remaining two wounds (one for each dot of piercing wounds she received) will take a week to recover from each.</p>
<p>Rub out each standard wound dot as it is recovered daily first. Then rub out the remaining dots (with their corresponding piercing dots) as each is recovered with the passing of each subsequent week of game time.</p>
<p>Generally, it is safe to assume all wounds recover between adventures.</p>
<p>NEXT TIME: Chapter 6 &#8211; How to conduct an in-game chase scene.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 5) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2838</post-id>	</item>
		<item>
		<title>Combat &#8211; Chapter 5 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 28 Dec 2016 08:53:41 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat example]]></category>
		<category><![CDATA[magical combat]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2781</guid>

					<description><![CDATA[<p>Magical Combat Magical combat is a little different to standard hand to hand melee and ranged combat in that a magic user prepares the spell for use before applying it.  Further the effect of the spell can be maintained after its first application (but must apply for two phases each time) with additional successful rolls [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure>
<h3>Magical Combat</h3>
<p>Magical combat is a little different to standard hand to hand melee and ranged combat in that a magic user prepares the spell for use before applying it.  Further the effect of the spell can be maintained after its first application (but must apply for two phases each time) with additional successful rolls of the dice (and this includes maintaining a double damage critical success).</p>
<p>For example Malefice might choose to use a spell to attack an opponent. The first phase will be spent preparing the spell.  The second phase will involve casting the spell (rolling the dice) and calculating it&#8217;s effect.  Let&#8217;s assume the effect resulted in double damage (by rolling a 6 on a consequence test).  In the third and final phase of the round the dice are rolled to maintain the effect (as if being cast for the first time) and, assuming the rolls are successful, the double damage is maintained as well.  The player can elect to maintain the result of any consequence roll or roll again in subsequent phases.  Alternatively Malefice might choose to prepare a completely different spell for use in phases 3 and 4. Lastly, spell effects can be maintained across rounds.  When this occurs the spell must be maintained for the first two phases of the following round (two rolls of the dice).</p>
<h4>Example</h4>
<p>Malefice has an essence of 4.  This means she can apply a spell for four phases or can attack four targets simultaneously for a single phase.</p>
<p>She has 4 magical effects.  They are</p>
<ul>
<li>Emily Binford&#8217;s Spontaneous Conflagration (a spell that sets fire to a target; 4 damage).</li>
<li>Mordant&#8217;s Irresistable command (a spell that forces a target to perform one action).</li>
<li>Master Alaikhum&#8217;s  flying fist ( a spell that strikes a target for bashing damage;  2 damage).</li>
<li>Swami Sucravarti&#8217;s astounding snake summoning (a spell that summons poisonous snakes, in number equal to the character&#8217;s essence and having 1 wound point each, to fight on her behalf &#8211; damage 2 wounds per phase until cured or 4 phases pass).</li>
</ul>
<p>Her opponent, the evil vizier, Khumankhaten, has four essence, three magical effects, and two henchmen armed with knives.  The effects are</p>
<ul>
<li>The Grand Djinn&#8217;s weapon fortification (a spell that makes a weapon stronger (+1 damage)).</li>
<li>The Grand Djinn&#8217;s lightning redirection (a spell which strikes a target with a bolt of lightning (3 damage)</li>
<li>The Grand Djinn&#8217;s cloak of shadows (renders the attacker invisible &#8211; minus 4 to opponents attack rolls).</li>
</ul>
<p>Khumankhaten has 17 wound points.</p>
<p>His henchmen have a pool of 8 wound points.</p>
<p>Malefice has 8 wound points.</p>
<p>Malefice is facing her opponents in the sacrificial chamber of the Temple of Grond deep underneath the city of Cairo in Egypt.  The space is full of sarcophagi and canopic jars.</p>
<p>All magical attacks are treated as targeted (requiring one phase of preparation to perform).</p>
<h4>Round 1</h4>
<h5>Roll initiative</h5>
<p>Henchmen 3</p>
<p>Khumankhaten 4</p>
<p>Malefice 1</p>
<p>Khumankhaten is first and chooses to use a spell action.</p>
<p>Khumankhaten&#8217;s henchmen elect to engage in a standard action.</p>
<p>Malefice also chooses to use a spell action.</p>
<h4>Phase 1</h4>
<figure id="attachment_2782" aria-describedby="caption-attachment-2782" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2782" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2782" class="wp-caption-text">Magical Combat Round 1, Phase 1</figcaption></figure>
<p>Khumankhaten intends to use his magical abilities and selects a spell action.  He does not act this phase (as he is readying his first spell; fortifying his minions weapons).  He announces the spell he is readying and that it will target his minions.</p>
<p>The Henchmen elect to engage in a standard action for the round and attack rolling 8 each (+2 for skilled &#8211; they both miss).</p>
<p>Malefice (like Khumankhaten) is using magic and does not act this phase (as she is readying her first spell; summon snakes).  Malefice announces the spell she is readying and that it will target the henchmen.</p>
<p>At the end of the first phase no damage has been dealt.</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has 8 wounds.</p>
<p>The Henchmen have 8 wounds.</p>
<h4>Phase 2</h4>
<figure id="attachment_2783" aria-describedby="caption-attachment-2783" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2783" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2783" class="wp-caption-text">Magical Combat Round 1, Phase 2</figcaption></figure>
<p>In phase 2 Kumankhaten acts first.  He casts the prepared weapon fortification spell (rolling 13 +2 = 15 &#8211; success) on his henchmen.   He roles a consequence roll (3 on 1d6 &#8211; no adverse effect).</p>
<p>The Henchmen (now with fortified weapons) do not act this phase.</p>
<p>Malefice casts the previously prepared snake summoning and calls forth a swarm of snakes (13 +1 &#8211; success) to attack Khumankhaten&#8217;s henchmen.  She rolls a consequence roll (4 on 1d6 &#8211; no adverse effect).</p>
<p>The snake swarm is an area effect and does 4  points of damage.</p>
<p>The henchmen are reduced from 8 to 4 wounds.</p>
<p>At the end of the second phase</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has 8 wounds.</p>
<p>The henchmen have been reduced from 8 to 4 wounds.</p>
<h4>Phase 3</h4>
<figure id="attachment_2784" aria-describedby="caption-attachment-2784" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2784" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2784" class="wp-caption-text">Magical Combat Round 1, Phase 3</figcaption></figure>
<p>Khumankhaten elects to maintain his spell this phase (allowing the spell to continue to operate this phase and the next). He rolls (11 + 2 = 13 &#8211; success).  The spell is maintained.</p>
<p>The henchmen attack again with fortified weapons (+ 1 to damage) rolling 4 and 2 (+2 for skilled &#8211; they miss again).</p>
<p>Malefice does not act this phase, readying her irresistible command spell.  She announces the spell and that it is intended to effect Khumankhaten.</p>
<p>At the end of the third phase</p>
<p>Khumankhaten has 17 wounds.</p>
<p>The henchmen have 4 wounds.</p>
<p>Malefice remains unhurt.</p>
<h4>Phase 4</h4>
<figure id="attachment_2785" aria-describedby="caption-attachment-2785" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2785" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=640%2C472" alt="Magical Combat Round 1, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2785" class="wp-caption-text">Magical Combat Round 1, Phase 4</figcaption></figure>
<p>Khumankhaten must maintain his weapon fortification spell this phase.</p>
<p>The  henchmen do not act this phase.</p>
<p>Malefice casts her irresistible command spell.  She rolls 9 +1 =10 &#8211; a miss.  The spell fails (but not critically).  (This being the case she can begin readying a new spell at the beginning of the next round).  She rolls a consequence roll and gets a 2 on 1d6 &#8211; no adverse effect.</p>
<p>At the end of the fourth phase (and completion of the round)</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has 8 wounds.</p>
