BrOAGS Combat

This article is part of the rules of BrOAGS.

Initiative

At the beginning of combat, all combatants make a Perception Check. The result is their Initiative Score for the combat. The character with the highest Initiative Score goes first, followed by the character with the second highest Score and so on until the character with the lowest result has acted. The character with the highest Initiative Score then acts again and so on.

Initiative Scores can affect during the combat through Reaction and the Take Stock action.

A round is defined as the time from when a given character acts once, in turn, to when they act again, in turn.

Surprise!

If some of the characters involved in the fight are expecting it before it breaks out, they may act once each before Initiative is rolled. In this surprise round a 'first come, first served' policy operates.

Actions

When it is a given character's turn to act, they may perform one of the following actions:

  • A single two-handed Attack
  • Two one-handed Attacks
  • A Trip, Disarm, Grapple or Shove manoeuvre
  • Participate in Concentrated Fire or a Dogpile
  • Go to Ground, Find Cover or Hide
  • Take Stock
  • Some non-combat action at the GM's discretion

Movement: In addition to an action the character may move some distance depending on their speed and any circumstantial modifiers.

Marksmanship Attack: Roll Marksmanship (with any modifiers) vs. the target's Defence. If you win your attack hits. The specific effects of the hit depend on the weapon, where the attack hit and other factors such as whether you rolled a Critical.

Melee Attack: Roll Melee (with any modifiers) vs. the target's Defence. If you win your attack hits. The specific effects of the hit depend on the weapon, where the attack hit and other factors such as whether you rolled a Critical.

Trip: Roll Melee (with any modifiers) vs. the target's Defence. If you win, roll Strength vs. Athletics. If you win, the target is Floored. Trips can only be made at short range.

Disarm: Roll Melee (with any modifiers) vs. the target's Defence. If you win, roll Strength vs. Strength. If you win, the target drops their weapon or weapons. If you have an empty hand, you may choose to hold the weapon instead.

Grapple: Roll Melee (with any modifiers) vs. the target's Defence. If you win, roll Strength vs. Strength. If you win, you pin the target. If you win by 4 or more, you hold the target instead, though you may chose to pin them if you prefer. Trips can only be made at short range.

Shove: Roll Melee (with any modifiers) vs. the target's Defence. If you win roll Strength vs. Athletics. If you win, the target is moved out of melee range. If you win by 4 or more, the target is also Floored. Shove can only be made at short range.

Go to Ground: A character may spend an action to Go to Ground. When gone to ground, the character's Stance is now Prone. When Prone, a character moves at quarter speed and is at -2 to Marksmanship attacks and Grapple and Trip attempts and at -4 to other Melee Attacks. However, they enjoy a Defence bonus, see the Stance table, and are at +2 when making Stealth Checks. The character may spend an action to rise.

Hide: A character may take an action sneaking out of sight of his enemies. He makes a Stealth Check, opposed by the Perception of all enemies involved in the combat. If he beats them all, he has hidden himself completely and may either flee or use his next action to make a Surprise Attack.

Surprise Attack: A character who has successfully hidden may make a Surprise Attack. This is a Melee or Marksmanship attack which against which the target can not use Reaction and which may, at the GM's discretion, find the defender without the Cover they thought they had.

Take Stock: A character may take an action getting a grip on what is happening in the combat. If they do so they add 2 to their Initiative Score however their Initiative Score is capped at the maximum they could possibly start the combat with.

Defence

A number of factors contribute to a character's Defence Score. Other factors relating to the outcome of an attack are considered to be modifiers relating to the attacker rather than the defender and are covered in Modifiers to Attacks below.

The effects of Cover and Stance may overlap. For example, a man Crouching behind a wall that provides Moderate Cover might be better considered to have +2 to his Defence Score from Cover and Stance rather than +3. Such judgements are the GM's.

Core Defence: All characters have a Core Defence of 1. To this the Cover, Stance, Reaction and Special modifiers are applied to calculate the character's Defence Score.

Cover: This is protection or concealment from attack.

Cover Effect
None 0
Slight +1
Moderate +2
Great +3

Stance: This character's posture and reflects the the approximate size of target they present.

Stance Effect
Upright 0
Crouched +1
Prone +2 1

1 This is reduced to +1 at Adjacent Range.

Reaction: The character take an active part in their defence by observing and reacting to the threat. Reaction comes in three forms; Block, Dodge and Nooo!.

There is a downside to reacting to an attack:

  • Each Reaction incurs a temporary, i.e. lasting until you next act in turn, -2 modifier to your Initiative Score.
  • Should you Initiative Score become less than 0 by this means you loose your next action.
  • Should your Initiative Score be less than 0 by any means you may not react to an attack.

Block: This form of reaction is appropriate to defending against Melee attacks.
A Melee Check is made; the result of this check is halved and rounded towards 0. This is the Reaction Score.
If you are Prone you must choose to become Floored to Block. Becoming Floored occurs as part of the Block Reaction.
Block Reaction may be made against Marksmanship attacks from adjacent characters.

Dodge: This form of reaction is appropriate to defending against Marksmanship attacks.
An Athletics Check is made; the result of this check is halved and rounded towards 0. This is the Reaction Score.
Dodge Reaction may not be made against attacks from adjacent characters.

Nooo!: A character may choose to react to an attack made against an adjacent character assuming the reacting character is not Floored, in some way restrained or otherwise prevented from doing so.
The reacting character makes an Athletics Check; if the result meets or exceeds the targeted character's Defence the attack is instead made against reacting character else the reacting character is Floored and the attack proceeds as normal.
Should the attack now target the reacting character, they may not use Block or Dodge as part of their Defence Score and will likely have decreased their Defence bonus from Cover and Stance; such decreases are at the GM's discretion.

