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andrewmccory

Inter Arma Appendix III

Nov 10th, 2012
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  1. Inter Arma Appendix III
  2. Special combat
  3. v1.00
  4. by Andrew J. McCory
  5.  
  6. This 3rd appendix of the ruleset Inter Arma was made to simulate specific combat situations such as duels and tournaments.
  7.  
  8. I. Mounted combat on tournament
  9.  
  10. 0. Movement is simultaneous. Number of sessions fought is conventional.
  11.  
  12. 1. Roll initiatives on 1d6.
  13.  
  14. 2. Both participants roll target dice on 1d6.
  15. 1-2 targets horse
  16. 3-4 targets shield
  17. 5-6 targets rider
  18.  
  19. 3. Both fighters roll save, the one which lost initiative rolls first.
  20. Horse and rider saves as in the main book.
  21. Shield as armored unit (1= broken [dead], 2= repairable [wounded], can be used in next session of combat).
  22.  
  23. II. Duel
  24.  
  25. No special melee, healing etc. abilities. No movement unless situation indicates otherwise.
  26. Roll first initiative. After first initiative is taken, saving rolls are continuous without further initiative rolls.
  27. First to roll '1' is losing the duel. If it is a duel to death, killed opponent does not give experience.
  28.  
  29. III. Volley
  30.  
  31. Archers' and crossbowmen's volleys are area of effect attacks, such as Blast or Berserking in the Fantasy appendix.
  32. Take the width and depth of the archers' line. Depth can be doubled if necessary. Roll as many 1d6s as many archers have shot, first to see if they managed to hit, hitting per distance as in the main book.
  33. Save as many as number of hits taken on units standing in the area of effect, reduce roll by -1 (bolts/arrows incoming from upwards, making defense more difficult).
  34.  
  35. IV. Looting
  36.  
  37. The looter must spend one turn at the source undisturbed.
  38. -If the looter is attacked, roll 1d4 and mark how much of the loot he/she acquired.
  39. -If the looter is wounded/dead, the source remains unharmed (there is no roll)
  40.  
  41. If one player's goal is to protect the source, players can determine at what rate said player fails the goal.
  42.  
  43. V. Setting buildings on fire / extinguishing fire
  44.  
  45. 1. Flaming arrow
  46.  
  47. Archers roll a standard hitting roll (+1 on medium and short distances), then the building 'rolls a save' on 1d6
  48.  
  49. 3-6: building does not catch fire
  50. 2: small fire starts
  51. 1: bigger fire starts
  52.  
  53. Markers must be placed to indicate the damage.
  54. Modifiers to saving roll:
  55.  
  56. -1 if building is made of more flammable material (wood, hay roof etc.).
  57. +1 if building is of solid material / stone roof etc.
  58.  
  59. Crossbowmen cannot shoot flaming arrows.
  60.  
  61. 2. Grenades
  62.  
  63. Mainly for Appendix IV's gunpowder rules.
  64.  
  65. The unit throwing a grenade must get into pistol shooting distance and roll a standard hitting roll. The building then rolls a save, see above.
  66. If there are units inside the building, each rolls a save.
  67.  
  68. 3. Fire magic
  69.  
  70. Mainly to be used with Appendix I's fantasy rules.
  71.  
  72. Any fire damage with standard range/die can be used to light up a fire, +1 on hitting roll on medium/short distances.
  73. Fire magic decreases building's saving roll by 1, 2 if used in short distance.
  74.  
  75. The ability Nova starts a bigger fire immediately.
  76.  
  77. 4. Extinguishing fire
  78.  
  79. Putting out a fire takes at least two units. It is presumed they have the tools for the work.
  80. The building rolls a save for three consecutive turns, adds +1 to roll in turns #2 and #3. If it fails two rolls, it cannot be saved.
  81. If less than two units work on extinguishing the fire (units shot at / being attacked fall out of the work), the three turns reset. If this occurs more than once with a bigger fire or two smaller fires on, the building cannot be saved.
  82.  
  83. VI. Addendum
  84.  
  85. This appendix for the main Inter Arma ruleset was created on 10/11/12.
  86.  
  87. Looting / setting buildings on fire added on 02/12/12.
  88. Minor corrections regarding cross-linking appendixes fixed, version number (1.00) added on 26/12/12
  89.  
  90. The rules are free to use and available for public. Any comments and criticism are welcome, please leave a comment on my blog http://randomncreative.blogspot.com
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