<p>The henchmen have 4 wounds.</p>
<h4>Round 2</h4>
<h5>Roll initiative</h5>
<p>Henchmen 5</p>
<p>Khumankhaten 4</p>
<p>Malefice 1</p>
<p>This time the Henchmen go first.  They elect to continue utilising a standard attack.</p>
<p><u>Khumankhaten and Malefice continue to take spell actions.</u></p>
<h4>Phase 1</h4>
<figure id="attachment_2786" aria-describedby="caption-attachment-2786" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2786" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2786" class="wp-caption-text">Magical Combat Round 2, Phase 1</figcaption></figure>
<p>The henchmen attack (rolling 8) +2 &#8211; a miss.</p>
<p>Khumankhaten  prepares a lightning spell and targets  Malefice.</p>
<p>Malefice prepares a conflagration spell and targets the henchmen.</p>
<p>At the end of the first phase&#8230;</p>
<p>Khumankhaten has 17 wounds.</p>
<p>The henchmen have 4 wounds</p>
<p>Malefice has 8 wounds.</p>
<h4>Phase 2</h4>
<figure id="attachment_2787" aria-describedby="caption-attachment-2787" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2787" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2787" class="wp-caption-text">Magical Combat Round 2, Phase 2</figcaption></figure>
<p>The henchmen do not act this phase.</p>
<p>Khumankhaten releases his spell. He rolls the dice (16 +2 = 18- success) doing 3 points of damage to Malefice.</p>
<p>Malefice rolls 13 (+1 = 14 &#8211; a hit) to cast her conflagration spell on her opponents.  She rolls 6 on a consequence roll against 1d6 &#8211; inflicting double damage. She applies the effect to the two henchmen .</p>
<p>The henchmen catch on fire and takes 8 damage. Their pool is reduced to -4.  The henchman die in the flames.</p>
<p>At the end of the second phase</p>
<p>The henchmen have been reduced to 0 wounds and lie dead.</p>
<p>Khumankhaten has 17 wounds.</p>
<p>Malefice has been reduced from 8 to 5 wounds.</p>
<h4>Phase 3</h4>
<figure id="attachment_2788" aria-describedby="caption-attachment-2788" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2788" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2788" class="wp-caption-text">Magical Combat Round 2, Phase 3</figcaption></figure>
<p>The henchmen are dead and do not act this phase.</p>
<p>Khumankhaten maintains his spell (rolling 11+2 = 13- success) doing another 3 damage to Malefice reducing her to 2 wounds.  He rolls a 3 on a consequence test  (normal damage &#8211; no bonuses).</p>
<p>Malefice rolls 11 (+1 = 12 &#8211; a hit) to maintain her conflagration spell but now targets Khumankhaten.  Because of her successful consequence test last phase she can maintain the full portion of damage without needing to make another.  Khumankhaten is reduced by 8 points to 9 wounds.</p>
<p>At the end of the third phase</p>
<p>The henchmen lie dead.</p>
<p>Khumankhaten has been reduced from 17 to 9 wounds.</p>
<p>Malefice has been reduced from 5 to 2 wounds.</p>
<h4>Phase 4</h4>
<figure id="attachment_2789" aria-describedby="caption-attachment-2789" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2789" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=640%2C472" alt="Magical Combat Round 2, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-MR2P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2789" class="wp-caption-text">Magical Combat Round 2, Phase 4</figcaption></figure>
<p>The henchmen are dead and do not act this phase.</p>
<p>Khumankhaten maintains his spell rolling (10+2 = 12 -success) and doing another 3 points of damage to Malefice reducing her to -1 wound and killing her. We could roll to see if double damage occurs but there is no point.</p>
<p>Malefice is dead but has the opportunity to complete one last heroic action (without being required to roll any dice) before passing away.  She chooses to maintain her spell doing a further 8 points of damage to Khumankhaten and adding in any remaining hero points as damage (8 points + 2 hero points = 10 points of damage.  Khumankhaten is reduced from 9  to &#8211; 1 wound and dies.</p>
<p>Heroic final action:  &#8220;As the electricity from Khumankhaten arcs through her body, Malefice can feel death approaching and the rising glee of her opponent.</p>
<p>With a last heroic effort of will she locks her mind on the task of maintaining her conflagration spell.  &#8220;Die you animal&#8221;, she thinks forcing the last of her life&#8217;s power into the task.</p>
<p>Khumankhaten shrieks as awareness of his danger washes over him.  With grim satisfaction, Malefice watches as his shrieks of pain are swallowed by the horrific magical fire of her spell.</p>
<p>Khumankhaten topples over, nothing left but a smoking corpse, and Malefice, grateful to have rid the world of this menace at last, passes on to whatever destiny awaits her beyond this life.&#8221;</p>
<p>At the end of the third phase</p>
<p>The henchmen  lie dead.</p>
<p>Khumankhaten has been reduced from9 to -1 wound and lies dead.</p>
<p>Malefice has been reduced from 2 to -1 wounds and lies dead.</p>
<p>Malefice is dead but, because she was able to enact one final heroic action and take Khumankhaten with her, she has succeeded in freeing the world from his hideous presence forever.</p>
<p>NEXT TIME: An example of vehicular combat involving armored vehicles.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 4) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2781</post-id>	</item>
		<item>
		<title>Combat &#8211; Chapter 5 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 21 Dec 2016 08:24:31 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat example]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2763</guid>

					<description><![CDATA[<p>Combat Example Location &#8211; The boiling pools of the Temple of Chardron. Heinrich&#8217;s men (about 11 of them) stand on pathways amidst boiling pools of superheated, sulphurous water that are spread around the temple floor leading to a vine covered stone bridge over a chasm upon which stands Heinrich himself (the Nazi servant of the [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure>
<h3>Combat Example</h3>
<h4>Location &#8211; The boiling pools of the Temple of Chardron.</h4>
<p>Heinrich&#8217;s men (about 11 of them) stand on pathways amidst boiling pools of superheated, sulphurous water that are spread around the temple floor leading to a vine covered stone bridge over a chasm upon which stands Heinrich himself (the Nazi servant of the Outer gods). Behind Heinrich, sitting upon the dais in the temple sanctuary, is a huge, sanity shattering monster of twisted flesh &#8211; the current avatar of Heinrich&#8217;s masters.  The ceiling, up to the bridge, is covered in hanging gibbets (swinging on chains) containing the bones of the long dead. Many of them hang so low that they swing at approximately knee height.  The bridge is covered in vines, many of which hang down into the chasm that it spans.  Huge stone spears and swords ring the dais on which the monster pulses and undulates.</p>
<p>Our heroes include Jake Stead, Malefice (Mistress of the mystic arts), Dr Herbivore, and The Blue Wren (Masked Woman of Mystery).</p>
<h4>Villains</h4>
<p>Heinrich&#8217;s men (11 wound points pool – hence about 11 of them) (novice -2 to rolls)</p>
<p>Heinrich (22 wound points) (Skilled +2 to rolls)</p>
<p>The avatar of the outer Gods (17 wound points) – Its wound points are only this low because it gets four attacks per phase. (Elite + 5 to rolls)</p>
<h4>Protagonists</h4>
<p>Jake (10 wound points)</p>
<p>Malefice (8 wound points)</p>
<p>Dr Herbivore (8 wound points)</p>
<p>The Blue Wren (8 wound points)</p>
<h4>Round 1</h4>
<h5>1. Roll initiative</h5>
<p>The Blue Wren 1</p>
<p>Heinrich&#8217;s Men 3</p>
<p>Malefice 3</p>
<p>Dr Herbivore 4</p>
<p>Jake 5</p>
<p>The tie between Heinrich&#8217;s men and Malefice is resolved in Malefice&#8217;s favour.</p>
<h5>Phase 1 combat (Heinrich&#8217;s henchman come into play).</h5>
<figure id="attachment_2764" aria-describedby="caption-attachment-2764" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2764" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P1.png?resize=640%2C472" alt="Combat Round 1, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2764" class="wp-caption-text">Combat Round 1, Phase 1</figcaption></figure>
<h6>Jake&#8217;s action</h6>
<p>Three of Heinrich’s men are charging down a narrow path between boiling pools in order to attack Jake.</p>
<p>Jake elects a standard attack.<br />
He is using a gun (this gives him 3 damage and allows him to target 3 or less henchmen if he wishes).<br />
