Integrating Basic and Up in Arms Combat Rules
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1. Determine Surprise: The GM determines if any characters are Surprised. Only occurs on the first turn.
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2. Determine Initiative: Each combatant rolls 1d10 and adds it to their Initiative (I) Characteristic.
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3. Round Begins: If the rules call for something to happen at the start of the Round, it happens now.
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4. Take Turns: Each combatant takes a Turn in Initiative order, starting with the highest Initiative. See Combat Actions.
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5. Round Ends: The Round ends when all combatants have taken a Turn. If the rules call for something to happen at the end of the Round, it happens now.
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6. Repeat Steps 3–6 As Required: Continue to play through Rounds until the combat is resolved.
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Walk: Unless engaged in combat, can always take a move action each turn, and 1 other different action. Move up to Walk movement.
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Sprint: Cannot be engaged. Average (+20) Athletics Test; sprint up to Run movement +SL in yards. In addition to Walk.
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Charge: Cannot be engaged. Used as a move action, replacing Walk. Uses rules for Sprint. Must use a follow-up Melee Attack action, which gains +10 bonus.
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Assess: Use a Skill to gain combat advantage; make a Dramatic Test. See Advantage.
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Attack: This is a melee or ranged attack, see corresponding tables. Cannot use Ranged if engaged, becomes or remains engaged if using Melee.
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Defend: Use a Skill to Defend, such as Dodge or Agility. Gain +20 to defensive Tests until the start of next turn.
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Special: Actions from Skills or Talents such as grappling, intimidating someone, casting a spell, using the Dual Wielder Talent, or staunching a bleeding wound with bandages.
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Flee: Must be engaged. Opponent attempts 1 free attack (unopposed Melee Test w/ +20 bonus to hit). If hit enact a Challenging (+0) Cool Test: if failed, gain a Broken Condition, and a further +1 Broken condition per SL below 0. Flee up to Run movement directly away from opponent.
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Climb: If not engaged, can climb as move action for 1/2 Walk movement. If wishing to climb faster, use action for an Average (+20) Climb Test: climb 1/2 Walk movement +SLs.
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Kill: If an opponent has the Unconscious Condition, if you have a suitable weapon to do so you may use this action to kill them.
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Surprise: Attacking Surprised enemies grants +1 Advantage.
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Assess: If you use one of your Skills to secure a tactical advantage, gain +2 Advantage. If your Test succeeds by 6 SL or more, gain +3 Advantage.
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Victory: Whenever you defeat an important NPC, gain +1 Advantage. Subduing a party nemesis may grant +2 Advantage at the GM’s discretion.
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Winning: If you win any Opposed Test you initiated during combat, gain +1 Advantage.
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Outmanoeuvre: If you wound an opponent without engaging in an Opposed Test, gain +1 Advantage. You can gain a maximum of 1 Advantage in this way, no matter how many opponents are wounded by your action.
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1. Roll to Hit: In Melee, Opposed Melee Test with opponent, highest SL wins. In Ranged roll a Ranged Test. Check Combat Difficulty for combat modifiers. If the test is successful, proceed to 2. If rolling a double, it's either a Critical or a Fumble, check accordingly.
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2. Determine Hit Location: Reverse Roll to Hit result and refer to Hit Locations table. If scoring a Critical, instead re-roll 1d100 to check location.
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3. Determine Damage: Weapon damage characteristic +SLs.
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4. Apply Damage: Total Damage - (opponent's TB + AP on Hit Location). Minimum 1 damage applied. If damage exceeds remaining Wounds, opponent receives Prone condition and suffers a Deathblow or a Critical Hit, at the GMs discretion.
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5. Critical or Fumble: If the Roll to Hit failed and was a double, roll on the Ooops! Table. If it hit and was a double, roll on the appropriate hit location Critical Hit Table.
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6. Critical Effects: Apply the critical's effects and any extra wounds that come with the result.
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Roll
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Location
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01-09
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Head
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10-24
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Secondary Arm (usually Left)
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25-44
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Primary Arm (usually Right)
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45-79
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Body
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80-89
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Left Leg
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90-00
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Right Leg
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Circumstances
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Advantage Awarded
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Manoeuvrability: One side possessing an advantage in movement such as being mounted or facing giant spiders in trees.
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2
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Outnumbering: A greater number of opponents, but less than twice that of their opponents.
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1
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Outnumbering: Outnumbered 2 to 1.
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2
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Outnumbering: Outnumbered 3 to 1.
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3
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Surprise: One side has achieved an unexpected assault.
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2
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Terrain: Light fortification/cover or holding. An advantageous position, such as a hill.
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1
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Terrain: Heavy cover or holding a key position such as a bridge.
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2
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Threat: A side possesses a dangerous threat such as a warpfire thrower, Ogre, or Troll.
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1
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Threat: A side possesses a very dangerous threat, a match for several foes such as an organ gun, Manticore, or Griffon.
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3
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Threat: A side possesses an extremely dangerous threat, a match for a dozen lesser foes such as a Dragon or Greater Daemon.
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5
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Roll
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Result
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01 20
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You catch a part of your anatomy — lose 1 Wound, ignoring TB or AP.
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21 40
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Your melee weapon jars badly, or ranged weapon malfunctions or slightly breaks – your weapon suffers 1 Damage. Next round, you will act last.
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41 60
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Your manoeuvre was misjudged, leaving you out of position, or you lose grip of a ranged weapon. Next round, your Action suffers a penalty of –10.
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61 70
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You stumble badly, finding it hard to right yourself. Lose your next Move.
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71 80
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You mishandle your weapon, or you drop your ammunition. Miss your next Action.
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81 90
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You overextend yourself or stumble and twist your ankle. Suffer a Torn Muscle (Minor) injury. This counts as a Critical Wound.
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91 00
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You completely mess up, hitting 1 random ally in range using your rolled units die to determine the SL of the hit. If that’s not possible, you somehow hit yourself in the face and gain a Stunned Condition.
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