Special: Other, less conventional, factors may come into play when determining a character's Defence Score. Such factors may be magickal or technological items or effects or even just the size of the character.

Modifiers to Attacks

A number of factors can modify an attack roll.

The effects of Movement Direction and Movement Erraticism may overlap and the overall increase in difficult might be less than the corresponding table values would suggest. Such judgements are the GM's.

Range: The distance to the target will affect the difficulty of successfully hitting it.

Range Definition (m) Basic Effect Short Range Weapons Long Range Weapons Other Effects
Adjacent <2 0 +1 -3 Stance and Reaction affected
Short 2-5 +1 +1 -2 None
Medium 5-15 0 0 -1 None
Long 15-30 -1 Auto Fail 0 None
Distant >30 -1 per 15m [min.=-2] Auto Fail 0 No Reaction, erratic movement an alternative

Visibility: Character's, unless otherwise stated, are sight dependent and subject to the rules of visibility. Visibility might be reduced by poor light, light that is too bright, fog, smoke or other environmental factors. Beyond Abysmal it is unlikely that the character can discern the location of their target.

Visibility Effect
Good 0
Poor -1
Terrible -2
Abysmal -3

Movement Direction: The direction a target is moving affects how hard they are to hit. See the speed table.

Movement Direction Effect
In-line 0
Diagonal -1 for High Speed 1 and each Speed 4 more
Crosswise -2 for High Speed 1 and each Speed 4 more, or equivalent

Movement Erraticism: The erraticism with which a target is moving affects how hard they are to hit. See the speed table. Erratic movement will reduce the straight-line speed of the character; Significant erratic movement will roughly halve it, Extreme erratic movement with roughly quarter it.

Movement Erraticism Effect
Insignificant 0
Significant -1 for High Speed 1 and each Speed 4 more
Extreme -2 for High Speed 1 and each Speed 4 more, or equivalent

Wild vs. Tamed Attack

From the perspective of damage and injury, characters are considered to have three areas to their bodies: Extremities, Centre and Vitals.

Unless otherwise stated or somehow prohibited a character may choose any attack to be Wild or Tamed. If no declaration was made before the attack it is assumed to be Wild.

Wild: With a Wild Attack the attacker values any hit over targeting a specific area. A Wild Attack will hit by the following table.

Area Hit Attack Score
No Hit <Defence
Extremities =Defence
Centre >=Defence + 1
Vitals >=Defence + 3

Tamed: With a Tamed Attack the attacker targets a specific, declared, area at greater risk of missing altogether. A Tamed Attack will hit by the following table.

Area Hit Attack Score
No Hit <Defence + 2
Declared Area >=Defence + 2

Special Rules

Concentrated Fire: When 3 or more identical characters are firing on a single target, the GM may elect to use the Concentrated Fire rules. The target makes a single Defence Check against a difficulty equal to the attackers' Marksmanship plus a Concentrated Fire bonus according to the table below. The target is hit once for every point by which they fail the Defence Check, up to maximum of the number of attackers.

Number of Attackers Concentrated Fire Bonus
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11-12 +5

A group of characters dual-wielding or using weapons with the Two Shots quality make a single Concentrated Fire attack per round with each character counting as two attackers.

If more than 12 identical characters (or more than 6 characters with two shots) are shooting a single target, they should be split into multiple groups and resolved separately.

Dogpile: When 3 or more identical characters are making melee attacks on a single target, the GM may elect to use the Dogpile rules. The target makes a single Defence Check against a difficulty equal to the attackers' Melee plus a Dogpile bonus according to the table below. The target is hit once for every point by which they fail the Defence Check, up to maximum of the number of attackers.

Number of Attackers Dogpile Bonus
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11-12 +5

A group of characters who are dual-wielding make a single Dogpile attack with each of them counting as two attackers. No more than 6 characters may Dogpile a single target, though if they dual wield they may count as up to 12 attackers.

Criticals

Critical Hit: Whenever a player rolls four pluses (++++) in combat, they score a critical hit. This makes the attack deal double damage unless otherwise noted or directed by the GM.

Critical Fail: Whenever a player rolls four minuses (——) in combat, they score a critical fail. This will most often cause their weapon to jam up or break, and something horrible is likely to happen at the GM's direction.

Status effects

Crouched: When Crouched, a character moves at half speed. They are also at +1 when making Stealth Checks.

Prone: When Prone, a character moves at quarter speed and is at -2 to Marksmanship attacks and -4 to Melee Attacks, except Grapple and Trip attempts to which there are at -2. They are also at +2 when making Stealth Checks. The character may spend an action to rise.

Floored: As with Prone, including the Stance Defence bonus, except the character may not Dodge nor move except to stop being Floored, i.e. the character may spend an action to rise or to roll over and Go to Ground to become Prone.

Pinned: When one character pins another, both characters may take no action, may not use Reaction as part of their Defence and will likely have unfavourable Cover and Stance. The pinner may abort the pin at any time, including in response to being attacked, in which case they may defend themselves as normal. The pinned character may attempt to break or reverse the pin by spending an action to roll Strength vs. Strength. If the test is tied, the pin is broken and both characters may act as normal. If the pinned character wins the test, he may chose to become the pinner and have the former pinner become pinned. If the pinned character wins the test by 4 or more, he may elect to hold his former pinner instead.

Held: When one character holds another, the held character may take no action, may not use Reaction as part of their Defence and will likely have unfavourable Cover and Stance. The holding character may act at -4 to all rolls. The holding character may abort the hold at any time, including in response to being attacked, in which case they may use their full Block or Dodge in response to the attack. The held character may try to break the hold by spending an action to roll Strength vs. (Strength -4). Holds, unlike pins, cannot be reversed.