Jake describes his action; &#8220;I try to gun down one of the henchmen in order to crash him into two more taking them all into the boiling water where they die screaming.&#8221;<br />
Jake rolls 9 (+3) (+1 for using the environment in his description) = 13 a hit.</p>
<p>Jake rolls 4 on 1d6 indicating non critical damage.</p>
<p>Jake earns 2 action tokens (for description in standard combat).<br />
Henchmen pool is reduced from 11 to 8.</p>
<h6>Dr Herbivore&#8217;s Action</h6>
<p>Three other thugs take up a defensive position among the gibbets.</p>
<p>Dr Herbivore elects a targeted attack and holds his action for a phase.</p>
<h6>Malefice&#8217;s Action</h6>
<p>Three more thugs rush towards Malefice, quickly covering the unveven ground and will soon be in melee range.</p>
<p>Malefice has chosen a frenzied attack.<br />
She is using a revolver (which does 3 damage)</p>
<p>She describes her action; &#8220;leaping up onto one of the gibbets to get a clearer shot I open fire on the nearest of Heinrich&#8217;s men&#8221;.<br />
Malefice rolls 18 (-2 frenzied) (+4) (+1 for using the environment in her description) = 21 a hit.</p>
<p>Malefice rolls 5 on id6 indicating non-critical damage.</p>
<p>Malefice earns 1 action token (for description in frenzied combat).<br />
Henchmen pool is reduced from 8 to 5</p>
<h6>Henchmens&#8217;  action</h6>
<p>The henchmen regroup so that two are facing each Player character.</p>
<p>Heinrich&#8217;s men attack (pool 8) in standard fashion</p>
<p>Two will attack each character with pistols (doing damage 3).</p>
<p>Against Jake</p>
<p>The henchmen take cover behind the gibbets and fire at Jake.</p>
<p>Henchman #1 rolls 11 (-2 novice) = 9 a miss.</p>
<p>Henchman #2 rolls 13 (-2 novice) = 11 a miss.</p>
<p>Against Dr Herbivore</p>
<p>From their places behind the gibbets they open fire on Dr Herbivore.</p>
<p>Henchman #3 rolls 16 (-2 novice) = 14 a hit.</p>
<p>Dr Herbivore takes 3 damage.</p>
<p>Henchman #4 rolls 6 (-2 novice) = 4 a miss.</p>
<p>Against Malefice</p>
<p>The henchman charge in firing at Malefice.</p>
<p>Henchman #5 rolls 19 (-2 novice) = 17 a hit.</p>
<p>Malefice takes 3 points of piercing damage.</p>
<p>Henchman #6 rolls 7 (-2 novice) = 5 a miss.</p>
<p>Against the Blue Wren</p>
<p>Firing from behind the gibbets the henchmen attempt to circle around behind the Blue Wren.</p>
<p>Henchman #7 rolls 15 (-2 novice) = 13 a hit.</p>
<p>The Blue Wren rolls 11 (+1) for dodge = 12 a success (and takes only 1 point of piercing damage).</p>
<p>Henchman #8 rolls 8 (-2 novice) = 6 a miss.</p>
<h6>The Blue Wren&#8217;s Action</h6>
<p>Phase 1 is complete.</p>
<p>At the end of phase 1</p>
<p>Jake has 10 wound points and 2 action tokens</p>
<p>Dr Herbivore has 5 wound points</p>
<p>Malefice has 5 wound points and 1 action token</p>
<p>The Blue Wren has 5 wound points</p>
<p>Heinrch&#8217;s men have a pool of 8 wound points</p>
<h4></h4>
<h4>Phase 2 begins.</h4>
<figure id="attachment_2765" aria-describedby="caption-attachment-2765" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2765" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P2.png?resize=640%2C472" alt="Combat Round 1, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2765" class="wp-caption-text">Combat Round 1, Phase 2</figcaption></figure>
<h5>Jake&#8217;s action</h5>
<p>Jake is not acting this phase.</p>
<h5>Dr Herbivore&#8217;s action</h5>
<p>The attackers are difficult to see behind their cover but Dr Herbivore&#8217;s attack is targeted and he has been lining them up.</p>
<p>He brings his elephant gun to bear (which can do 3 damage).<br />
Dr Herbivore describes his action; &#8220;I aim up into the ceiling at a chain holding a gibbet over a cluster of our  enemies and fire in order to bring it down and crush them beneath it&#8221;.</p>
<p>Dr Herbivore rolls 10 (+3 ranged) (+2 targeted) (+ 1 for using the environment in the description) = 16 a hit.</p>
<p>Dr Herbivore rolls 6 on 1d6 (critical).</p>
<p>GM&#8217;s description &#8211; &#8220;The gibbet crashes down causeing a cascade that crushes three of Heinrich&#8217;s men but also collapses a path that tumbles three more into the boiling pools.&#8221;</p>
<p>Dr Herbivore earns 2 action tokens (for description in targeted combat).</p>
<p>The henchmen pool is reduced to 2.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice has chosen a frenzied attack.</p>
<p>She is using her revolver (which does 3 damage).</p>
<p>Malefice describes her action; &#8220;Leaping to another gibbet I fire off another shot on the move trying to keep the chains between me and my opponents&#8221;.</p>
<p>Malefice rolls 3 (+4 gun) (-2 frenzied) (+1 for description) = 6 a miss.</p>
<p>Malefice earns 1 action token (for description in frenzied combat).</p>
<h5>Henchmens&#8217; action</h5>
<p>Heinrich&#8217;s remaining men are not acting this phase.  They remain partially obscured by cover as they continue to circle the Blue Wren.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren&#8217;s attack is targeted.<br />
She brings her Lee Enfield to bear (which does 3 damage).</p>
<p>The Blue Wren describes her action; &#8220;I line up the last 2 of the soldiers and fire, aiming to hit them consecutively in the throat&#8221;.<br />
The Blue Wren rolls 15 (+3 rifle) (+2 targeted) no environment bonus = 20 a hit.</p>
<p>The Blue Wren rolls 4 on 1d6 normal damage.</p>
<p>The Blue Wren earns 2 action tokens (for description in targeted combat).</p>
<p>The henchmen pool is reduced to -1 (henchman are destroyed at 0).</p>
<h5>Phase 2 is complete</h5>
<p>At the end of phase 2</p>
<p>Jake has 10 wound points and 2 action tokens</p>
<p>Dr Herbivore has 5 wound points and 2 action tokens</p>
<p>Malefice has 5 wound points and 2 action tokens</p>
<p>The Blue Wren has 5 wound points and 2 action tokens</p>
<p>Heinrich&#8217;s men have been destroyed.</p>
<p>&nbsp;</p>
<h4>Phase 3 begins</h4>
<p>(Heinrich comes into play maintaining the villain&#8217;s initiative and completing the existing villain&#8217;s combat action)</p>
<figure id="attachment_2766" aria-describedby="caption-attachment-2766" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2766" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P3.png?resize=640%2C472" alt="Combat Round 1, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2766" class="wp-caption-text">Combat Round 1, Phase 3</figcaption></figure>
<p>The GM sets the scene.  &#8220;His men all too easily despatched, Heinrich, wearing the robes of a priest of the outer gods, stands at the entrance to the bridge barring the way with his sword at his belt and a pistol in his right hand.  He is preparing his first shot.</p>
<h5>Jake&#8217;s action</h5>
<p>Jake elects a standard attack.<br />
He is using a pistol (that does 3 damage).<br />
Jake describes his action; &#8220;Now the henchmen are out of the way I join Malefice atop the gibbets and run forward firing upon Heinrich himself&#8221;.<br />
Nick rolls 15 (+3 guns) (+1 for using the environment in his description) = 19 a hit.<br />
Nick rolls 2 on 1d6 indicating non critical damage.<br />
Nick earns 2 action tokens (for description in standard combat).<br />
Heinrich is reduced from 22 to 19 wound points.</p>
<h5>Dr Herbivore&#8217;s action</h5>
<p>Dr Herbivore elects a targeted attack and holds his action for a phase.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice has chosen a frenzied attack.<br />
She is using her revolver (which does 3 damage).</p>
<p>Malefice describes her action; &#8220;running along the gibbets with Nick I fire away at Heinrich&#8221;.<br />
Malefice rolls 13 (-2 frenzied) (+4 gun) (+1 for using the environment in his description) = 16 a hit.</p>
<p>Malefice rolls 1 on id6 indicating non-critical damage<br />
Malefice earns 1 action token (for description in frenzied combat).<br />
Heinrich is reduced from 19 to 15 wound points.</p>
<h5>Heinrich&#8217;s action</h5>
<p>Heinrich enters the combat.<br />
The GM describes his action; &#8220;Seeing the two heroes coming towards him over the gibbets he fires up at one of the chains hoping to drop Jake into a pool of boiling water&#8221;.</p>
<p>He is using his gun but the damage will be distributed by clubbing damage from the fall (2) and scalding damage (4) from the pool (total 6 points).</p>
<p>Heinrich rolls 3 (+2 as a skilled opponent) (+1 for using the environment in the description) = 6 a miss.</p>
<p>Heinrich earns 2 action tokens (for description in standard combat).</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren does not act this phase.</p>
<h5>Phase 3 is complete</h5>
