|
Post by Father on Apr 14, 2020 18:47:02 GMT 1
Warfare round 2: There's only 2 rounds of combat because the freeriders are spending half that round charging.
In general: If you were to spend 3 GA's soaking blows from Otho, and then make 2 fighting attacks against anything, Otho gets to make 2 fighting attacks in addition to those triggered by spending GA's. Your choice is probably an all or nothing thing. Either you and Mikel do 5 (2 this warfare round) attacks each against Otho, and he'll act normally. Or you both take 5 GA's (2 this warfare round) and do no attacks against anyone (which includes Davos), and Otho makes two attacks (one this warfare round).
|
|
|
Post by Davos Dayne on Apr 15, 2020 3:21:17 GMT 1
Mace counterattack: 6d6k3+2 127*1-7=0 to FR 1, powerful 2 makes that 2 damage against heroes attached to FR2 (if CD 12 or less, powerful reduces shield bonus by 2). Wait, they have 2b in strength AND 2b bludgeons? I thought the Seasoned 2b only applied to fighting/marksmanship, does it apply to every skill? If so my units would be a little bit faster from the 2b in Run. Not sure if it would make a difference though. EDIT: yes, they would have a base movement of 40 and a sprint of 130, so it would make quite a bit of difference for Round 2. Unit 1 could have closed the distance to the guard as a move action without charging, so would have moved and pushed instead of attacking at all. Unit 2 would have already been in position to assist with the pushing, no additional movement needed. Unit 3 could have closed the distance to the wall and started their climb in Round 2 instead of having to wait to Round 3.
|
|
|
Post by Father on Apr 15, 2020 13:39:49 GMT 1
Damage to freeriders from the counterattack is still 0, so can push and climb away.
|
|
|
Post by Davos Dayne on Apr 15, 2020 19:28:11 GMT 1
Round 2Stat Blocks (After Bracken R2 Actions, Before our R2 Actions; included The Guard attack as hitting Davos, as he is attaching to Unit 1 this round) Unit One, led by "Owen" Seasoned Freeriders, Upgraded Equipment, Dismounted CD 8, AR 7 Health 14/14 Morale: 3D+2B+2 Animal Handling 3, Athletics 3, Endurance 3, Fighting 3 Longsword 3D+2B, 4 per DoS Movement: 40 (Sprint 130) Characters Attached: none Standing Orders: Push
Unit Two, led by "Ty" Seasoned Freeriders, Upgraded Equipment, Dismounted CD 8, AR 7 Health 3/14 Morale: 3D+2B+2 Animal Handling 3, Athletics 3, Endurance 3, Fighting 3 Longsword 3D+2B, 4 per DoS Movement: 40 (Sprint 130) Characters Attached: Davos Standing Orders: Push (assist)
Unit Three, led by "Theo" Seasoned Freeriders, Upgraded Equipment, Dismounted CD 8, AR 7 Health 14/14 Morale: 3D+2B+2 Animal Handling 3, Athletics 3, Endurance 3, Fighting 3 Longsword 3D+2B, 4 per DoS Movement: 40 (Sprint 130) Characters Attached: none Standing Orders: Scale Walls
Davos CD: 12 AR 10 Health: 6/12 W/I/F: 0/0/0
Davos Character-Scale Actions (note: No Cautious in effect as he has not yet personally engaged the enemy) TWS R2 1 GA Motivate Unit 2: 7d6k5 18 vs TN 12, 2 DoS for 2 health recovered TWS R2 2 GA Inspire Unit 2: 7d6k5 21 vs TN 12, 2 DoS for +2 to Unit 2s action TWS R2 3 GA Attach to Unit 1 TWS R2 4 GA Inspire Unit 1: 7d6k5 16 vs TN 12, 1 DoS for +1 to Unit 1s action TWS R2 5 GA Catch Your Breath: 4d6 12 vs TN 0, 3 DoS for 3 health recovered Unit 2 TWS R2 1 LA Push (assist) +2 tactics +2 inspiration: 5d6k3+4 14 vs TN... wait, you don't roll to assist in this system. +1 to Unit 1s push TWS R2 2 LA Push (assist) additional +1 to unit 1s push Unit 1 LA Move TWS R2 LA Push +3 tactics +1 inspiration +2 assists: 5d6k3+6 18 vs TN 14, 1 DoS for 1 yard pushed Unit 3 LA Move TWS R2 LA Scale Walls +1D grapnels +4 tactics: 6d6k4+4 24 vs TN 15, 2 DoS - lucky roll makes it to the top in one go! Stat Blocks (End of Round 2) Unit One, led by "Owen" Seasoned Freeriders, Upgraded Equipment, Dismounted CD 8, AR 7 Health 14/14 Morale: 3D+2B+2 Animal Handling 3, Athletics 3, Endurance 3, Fighting 3 Longsword 3D+2B, 4 per DoS Movement: 40 (Sprint 130) Characters Attached: Davos Standing Orders: Push
Unit Two, led by "Ty" Seasoned Freeriders, Upgraded Equipment, Dismounted CD 8, AR 7 Health 5/14 Morale: 3D+2B+2 Animal Handling 3, Athletics 3, Endurance 3, Fighting 3 Longsword 3D+2B, 4 per DoS Movement: 40 (Sprint 130) Characters Attached: none Standing Orders: Push (assist)
Unit Three, led by "Theo" Seasoned Freeriders, Upgraded Equipment, Dismounted CD 8, AR 7 Health 14/14 Morale: 3D+2B+2 Animal Handling 3, Athletics 3, Endurance 3, Fighting 3 Longsword 3D+2B, 4 per DoS Movement: 40 (Sprint 130) Characters Attached: none Standing Orders: Scale Walls
Davos CD: 12 AR 10 Health: 9/12 W/I/F: 0/0/0
I think I ought to wait to see what is happening with Otho before I move forward to Round 3.
