Combat House Rules

Zones

Zones are distinct fighting areas which basically divide the battlefield in manageable bits. A zone can contain any number of characters (which can be grouped in one or more melees). They tend to be distinct from each other and have specific features, but can also be homogeneous: for instance a long corridor could be “3 zones long”. A battlefield will usually have 3-6 zones.

Movement and Running

The basic Movement is 2.

  • It costs 1 Movement to get into a melee with a character in the same zone.
  • It costs 1 Movement to disengage from a melee (incurs opportunity attack)
  • It costs 1 Movement to cross a zone border.

Running is now a Trait roll using either Agility or the Athletics skill. Each success and raise on the “Running” roll gives you 1 additional Movement point to use this turn. Electing to run must take place at the beginning of a turn, and incurs a -2 penalty to all other actions. Unspent movement points from very successful rolls can be put back towards reducing the penalty.

Melee and Free Attacks
Fighters within a zone are engaged in Melees. There can be multiple independent melees within a specific zone. Multiple characters within the same melee may lead to the usual gang-up bonuses when they outnumber their enemies in the same melee.

Getting in and out of a melee incurs the normal free attacks opportunities. Whenever a character retreats from melee, all adjacent non-Shaken opponents get an immediate free attack. Disengaging costs the character 1 Movement, but the character can then make a Running Roll to keep moving during the same action.

  • A character may take the Defend option (+2 Parry) while retreating from combat, but won’t be able to perform other actions that round besides the running roll.

Ranges

Ranges are now calculated in Zones, starting with range 0 meaning the target must be within the same zone. 1 means an adjacent zone, and stepwise after that. To convert the ranges of weapons for this system, use the following rules:

  • Ranges below 6” are range 0.
  • Then divide ranges by 6” to get the the actual zones.
  • Ranges must always increase by at least 1 from one range increment to another.

For instance:

  • A range 12/24/48 becomes 2/4/8 and 3/6/12 is 0/1/2
  • A power’s “Smarts” range 0 with a Smarts die of 1d4-1d6, and 1 with 1d10/1d12
  • A power’s “Smartsx2” range is d4=1, d6=2, d8=3, d12=4.
  • A power’s “Smartsx3” range is d4=2, d8=4, d12=6.

Templates and Area of Effect

  • Small Burst Template: Covers either a single character or all characters within a melee in a zone.
  • Medium Burst Template: Covers an entire zone.
  • Large Burst Template: Covers both a zone and an adjacent zone.
  • Cone Template: 1 Target in caster’s zone. 1 Small Burst in the same zone, or an adjacent one.
  • Jet Template: 1 Small burst in the caster’s zone. 1 target in the same zone, or an adjacent one.

Allies caught in a burst can make an Agility roll to dive out of the way. If the caster scores a raise, they are spared automatically. Beneficial spells that target areas (such as Bless) will help enemies unless the caster scores a raise.

Grenades dispersion: Missing grenades or Blasts deviate by 1 zone to an adjacent zone determined randomly. You still get the usual Agility roll to get out of the grenade’s area.

Other Stuff

Prone – Rising from Prone places a -2 penalty on any Running rolls taken on the same turn.

Cover – If you would hit the target without the cover modifier, you hit the cover instead.

Shaken – If you recover from Shaken, but do not Raise, you may take another action, but at a -2 penalty.

Bennies cannot be used to cancel out Critical Failures. The GM, in turn, will not use his Bennies to water down your Critical Successes.

Blocking Movement: Get into melee to block movement, and use Grapple for added effect. Holding your action to interrupt his movement is a great way to prevent him from getting too far!

Push: A simple push is sufficient to remove a character from melee (or push him into one!), but a raise on the opposed Strength roll is needed to push him to another zone.

Garrotte: Using a garrote requires making a Grappling attack at -4 to hit the throat (making it most useful when combined with the Drop to negate the penalty). If successful, the grappler gains a +4 to Strength (not Agility) for opposed rolls against his target for the duration of the grapple. Targets of a garrotte must make a Vigor roll at -4 to be able to speak in any way; yelling requires a raise on the roll.

Combat House Rules

Ashes of Asgard BadDecisionDino BadDecisionDino