<p>At the end of phase 3</p>
<p>Jake has 10 wound points and 4 action tokens</p>
<p>Dr Herbivore has 5 wound points and 2 action tokens</p>
<p>Malefice has 5 wound points and 3 action tokens</p>
<p>The Blue Wren has 5 wound points and 2 action tokens</p>
<p>Heinrich has 16 wound points and 2 action tokens</p>
<p>&nbsp;</p>
<h4>Phase 4 begins</h4>
<figure id="attachment_2767" aria-describedby="caption-attachment-2767" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2767" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R1P4.png?resize=640%2C472" alt="Combat Round 1, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R1P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2767" class="wp-caption-text">Combat Round 1, Phase 4</figcaption></figure>
<p><strong><em><u><br />
</u></em></strong></p>
<h5>Jake&#8217;s action</h5>
<p>Jake takes no action this phase</p>
<h5>Dr Herbivore&#8217;s action</h5>
<p>Heinrich’s attempt to bring down the gibbets and dump his friends in the boiling pools galvanizes Dr Herbivore into action.</p>
<p>Dr Herbivore&#8217;s attack is targeted.<br />
He brings his elephant gun to bear (3 damage).</p>
<p>Dr Herbivore describes his action; &#8220;Racing through the forest of chains and gibbets I place myself where I can take careful aim and disarm Heinrich&#8221;.</p>
<p>Dr Herbivore rolls 11 (+3 elephant gun) (+2 targeted) (+ 1 for using the environment in the description) = 17 a hit.</p>
<p>Dr Herbivore rolls 4 on 1d6 non critical.<br />
Heinrich attempts to dodge but his right hand is now useless (the gun dangling limply in his hand).</p>
<p>Dr Herbivore earns 2 action tokens (for description in targeted combat).</p>
<p>Heinrich is reduced from 16 to 12 wound points and draws his saber with his left hand.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice&#8217;s attack is frenzied.<br />
Now that Heinrich has been disarmed she will attempt to use her pistol as a club (2 damage).</p>
<p>Malefice describes her action; &#8220;I leap from the gibbets to the bridge and grabbing onto a vine to anchor myself I swing my gun, pistol-whip style, at Heinrich.<br />
Malefice rolls 9 (+1 melee) (-2 frenzied) (+1 using environment in the description) = 9 miss.</p>
<p>Malefice spends a hero point to re-roll.</p>
<p>Malefice rolls 14 (+1 melee) (-2 frenzied) (+1 using environment in description) = 14 hit.</p>
<p>Malefice rolls 6 on 1d6 = critical damage (4).</p>
<p>Malefice earns 1 action token (for description in frenzied combat).<br />
Heinrich is reduced from 12 to 8 wound points.</p>
<h5>Heinrich&#8217;s action</h5>
<p>Heinrich takes no action this phase but staggers from the punishment he has received thus far.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren&#8217;s attack is targeted.<br />
The Blue Wren switches to her bayonet (3 damage).</p>
<p>The Blue Wren describes her action; &#8220;Seeing that Heinrich is armed only with a sabre I fix a bayonet to my Enfield and leap up onto the bridge thrusting the blade forward to attack his right leg&#8221;.</p>
<p>The Blue Wren rolls 11 (+2 melee) (+2 targeted) (no environment bonus since it is not being used) = 15 a hit.</p>
<p>The Blue Wren rolls 2 on 1d6 for standard damage.</p>
<p>A successful consequence roll preserves his leg for use..</p>
<p>The Blue Wren earns 2 action tokens (for description in targeted action).</p>
<p>Heinrich is reduced from 8 to 6 wound points.</p>
<h5>Phase 4 is complete</h5>
<p>At the end of phase 4</p>
<p>Jake has 10 wound points and 4 action tokens</p>
<p>Dr Herbivore has 5 wound points and 4 action tokens</p>
<p>Malefice has 5 wound points and 4 action tokens</p>
<p>The Blue Wren has 5 wound points and 4 action tokens</p>
<p>Heinrich is reduced to 6 wound points, has two action tokens, and has lost the use of his right hand.</p>
<p>With phase 4 complete the current round is brought to an end.</p>
<p><strong><em><br />
</em></strong></p>
<h4>Round 2</h4>
<h5>Initiative</h5>
<p>Heinrich 6</p>
<p>Dr Herbivore 5 (roll off 4)</p>
<p>The Blue Wren  5 (roll off 2)</p>
<p>Jake 4 (roll off 4)</p>
<p>Malefice 4 (roll off 3)</p>
<p>Dr Herbivore and the Blue Wren rolled the same number (5) and rolled again to see which of them would go first.</p>
<p>Jake and Malefice both rolled a 4 and did likewise.</p>
<h4>Phase 1 begins</h4>
<figure id="attachment_2768" aria-describedby="caption-attachment-2768" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2768" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P1.png?resize=640%2C472" alt="Combat Round 2, Phase 1" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P1.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2768" class="wp-caption-text">Combat Round 2, Phase 1</figcaption></figure>
<h5><strong><em><u><br />
</u></em></strong> Heinrich&#8217;s action</h5>
<p>Heinrich appears seriously injured and holds his sabre clumsily.</p>
<p>Heinrich makes a targeted attack using his sabre (3 damage) against the Blue Wren.</p>
<p>The GM describes his action;. &#8220;Heinrich grasps one of the vines and swinging off the side of the bridge uses the momentum to bring himself back around in a sweeping attack at the Blue Wren&#8217;s  forward arm.&#8221;</p>
<p>Heinrich rolls 11 (+2 skilled) (+2 targeted) (+1 description bonus) = 16 a hit.</p>
<p>Heinrich rolls 5 on 1d6 (normal damage) and 6 on a 1d6 consequence roll = a critical hit on the targeted weapon..</p>
<p>The Blue Wren takes 1 point of damage and her rifle spins away into the abyss (landing precariously on a ledge some thirty feet away on the far wall) but her hand, while injured, can still be used.  (NB. When a character aims to disable and gets a critical hit the targeted character loses any weapon they are holding while retaining the use of the targeted limb etc.)</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore elects to use a targeted attack and does not act this phase.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren also elects to use a targeted attack and does not act this phase.</p>
<h5>Jake&#8217;s action</h5>
<p>Jake chooses to attack in a standard manner.</p>
<p>Jake is fighting hand to hand (and can do 1 point of damage).</p>
<p>Jake describes his action; &#8220;Running along the bridge&#8217;s guard rail I swing my boot at Heinrich.<br />
Jake rolls 13 (+1 melee) (+1 for description) = 15 hit.</p>
<p>Jake rolls 4 on 1d6 = normal damage.</p>
<p>Jake earns 2 action tokens.<br />
Heinrich is reduced from 7 to 6 wound points.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice chooses to attack in a frenzied manner.</p>
<p>Malefice wants to change his attack to allow her to employ bashing damage from a rock (2 points).</p>
<p>Malefice describes her action; &#8220;I grab a large (Fist-sized) rock from the rubble nearby and, tying a length of vine to it, swing it like a flail at Heinrich&#8221;.</p>
<p>Malefice rolls 13 (+1) (-2 frenzied) (+1 environment description) = 13 a hit.  She rolls 5 on 1d6 = normal damage.</p>
<p>Heinrich takes 2 points of damage and is reduced from 5 to 3 wound points.</p>
<p>. Malefice earns 1 action token (for description in frenzy).</p>
<h5>Phase 1 is complete</h5>
<p>At the end of phase 1</p>
<p>Jake has 10 wound points and 6 action tokens</p>
<p>Dr Herbivore has 5 wound points and 4 action tokens</p>
<p>Malefice has 5 wound points and 5 action tokens</p>
<p>The Blue Wren has 5 wound points and 4 action tokens</p>
<p>Heinrich has 3 wound points and 2 action tokens.</p>
<p>&nbsp;</p>
<h4>Phase 2 begins</h4>
<figure id="attachment_2769" aria-describedby="caption-attachment-2769" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2769" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P2.png?resize=640%2C472" alt="Combat Round 2, Phase 2" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P2.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2769" class="wp-caption-text">Combat Round 2, Phase 2</figcaption></figure>
<h5>Heinrich&#8217;s action</h5>
<p>No action this phase.</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore attacks.</p>
<p>He wishes to use the water in the boiling pool to attack (4 points scalding damage).</p>
<p>Doctor Herbivore describes his action; &#8220;Grabbing a helmet from one of the defeated henchmen I fill it with boiling water from a pool and run to the bridge hurling it at the face of Heinrich&#8221;.<br />
Doctor Herbivore rolls 6 (+2 ranged) (+2 targeted) (+1 environment bonus) = 11 a miss.</p>
<p>Doctor Herbivore earns 2 action tokens (for description in targeted).</p>
<p>Heinrich remains at 3 wound points.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren attacks.<br />