|
|
|
Post by Robyn Redwolf on Apr 15, 2020 19:49:37 GMT 1
Robyn will attach himself to Unit 1, and use the Round 2 to sacrifice the 2 necessary GAs to prevent Otho from swinging at anything other than Mikel or himself
(Assuming Never Outnumbered is still in effect? If not will change where necessary)
CD: 16 (13)
AR: 6
HP: 14/12
I/W/F: 0/0/0
|
|
|
Post by Father on Apr 15, 2020 20:04:02 GMT 1
New combat, going up against Otho and not individual troopers would generally warrant the "not afraid of you" action.
|
|
|
Post by Mikel of Harroway on Apr 30, 2020 6:57:12 GMT 1
Apologies for the delay. Reread the Otho scene and am a but confused; we can make 5 attacks per warfare round (10 combat rounds) and for GA (a combat round) we give to attacking Otho we distract him from wrecking our troops. We can expect 3 damage minium per DoS because his weapon allows for three piercing. Otho will have one more attack then we give him, and if we attack his troops with any unused turns he'll do the same?
Or, we could make it a more traditional combat scene, Mikel and Robyn v. Otho. For the sake of simplicity that has my vote.
Also, does linking up with Davos give Mikel and Robyns squires the opportunity to bring them anything, for example, horses and shields?
|
|
|
Post by Father on Apr 30, 2020 14:31:51 GMT 1
Not any gear, no.
In short, I see two options: 1. Engage in regular combat. 2. Eat GA's and turtle, Mikel suffers two attacks per warfare round.
I'm pretty sure that trying out some combination is not going to be a good idea.
|
|
|
Post by Mikel of Harroway on Apr 30, 2020 15:45:27 GMT 1
Two attacks per warfare round, but Mikel can still give his three remaining attacks in that warfare round to distract him?
|
|
|
Post by Father on Apr 30, 2020 16:46:59 GMT 1
Not sure what you mean.
Option 1: Regular combat. Option 2: Mikel (and friends) does not make any attack actions, Mikel uses all his GA to distract Otho, Otho gets to make two attacks (Robyn can use GA's to share the pain) Option 3: Mikel gives up GA's, but either makes one or more attacks himself and/or an ally makes attack, in which case Otho may make 2+X attacks, where X is the number of attacks PC&allies makes (but limited to one per combat round as normal).
#3 I struggle to see as a viable option.
|
|
|
Post by Mikel of Harroway on Apr 30, 2020 23:03:00 GMT 1
Option two sounds like keeping each other out of the battle, which I understand, but does that mean it will lead to a cobcluding scene (option 1) anyways?
Still leaning towards option one if everyone agrees.
|
|
|
Post by Father on Apr 30, 2020 23:48:47 GMT 1
Option 2 is there because full combat is probably a lot more dangerous.
|
|
|
Post by Mikel of Harroway on May 1, 2020 17:40:18 GMT 1
After sleeping on it, I think option 2 will get things moving better and keep them more simple.
I assume Mikel can take CYB between eating attacks?
|
|
|
Post by Father on May 1, 2020 17:51:33 GMT 1
As written, not without taking fatigue for it.
|
|
|
Post by Mikel of Harroway on May 1, 2020 18:01:43 GMT 1
|
|