Main Combat Article
Combat in Armada is designed to be quick, deadly, and often leaves lasting injury to even an
experienced character. The system is designed this way in order to inspire players to consider all
options before engaging in violence. The world of Armada is a wild place, and there is no shortage
of violence, or death.
The Armada combat system is very easy to learn. There are a few terms that it helps to know before
beginning combat.
Initiative. Initiative is determined by making a contested initiative roll amongst all combatants. The
winner of this roll gains a few advantages in the first round of combat. The first benefit that winning
initiative conveys is an addition five foot increment on all movement actions. The second benefit is a
plus one bonus to both attack and defense. Initiative is held by the player each round unless one of
the following happens. The player's character is injured and their opponent is not, experiences a
change in mental state, or both combatants experience an injury, in which case, initiative is rolled
again with the new injury modifiers.
Round. A round is the most common increment of time used in combat. A round is six seconds
long. Each round is broken up into segments.
Segment. A round is broken up into segments, Each segment represents one standard action that
can be perform in a round. The default amount of segments in a round is three, although particularly
skilled or fast beings may have four or even five segments per round.
Attack value. The sum of a character's Fitness, Combat Proficiency, and a die roll that is based on
the weapon used to attack. This sum is reduced by the opponent's Defense value and the number that
remains is the damage that is applied to the health chart.
Defense value. The sum of a character's Fitness and any armor or dodge modifier that the character
possesses. It reduces the opponents Attack value.
Action cards. These are used declare the actions taken during a round. Typically there is one action
card per segment, however, some actions take longer than one segment. There is typically one action
card for each attack type, each body location and each guard position, as well as movement and any
specialized action that a character may possess.
experienced character. The system is designed this way in order to inspire players to consider all
options before engaging in violence. The world of Armada is a wild place, and there is no shortage
of violence, or death.
The Armada combat system is very easy to learn. There are a few terms that it helps to know before
beginning combat.
Initiative. Initiative is determined by making a contested initiative roll amongst all combatants. The
winner of this roll gains a few advantages in the first round of combat. The first benefit that winning
initiative conveys is an addition five foot increment on all movement actions. The second benefit is a
plus one bonus to both attack and defense. Initiative is held by the player each round unless one of
the following happens. The player's character is injured and their opponent is not, experiences a
change in mental state, or both combatants experience an injury, in which case, initiative is rolled
again with the new injury modifiers.
Round. A round is the most common increment of time used in combat. A round is six seconds
long. Each round is broken up into segments.
Segment. A round is broken up into segments, Each segment represents one standard action that
can be perform in a round. The default amount of segments in a round is three, although particularly
skilled or fast beings may have four or even five segments per round.
Attack value. The sum of a character's Fitness, Combat Proficiency, and a die roll that is based on
the weapon used to attack. This sum is reduced by the opponent's Defense value and the number that
remains is the damage that is applied to the health chart.
Defense value. The sum of a character's Fitness and any armor or dodge modifier that the character
possesses. It reduces the opponents Attack value.
Action cards. These are used declare the actions taken during a round. Typically there is one action
card per segment, however, some actions take longer than one segment. There is typically one action
card for each attack type, each body location and each guard position, as well as movement and any
specialized action that a character may possess.
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