She draws her own sabre (3 damage).</p>
<p>The Blue Wren describes her action; &#8220;Taking up a traditional fighters stance I lunge forward along the bridge trying to disarm my opponent&#8221;.</p>
<p>The Blue Wren rolls 4 (+2 fencing) (+2 targeted) (no environment bonus) = 6 a hit.</p>
<p>The Blue Wren earns 2 action tokens.</p>
<p>Heinrich remains at 3 wound points.</p>
<h5>Jake&#8217;s action</h5>
<p>Jake has no attack this phase.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice attacks using her improvised flail (2 damage)</p>
<p>Malefice cashes in 5 tokens to do extra damage.</p>
<p>Malefice describes her action; &#8220;Swinging my improvised flail in a figure of eight I move in and try to entangle Heinrich&#8217;s legs.&#8221;</p>
<p>Malefice rolls 6 (+1) (-2 frenzied) (+1 environment bonus) = 5 miss.</p>
<p>Malefice chooses to spend a hero point to reroll.</p>
<p>Malefice rolls 14 (+1 melee) (-2 frenzied) (+1 environment bonus) = 14 a hit.</p>
<p>Heinrich is entangled.</p>
<p>Malefice earns 1 action token for description.</p>
<p>Double damage is applied for cashing in tokens.</p>
<p>Heinrich is reduced to -1 wound points from the extra damage and tumbles off the edge of the bridge into the abyss, his final wail &#8211; &#8220;I must protect my Master&#8230;.&#8221;.</p>
<h5>Phase 2 is complete</h5>
<p>At the end of phase 2</p>
<p>Jake has 10 wound points and 6 action tokens</p>
<p>Dr Herbivore has 5 wound points and 6 action tokens</p>
<p>Malefice has 5 wound points and 1 action token</p>
<p>The Blue Wren has 4 wound points and 6 action tokens</p>
<p>Heinrich is dead.</p>
<p>&nbsp;</p>
<h4>Phase 3 begins (The avatar of the outer gods comes into play)</h4>
<figure id="attachment_2770" aria-describedby="caption-attachment-2770" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2770" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P3.png?resize=640%2C472" alt="Combat Round 2, Phase 3" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P3.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2770" class="wp-caption-text">Combat Round 2, Phase 3</figcaption></figure>
<h5>Avatar&#8217;s action</h5>
<p>The monster goes first (it has four attacks with tentacles and huge stone swords (3 damage)).</p>
<p>The GM describes the Avatar&#8217;s action; &#8220;From high on the dais there is activity.  Seeing its high priest relegated to the abyss, the huge avatar of the outer gods rolls forward extruding a multitude of tentacles, gripping and drawing forth four huge stone swords from the dozens that are surrounding the dais.  It wields them by passing them from tentacle to tentacle in a spinning vortex of death.  It rises up hugely above you, hesitating at the edge of the bridge, and strikes.&#8221;</p>
<h6>Against Dr Herbivore</h6>
<p>Tentacle #1 rolls 8 (+5 elite) (+1 environment bonus) = hit.</p>
<p>Tentacle #1 rolls 3 on 1 d6 normal damage.</p>
<p>Dr Herbivore 3 points damage reducing him to 2 points.</p>
<h6>Against the Blue Wren</h6>
<p>Tentacle #2 rolls 16 (+5 elite) (+1 environment bonus) = hit.<br />
Tentacle #2 rolls 5 on 1d6 normal damage.</p>
<p>The Blue Wren takes 3 points of damage leaving her with 1 point.</p>
<h6>Against Jake</h6>
<p>Tentacle #3 rolls 13 (+5) (+1) = hit.</p>
<p>Tentacle #3 rolls 3 on 1d6 normal damage.</p>
<p>Jake takes 3 points of damage leaving him with 7.</p>
<h6>Against Malefice</h6>
<p>Tentacle #4 rolls 17 (+5) (=22) = hit.</p>
<p>Tentacle #4 rolls 3 on 1d6 normal damage.</p>
<p>Malefice takes 3 points of damage leaving her with 2 points.</p>
<p>The Avatar earns 2 action tokens.</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore has no action this phase</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren has no action this phase</p>
<h5>Jake&#8217;s action</h5>
<p>Jake withdraws from the bridge calling out &#8220;its too heavy to cross after us &#8211; we can pick it off at a distance&#8221;.</p>
<p>He attacks with his pistols (which do 3 damage).</p>
<p>Jake cashes in 5 action tokens to do extra damage.</p>
<p>Jake describes his action; &#8220;I pull back amongst the hanging gibbets and, using them for cover, open fire on the thing.&#8221;<br />
Jake rolls 10 (+3 guns) (+1 environment) = 14 hit.<br />
Jake rolls 1 on 1d6 normal damage.</p>
<p>Damage is doubled by the action tokens spent.</p>
<p>The Avatar is reduced from 17 to 11 wound points.</p>
<p>Jake earns 2 action tokens.</p>
<h5>Malefice&#8217;s action</h5>
<p>Malefice withdraws across the bridge firing up at the beast (to do 3 damage).</p>
<p>Malefice describes her action; &#8220;I leap backwards, sliding down the bridge on my back and firing up at the beast as I roll away to reach a safe distance&#8221;.</p>
<p>Malefice rolls 10 (+4 guns) (-2 frenzied) (+1 environment bonus) = a hit.</p>
<p>Malefice rolls 4 on 1d6 normal damage.</p>
<p>The Avatar is reduced from 11 to 8 wound points.</p>
<p>Malefice earns 1 action token.</p>
<h5>Phase 3 is complete</h5>
<p>At the end of phase 3</p>
<p>Jake has 7 wound points and 3 action tokens.</p>
<p>Dr Herbivore has 2 wound points and 6 action tokens.</p>
<p>The Blue Wren has 1 wound points and 6 action tokens.</p>
<p>Malefice has 2 wound points and 1 action token.</p>
<p>The Avatar has 8 wound points and 2 action tokens. (NB- action tokens are not transferable between monsters).</p>
<p>&nbsp;</p>
<h4>Phase 4 begins</h4>
<figure id="attachment_2771" aria-describedby="caption-attachment-2771" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2771" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-R2P4.png?resize=640%2C472" alt="Combat Round 2, Phase 4" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-R2P4.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2771" class="wp-caption-text">Combat Round 2, Phase 4</figcaption></figure>
<h5>Avatar&#8217;s action</h5>
<p>The monster strikes again.</p>
<p>GM describes this action; &#8220;The creature, sensing the attempt to get out of range, drops two of the swords with a crash and starts ripping up the masonry of the dais to launch at the intruders&#8221;.</p>
<h6>Against Dr Herbivore</h6>
<p>Tentacle #1 (with sword 3 damage) rolls 3 (+5 elite) (+1 environment bonus) = 9 a miss.</p>
<h6>Against the Blue Wren</h6>
<p>Tentacle #2 (with sword 3 damage) rolls 9 (+5 elite) (+1 environment bonus) = 15 a hit.</p>
<p>Tentacle #2 rolls 6 on 1d6 and applies double damage.</p>
<p>The blow is lethal and gives the Blue Wren the chance for one final heroic action.</p>
<h6>Against Jake</h6>
<p>Tentacle #3 (with rock 2 damage) rolls 13 (+5 elite) (+1 environment bonus) = 19 hit.</p>
<p>Jake takes 2 damage reducing him to 5 points.</p>
<h6>Against Malefice</h6>
<p>Tentacle #3 (with rock 2 damage) rolls 5 (+5 elite) (+1 environment bonus) = 11 miss.</p>
<h5>Doctor Herbivore&#8217;s action</h5>
<p>Doctor Herbivore, using the elephant gun, attacks (3 damage).<br />
Dr Herbivore cashes in 5 action tokens to do extra damage.</p>
<p>Dr Herbivore describes his action; (&#8220;I aim carefully at one of the creature&#8217;s tentacles that are holding a sword.  I use the curve of the bridge for cover and fire&#8221;.<br />
Dr Periodical rolls 10 (+3 gun) (+2 targeted) (+1 environment bonus) = 16 a hit.</p>
<p>Dr Periodical rolls 1 on d6 &#8211; normal damage.</p>
<p>The creature drops its sword and takes double (6 pts) damage.<br />
The Avatar is reduced from 8 to 2 wound points and Dr Periodical earns 2 action tokens.</p>
<h5>The Blue Wren&#8217;s action</h5>
<p>The Blue Wren (suffering from a lethal wound) undertakes her final heroic action.</p>
<p>GM description &#8220;The stone sword effectively pins you to the bridge and, knowing you are about to die, you have time for one last action&#8221;.</p>
<p>The Blue Wren describes her final heroic action; : &#8220;I reach for Dr Herbivore&#8217;s Elephant Gun.  &#8220;My mother&#8217;s rifle is in the ravine&#8230; see (cough) that it&#8217;s returned to her (cough cough).&#8221;  I aim up into the ceiling of the temple and fire, hoping to strike a weak point and bring the temple down on the creature&#8217;s head.&#8221;</p>
<p>The Blue Wren rolls 11 (+2 gun) (+2 targeted) (+1 description bonus) = 16 a hit.</p>
<p>GM Description (addressed to the Blue Wren) : &#8220;The roof comes crashing in on the creature burying it.  With satisfaction you note its last twitches before it lies still, green fluid bubbling from its ruined remains. Then, the last of your own life&#8217;s blood spent, you breathe once, and pass beyond this world.&#8221;</p>
<h5>Phase 4 ends and so does combat</h5>
<p>At the end of the combat</p>
