Re: Extended actions and combat

From: Wulf Corbett <wulfc_at_...>
Date: Sun, 11 Feb 2001 16:15:47 +0000


On Sun, 11 Feb 2001 11:00:13 -0500, Hangnail <hangnail_at_...> wrote:

> While the action points lends great to melee combat, It seems
>that missile combat would be hard to describe in such an exchange
>(unless you were to use the optional grevious wound rules).

Ooh, now there's an old favourite:) Along with ambushes and hunting (much the same as one another), missile combat is a much-discusses subject, and one I for one am less than decided on. However, there are a few possibilities.

Assuming the situation is one where one side is shooting and the other has no ranged weapon reply (if BOTH shoot, just use the standard method) my preferred method is:
Use the standard AP bidding procedure. The archer's AP represent energy and/or ammo. When he runs out of AP, he can't shoot any more. He cannot be physically injured, but his final AP level can represent his preparedness when the enemy reaches him (start the melee as a new contest with AP reset, but keep any penalties. The opponent's AP represent how close he is to his goal. His bids can represent running from cover to cover to attack (or run away from) the archer. Naturally, he CAN be wounded. Grievous wounds should apply.

Oh, and ambushes/hunting? Pit the ambusher/hunter's Stalk against the prey's Alert. If the hunter's AP reach 0, the prey spots him. If the Prey goes to 0, the Hunter/Ambusher can apply the Parting Shot (or even Coup de Gras) as a single action, switching to his weapon Ability for that one action.

Wulf

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