A Humakti warrior, for example, would most likely prefer his 5w1 Close Combat ability to his 13 Ranged Combat, and thus would seek to charge into melee with his foe rather than hang back throwing knives. A Grazer warrior would most likely prefer his 5w1 Ranged Combat ability to his 17 Close Combat (especially if on foot), and would thus seek to remain at a distance and pick off his enemy before he or she could close.
I prefer to discard the existing Movement and Positioning rules as written in favor of the following homebrew rule: normal foot movement per unrelated action is handled as an ability test using Physical, Running or a similar ability; distance covered equals 24 yards with a critical success, 12 yards with a success, 6 yards with a failure, and 3 yards with a fumble.
If a combatant cover more range than the remaining distance, each increment of that distance in excess converts to a +2 Edge for the first Close Combat exchange which follows. Also, all Ranged Combat attacks made at 1/10 of the weapon's base range or closer are considered to be at point-blank range and get +5 to target number. I also allow heroes a Final Action outside of Group Contests. Were the above characters to fight, using these rules, the outcome might turn out like this:
FIRST EXCHANGE: Range between combatants is 30 yards. Declaration: Subotai the Grazer initiates the Extended Contest by firing at Kallai with his bow; AP bid is 7. Resolution: Subotai's failed Ranged Combat bumps to success vs. Kallai's critical improvised Close Combat (arrow cutting, -15) results in a transfer of 7 AP to Kallai; Subotai has 18 AP, Kallai has 32 AP. Description: Subotai's arrows flies true... only to be harmlessly cut in half by Kallai's slashing sword! Subotai's confidence is shaken by Kallai's display of martial prowess, and Kallai howls with glee. SECOND EXCHANGE: Range between combatants is 30 yards. Declaration: Kallai the Humakti charges Subotai, his greatsword whirling. Resolution: unrelated action; Kallai's successful Running test allows him to cover 12 yards; Subotai has 18 AP, Kallai has 32 AP. Description: Kallai races forward, closing the distance between himself and Subotai. THIRD EXCHANGE: Range between combatants is 18 yards. Declaration: Subotai fires at Kallai a second time; AP bid is 7. Resolution: Subotai's failed Ranged Combat bumps to success vs. Kallai's failed improvised Close Combat results in a 14 AP forfeit by Kallai; Subotai chooses to inflict a wound, so Kallai takes a -1 on all future rolls and drops to 25 AP while Subotai remains at 18 AP. Description: Subotai takes careful aim, calming himself before letting fly. He is rewarded when one of his arrows finds its mark deep in Kallai's shoulder. Kallai ceases to howl, a grim look crossing his face as the pain sinks in. FOURTH EXCHANGE: Range between combatants is 18 yards. Declaration: Kallai continues to charge Subotai. Resolution: unrelated action; Kallai's successful Running test allows him to cover another 12 yards; Subotai has 18 AP, Kallai has 25 AP. Description: Despite his wound, Kallai further closes the distance between himself and Subotai. FIFTH EXCHANGE: Range between combatants is 6 yards. Declaration: Subotai fires at Kallai a third time, at point-blank range; AP bid is 7. Resolution: Subotai's Ranged Combat success bumps to critical vs. Kallai's successful improvised Close Combat results in a transfer of 7 AP to Subotai; Subotai elects to wound Kallai a second time, giving him -2 to all future rolls; Subotai has 18 AP, Kallai has 25 AP. Description: Another of Subotai's arrow strikes home, burying itself in Kallai's side. Kallai grunts in pain, but is not deterred. SIXTH EXCHANGE: Range between combatants is 6 yards. Declaration: Kallai continues to charge Subotai. Resolution: unrelated action; Kallai's successful Running test allows him to cover the remaining distance between himself and Subotai, with 6 yards of carry-over which Kallai can use as a +2 Edge in the first Close Combat exchange; Subotai has 18 AP, Kallai has 25 AP. Description: Despite his wounds, Kallai is upon Subotai at last! SEVENTH EXCHANGE: Range between combatants is nil. Declaration: Subotai fires off one last point-blank shot at Kallai; AP bid is 7. Resolution: Subotai's Ranged Combat success bumps to critical vs. Kallai's critical improvised Close Combat results, at narrator's discretion, in a 9 AP forfeit by Subotai as high roller, plus an added special effect in Kallai's favor; Subotai has 9 AP, Kallai has 25 AP. Description: Subotai brings an arrow to bear on Kallai's right eye, only to have both arrow and bow split in twain as Kallai bears down onhim!
EIGHTH EXCHANGE Declaration: Kallai hews mightily at Subotai with his greatsword, as the poor Grazer quickly switchs to spear and shield; AP bid is 9. Resolution: Kallai's failed Close Combat bumps to success vs. Subotai's Close Combat fumble results in a 27 AP forfeit by Subotai; Kallai decides to inflict a wound, so Subotai is -1 for all future rolls and drops to -11 AP while Kallai remains at 25 AP. Decsription: Bloody splashes follow in the arc of Kallai's blade as two quick strokes from his greatsword drop Subotai to the ground, clutching his arm and belly! Subotai is badly hurt, and must struggle if he is tofight on.
NINTH EXCHANGE Declaration: Subotai attempts to clear his mind of pain, in hopes of catching Kallai with a last spear-thrust before succumbing to his injuries. Resolution: final action; Subotai's Ignore Pain test fails and he cannot take any action. Description: Grimacing fiercely, Subotai attempts to raise his spear to meet Kallai only to waver and fail. TENTH EXCHANGE Declaration: Kallai opts for a coup-de-grace on Subotai, required by his Humakt geas to deliver a death-blow, given opportunity, to any fallen opponent; AP bid is 1. Resolution: Kallai's failed Close Combat bumps to success vs. Subotai's Close Combat success results in a 1 AP forfeit by Subotai. Description: Subotai cries out as Kallai runs him through with his greatsword, and expires.
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In the midst or at the end of an Extended Contest, a hero might wish to prevent an otherwise inaccessible opponent from breaking off, or to administer a coup-de-grace from a distance. In either case, he or she could accomplish this by switching to Ranged Combat for one exchange. I permit heroes in a Group Contest to seek a suitable position from which to shoot arrows or evade an opponent using an unrelated action.
This is not withdrawal, just moving to a better-defensible position. It works not unlike the Maneuver skills from RoleMaster, and characters can improve at it. A Heortling hunter would act as a skirmisher during raids, largely, and would certainly have some sort of ability in this vein, whether an Evade permitting him or her to scramble away from a wounded or angry prey animal while continuing to rain missile fire upon it or a Skirmish permitting him or her to strike an enemy and withdraw... forcing the opponent to close again.
Thought? Opinions?
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