<p>The Avatar, Heinrich, and his henchmen are dead.</p>
<p>Jake has 5 wound points and 3 action tokens</p>
<p>Dr Herbivore has 2 wound points and 3 action tokens.</p>
<p>The Blue Wren is dead, having brought an end to the threat within the Temple of Chadron.</p>
<p>Malefice has 2 wound points and 1 action token.</p>
<p>NEXT TIME: An example of magical combat involving special powers and abilities.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 3) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2763</post-id>	</item>
		<item>
		<title>Combat &#8211; Chapter 5 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 14 Dec 2016 10:30:33 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat board]]></category>
		<category><![CDATA[combat components]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2746</guid>

					<description><![CDATA[<p>A set of Print and Play components for tracking Combat during the game NEXT TIME: An example combat that will step you through the process of running combat in game. This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure>
<h3>A set of Print and Play components for tracking Combat during the game</h3>
<figure id="attachment_2747" aria-describedby="caption-attachment-2747" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2747" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=595%2C842" alt="Printable game board for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP01.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2747" class="wp-caption-text">Printable game board for tracking combat</figcaption></figure>
<figure id="attachment_2748" aria-describedby="caption-attachment-2748" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2748" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP02.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2748" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2749" aria-describedby="caption-attachment-2749" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2749" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP03.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2749" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2750" aria-describedby="caption-attachment-2750" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2750" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP04.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2750" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2751" aria-describedby="caption-attachment-2751" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2751" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP05.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2751" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2752" aria-describedby="caption-attachment-2752" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2752" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP06.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2752" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2753" aria-describedby="caption-attachment-2753" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2753" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP07.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2753" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2754" aria-describedby="caption-attachment-2754" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2754" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP08.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2754" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2755" aria-describedby="caption-attachment-2755" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2755" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP09.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2755" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<figure id="attachment_2756" aria-describedby="caption-attachment-2756" style="width: 595px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2756" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=595%2C842" alt="Printable game components for tracking combat" width="595" height="842" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?w=595&amp;ssl=1 595w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=212%2C300&amp;ssl=1 212w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=150%2C212&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=200%2C283&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=300%2C425&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/BoardForPrintingP10.png?resize=450%2C637&amp;ssl=1 450w" sizes="(max-width: 595px) 100vw, 595px" /><figcaption id="caption-attachment-2756" class="wp-caption-text">Printable game components for tracking combat</figcaption></figure>
<p>NEXT TIME: An example combat that will step you through the process of running combat in game.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 2) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2746</post-id>	</item>
		<item>
		<title>Combat &#8211; Chapter 5 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</title>
		<link>https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/</link>
					<comments>https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/#respond</comments>
		
		<dc:creator><![CDATA[Philip Robotham]]></dc:creator>
		<pubDate>Wed, 07 Dec 2016 08:55:42 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat actions]]></category>
		<category><![CDATA[combat board]]></category>
		<category><![CDATA[combat turn]]></category>
		<category><![CDATA[initiative]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">http://weirdworldstudios.com/?p=2735</guid>

					<description><![CDATA[<p>Chapter 5 &#8211; Combat The story so far (Under attack) Episode 3 The three shambling monstrosities clamber up out of the concrete floor and begin lurching towards our heroes.  Jake begins placing shot after carefully aimed shot into the lead creature&#8217;s chest.  Each bullet leaves a relatively large hole but seems to be doing little [&#8230;]</p>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Chapter 5 &#8211; Combat</h2>
<figure id="attachment_2561" aria-describedby="caption-attachment-2561" style="width: 200px" class="wp-caption alignnone"><img data-recalc-dims="1" decoding="async" class="size-full wp-image-2561" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=200%2C283" alt="Host Your Own Old Time Radio Drama Role Playing Game" width="200" height="283" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?w=200&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=100%2C142&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/10/RPGPlayersGuide-Sml.png?resize=150%2C212&amp;ssl=1 150w" sizes="(max-width: 200px) 100vw, 200px" /><figcaption id="caption-attachment-2561" class="wp-caption-text">Host Your Own Old Time Radio Drama Role Playing Game</figcaption></figure>
<h3>The story so far (Under attack)</h3>
<h4>Episode 3</h4>
<p>The three shambling monstrosities clamber up out of the concrete floor and begin lurching towards our heroes.  Jake begins placing shot after carefully aimed shot into the lead creature&#8217;s chest.  Each bullet leaves a relatively large hole but seems to be doing little to slow the monsters down.</p>
<p>&#8220;They&#8217;re already dead&#8221; calls Malefice.  &#8220;If you have to shoot them, go for the head&#8221;.</p>
<p>Jake hurriedly reloads his handgun while Malefice mutters arcane words under her breath.  Dr Herbivore is assembling some kind of gadget behind them.  It is a long tube with a trigger at one end, perhaps a gun of some sort.</p>
<p>Malefice manages to release her first spell to great effect.  The head corpse begins to smoke and then to burn.  The shambling corpse of the missing mob boss, Falzetti, lets out a long moan and crumples to the ground.  In moments, nothing remains of the corpse except ashes.</p>
<p>The two remaining corpses, Falzetti&#8217;s missing lieutenants no doubt, do not seem phased by the loss of their boss.  One lurches toward Dr Herbivore who manages to get a shot off with his hastily assembled weapon.  It melts a football sized hole in the back wall of the warehouse but misses its target.  The monster swings an inhumanly strong fist at the diminutive little doctor, sending him sliding across the floor in a daze.</p>
<p>Jake makes his next two shots count, the bullets bursting the head of the nearest assailant like an overripe melon.  However, the remaining monster, having knocked Dr Herbivore to the ground,  closes in on Malefice and is trying to choke the life out of her. The creature is too close for Malefice to use a spell without being caught up in it herself.</p>
<p>&#8220;Jake&#8221;, she coughs. &#8220;Get it off me!&#8221;</p>
<p>Fortunately, Dr Herbivore has recovered slightly.  Lying prone on the floor he carefully raises his weapon and sights along its length.  There is a slight hiss as he pulls the trigger and the monster&#8217;s head melts away.</p>
<p>&#8220;Thanks!&#8221; whispers Malefice hoarsely.  She is still catching her breath when the sound of a skylight latch closing is heard followed by footsteps running across the roof.</p>
<p>&#8220;Someone&#8217;s up there&#8221; shouts Jake.</p>
<p>&#8220;Probably the sorcerer who raised the corpses&#8221; shouts Dr Herbivore, already running towards the rear of the warehouse where a series of ladders make their way to the roof.</p>
<p>The chase is on!</p>
<h3>Melee and Ranged Combat</h3>
<p>At various times in the game players may find themselves in a fight.</p>
<p>Fights are conducted in rounds of four phases each.</p>
<p>At the beginning of each round the players and their opponents (whose actions are determined by the GM) roll 1 six sided dice (1d6) each.</p>
<p>The order of action is determined by the dice roll from highest to lowest. Ties are settled in the players&#8217; favor.</p>
<p>Each non-player-character (NPC) has a combat skill based on whether they are a novice, standard, skilled, or elite fighter. This figure is added to their dice rolls during combat.</p>
<p>They also have a maximum number of wounds they can sustain before dying (see GMs Guide for detailed advice on determining the relative strength of opponents.</p>
<table>
<tbody>
<tr>
<td width="145"><strong>Novice</strong></td>
<td width="152">–2 modifier</td>
</tr>
<tr>
<td width="145"><strong>Standard</strong></td>
<td width="152">0 modifier</td>
</tr>
<tr>
<td width="145"><strong>Skilled</strong></td>
<td width="152">+2 modifier</td>
</tr>
<tr>
<td width="145"><strong>Expert</strong></td>
<td width="152">+5 modifier</td>
</tr>
</tbody>
</table>
<p>At the start of the round players and opponents specify their actions. There are five typical actions to choose from in standard combat and they govern when combat tests are required during the round. The actions are&#8230;</p>
<h4>1. Frenzied attack</h4>
<p>The player or opponent will make a combat test each phase but will do so with a minus 2 modifier.</p>
<h4>2. Standard attack</h4>
<p>The player or opponent will make a combat test on the first and third phases of the round with no modifier.</p>
<h4>3. Targeted attack</h4>
<p>The player or opponent takes careful aim and makes a combat test on the second and fourth phases of the round with a plus 2 modifier.</p>
<h4>4. Spell attack</h4>
<p>The player or opponent prepares or sustains a spell during the first and third phases, releasing its effect during the second and fourth phases.  A spell caster is committed to using magic for the entire round. (see magical combat for further details.</p>
<h4>5. Defensive action</h4>
<p>The player or opponent chooses to try to duck and dodge incoming attacks. A -4 modifier applies to the attacker in each phase. Damage is halved (rounded down to a minimum of 1).</p>
<p>Players may attempt to escape combat at the end of any round in which they engaged in a defensive action. A consequences roll must be successful (not a 6) in order to avoid pursuit.</p>
<p>A fail will keep the player in combat for another round.</p>
<p>The result of each phase is calculated (in initiative order) one phase at a time. Each success results in damage calculated on the basis of the weapon, gadget, or effect applied.</p>
<table>
<tbody>
<tr>
<td width="115"><strong>Hand to hand or equivalent</strong></td>
<td width="123">1 wound</td>
</tr>
<tr>
<td width="115"><strong>Rocks (thrown or fired) or equivalent</strong></td>
<td width="123"> 1 wound  (2 if skilled)</td>
</tr>
<tr>
<td width="115"><strong>Clubs  or equivalent</strong></td>
<td width="123">2 wounds</td>
</tr>
<tr>
<td width="115"><strong>Blades and projectiles or equivalent</strong></td>
<td width="123">3 wounds</td>
</tr>
<tr>
<td width="115"><strong>Area Weapon (flame thrower, grenade etc.) or equivalent</strong></td>
<td width="123">4 wounds</td>
</tr>
</tbody>
</table>
<p>A player who is stabbed or shot (by any kind of projectile or effect that pierces the players skin) should record a piercing wound.</p>
<p>A player or opponent becomes unconscious when wounds reach 0.  At minus 1 the player or opponent dies.</p>
<p>When the leader of a group of opponents falls the group members must each make a consequence check to stop from fleeing.</p>
<p>Combat tends to be short and brutal.</p>
<p>By referencing the terrain in the description of combat actions the player gets +1 to their attempt to hit a target.</p>
<p>Targeted actions can render targeted limbs/weapons etc. useless.</p>
<p>Providing descriptions of combat actions that make use of the terrain also earns 1 action token per phase (2 for standard and targeted actions, 1 each for frenzied actions).</p>
<p>Spending 5 action tokens earns a double damage attack.  A critical hit can also be doubled.<br />
As you fight you are assessing and weighing up your opponent&#8217;s weaknesses and the longer you fight the more you learn which in turn allows you to exploit those weaknesses with a particularly devastating blow.</p>
<p>There is no dodge skill in this game.</p>
<p>There are 3 types of opponents.</p>
<p>Henchmen – the waves of little guys that the good guys mow down in action movies (represented by a pool of wounds). You can dispense with as many of them as the damage points you inflict allow.</p>
<p>Minions – the middle management of any evil empire.  Tough enough to have their own statistics and they can earn special attack bonuses of their own, but they are not as tough as the villain.</p>
<p>Bosses – the big bad guys.  Tough hombre&#8217;s who are capable of wiping out a team of heroes all on their own.</p>
<p>Villainous NPCs with statistics (non-henchmen) can earn action tokens that can be spent on double damage attacks and get the same +1 bonus as players for utilising the environment in their descriptions of combat actions.</p>
<p>Combat can be tracked using a combat board and tokens like the ones below.</p>
<p>&nbsp;</p>
<figure id="attachment_2736" aria-describedby="caption-attachment-2736" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2736" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-Board.png?resize=640%2C472" alt="HYOOTRD RPG Combat Board" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Board.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2736" class="wp-caption-text">HYOOTRD RPG Combat Board</figcaption></figure>
<p>&nbsp;</p>
<figure id="attachment_2737" aria-describedby="caption-attachment-2737" style="width: 830px" class="wp-caption alignnone"><img data-recalc-dims="1" loading="lazy" decoding="async" class="size-full wp-image-2737" src="https://i0.wp.com/weirdworldstudios.com/wp/wp-content/uploads/2016/12/Combat-Tokens.png?resize=640%2C472" alt="HYOOTRD RPG Combat Tokens" width="640" height="472" srcset="https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?w=830&amp;ssl=1 830w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=300%2C221&amp;ssl=1 300w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=768%2C566&amp;ssl=1 768w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=600%2C442&amp;ssl=1 600w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=100%2C74&amp;ssl=1 100w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=150%2C111&amp;ssl=1 150w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=200%2C147&amp;ssl=1 200w, https://i0.wp.com/weirdworldstudios.com/wp-content/uploads/2016/12/Combat-Tokens.png?resize=450%2C332&amp;ssl=1 450w" sizes="(max-width: 640px) 100vw, 640px" /><figcaption id="caption-attachment-2737" class="wp-caption-text">HYOOTRD RPG Combat Tokens</figcaption></figure>
<p>Place the combatants in initiative order from left (highest) to right (lowest) upon the colored squares.  Place their elected action types above them and then progress from left to right, top to bottom through the actions to complete a round of combat.</p>
<p>Re-roll initiative and reset the board for each following round.</p>
<h3>Combat Cheat Sheet</h3>
<h4>Step 1 &#8211; Determine initiative</h4>
<p>At the start of a round roll 1d6 initiative for each player character and for each NPC group involved in the conflict.</p>
<p>If there are several distinct groups of NPCs with different objectives then each group can be rolled for individually by the GM. (PCs always roll individually).</p>
<p>If there is a tie between players, roll again to decide who of them goes first).</p>
<p>If there is a tie between a player and the GM, the player always goes first.</p>
<p>Participants in the combat act in order from highest score first to lowest score last.</p>
<h4>Step 2 &#8211; Specify combat types</h4>
<p>Players and NPC groups choose one of five combat actions for the round (standard +0,  spell +1, targeted +2, frenzied -2, or defensive (-4 to enemies)).  These combat actions determine which phases participants act in.</p>
<h4>Step 3 &#8211; Repeat steps 4 to 6</h4>
<p>Repeat Steps 4 to 6 until the combat is concluded (there is no-one left to oppose the winning side) or until the current participant actions for this round have been resolved.</p>
<h4>Step 4 &#8211; Specify action</h4>
<p>At the start of a player-action (or NPC-group-action) in any given round, the acting participant must describe what they are doing.</p>
<p>If they incorporate an element of the environment into their description they get +1 to their chance to succeed in that action.</p>
<p>If they describe their action with more detail than &#8220;I shoot him&#8221; they earn 2 action tokens (standard or targeted actions) or 1 action token (frenzied and defensive actions).</p>
<p>If they choose to attack something then they must specify</p>
<ul>
<li>the weapon they are using (if any)</li>
<li>whether they are cashing in any action tokens to improve the damage they deal (minimum 5 tokens to increase damage x 2).</li>
<li>and who or what they are attacking</li>
</ul>
<h4>Step 5 &#8211; Determine the success of the action</h4>
<p>If the player has chosen a defensive action then skip this step.</p>
<p>The player must roll 2d10.</p>
<p>A skill bonus must be added to the result for the skill being employed (typically melee, ranged, brawl, or a specific weapon skill).</p>
<p>The player must add the bonus related to the current combat action they are engaged in as well (0 standard/spell, +2 targeted, -2 frenzied, or -4 if attacking a defensive target)</p>
<p>If the player incorporated an element of the environment into their description they add +1 to the result.</p>
<p>If the result is &gt; 11 a hit has been scored.</p>
<p>If a hit has been scored then the player must roll 1d6.</p>
<p>If the result is 6 then the damage is doubled.</p>
<p>If the player chooses to cash in 5 action tokens then the damage is doubled (this can stack with any previous damage).</p>
<h4>Step 6 &#8211; Apply Damage and note consequences</h4>
<p>If a targeted attack was used to try to disable an arm or leg etc. then a consequence roll on the part of the victim is called form.  If a 6 is rolled,  then any weapon held by that appendage is lost, but the appendage is still functional.</p>
<p>If a targeted attack succeeds (without a failed consequence roll) then the appendage is no longer operational and the victim must find another way to continue to fight.</p>
<p>Targeted head shots and heart shots are not allowed.  Alternatively they can be attempted at a -6 penalty (only with a piercing weapon) and automatically fail if the individual is wearing a helmet or armour.</p>
<p>If wounds &lt; 0 the NPC target has been killed.  Player characters are considered skilled enough to NOT kill their opponents if that is their aim (so long as they are not using weapons, such as explosives or rocket guns, that employ an area effect).  If they only intend to knock an opponent out then the NPC is rendered unconscious when their wound points &lt;0.</p>
<p>PCs fall unconscious at 0 but any successful hit thereafter kills them.</p>
<p>If a PC is dealt a lethal blow, then with their dying breath they may make one final heroic action upon their next action phase.</p>
<p>If all antagonists are dead or have escaped (or the PCs are dead or have escaped) then combat ends, otherwise the next player or NPC action takes place.</p>
<h4>Step 7 &#8211; Return to &#8220;Step 1”</h4>
<p>Determine Initiative (above) and repeat.</p>
<p>NEXT TIME: A set of print-and play components for tracking combat during the game.  While you don’t need to use them, we recommend them as a way of keeping track of the players and their opponents during a fight.</p>
<p>This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href="http://www.weirdworldstudios.com">weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.</p>
<hr />
<h2>HYOOTRD Roleplaying Game &#8211; Players&#8217; Guide</h2>
<ul>
<li><a href = "http://weirdworldstudios.com/what-is-roleplaying-chapter-1-hyootrd-rpg-players-guide/">Chapter 1 &#8211; What is Roleplaying?</a>
</li>
<li><a href = "http://weirdworldstudios.com/preparation-play-chapter-2-hyootrd-rpg-players-guide/">Chapter 2 &#8211; Preparation for Play (What you&#8217;ll need and an introduction to the World of Radio Adventure)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-1-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 1 &#8211; Introduction and Character sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-2-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 2 &#8211; Specialities, Archetypes, Base Attributes and Derived Attributes</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-a-character-chapter-3-part-3-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 3 &#8211; Character background and history</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-4-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 4 &#8211; Character skills and equipment (including weapons, vehicles, and specialist gear)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-5-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 5 &#8211; Special items and abilities (including gadgeteering, weird science, and magic)</a>
</li>
<li><a href="http://weirdworldstudios.com/creating-character-chapter-3-part-6-hyootrd-rpg-players-guide/">Chapter 3 &#8211; Creating a Character &#8211; Part 6 &#8211; Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)</a>
</li>
<li><a href=http://weirdworldstudios.com/getting-things-done-chapter-4-part-1-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 1 &#8211; Skill types and skill ranks</a>
</li>
<li><a href="http://weirdworldstudios.com/getting-things-done-chapter-4-part-2-hyootrd-rpg-players-guide/">Chapter 4 &#8211; Getting Things Done &#8211; Part 2 &#8211; Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 1 &#8211; Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-2-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 2 &#8211; Print and play components</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-3-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 3 &#8211; Physical combat (melee and ranged combat) example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-4-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 4 &#8211; Magical combat example</a>
</li>
<li><a href="http://weirdworldstudios.com/combat-chapter-5-part-5-hyootrd-rpg-players-guide/">Chapter 5 &#8211; Combat &#8211; Part 5 &#8211; Vehicular combat example, injury, and recovery</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-1-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 1 &#8211; Chases and chase actions</a>
</li>
<li><a href="http://weirdworldstudios.com/chases-chapter-6-part-2-hyootrd-rpg-players-guide/">Chapter 6 &#8211; Chases &#8211; Part 2 &#8211; Chase example</a>
</li>
<li><a href="http://weirdworldstudios.com/death-traps-hazards-puzzles-chapter-7-hyootrd-rpg-players-guide/">Chapter 7 &#8211; Death-traps, hazards, and puzzles</a>
</li>
<li><a href="http://weirdworldstudios.com/victory-death-chapter-8-hyootrd-rpg-players-guide/">Chapter 8 &#8211; Victory and death &#8211; Heroic deaths, cheating the odds, plot devices, experience and advancement</a>
</li>
</ul>
<p>The post <a href="https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/">Combat &#8211; Chapter 5 (Part 1) &#8211; HYOOTRD RPG Players&#8217; Guide</a> appeared first on <a href="https://weirdworldstudios.com">Host Your Own Old Time Radio Drama</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://weirdworldstudios.com/combat-chapter-5-part-1-hyootrd-rpg-players-guide/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2735</post-id>	</item>
	</channel>
</rss>

<!--
Performance optimized by W3 Total Cache. Learn more: https://www.boldgrid.com/w3-total-cache/?utm_source=w3tc&utm_medium=footer_comment&utm_campaign=free_plugin

Page Caching using Disk: Enhanced 
Minified using Disk
Database Caching 28/182 queries in 0.054 seconds using Disk

Served from: weirdworldstudios.com @ 2026-07-17 02:00:52 by W3 Total Cache
-->