Monday, 8 June 2026

Househack part 2 (combat)

I just realised I'm sort of doing the homework: https://jrients.blogspot.com/2011/03/three-years-gone.html

Initiative is rolled every round (Initiative die as a stat? Stats in another post.)

Take 2 actions on your turn (you can do any combination):
Move: Speed will be a stat to determine distance travelled.
Engage in combat (resolved at the end of the round).
Shoot a ranged weapon).
Special: Everything else.

What happens when 2 participants are tied?
They will alternate their actions. Use a coin flip or an agreement to decide who goes first.

Engaged participants:
Roll your attack dice (XdY, see part 1) vs the opponent's attack dice. Pair the dice against each other in descending order. The winner deals a hit for every weapon die higher than their corresponding armour die. For every hit, roll a die of the weapon's damage dice against the opponent's armour dice. Winning damage dice are converted into wounds. (HP and hits in another post.)

Hit location (2d6):

Result

Body part

2

Left foot

3

Left hand

4

Left leg

5

Left arm

6

Left torso

7

Head

8

Right torso

9

Right arm

10

Right leg

11

Right hand

12

Right foot


Armour:
When defending against hits, roll 1dY of the corresponding armour dice if the hit location is covered with armour. If you have a shield, roll that die as well alongside the other.

d4: Not armour, but protective.

d6: Textile/organic

d8: Mixed

d10: Mail 

d12: Plate


d4: Buckler.

d6: Small shield

d8: Round shield.

d10: Kite shield.

d12: Tower shield.


Weapons:

Damage\Attackd4d6d8d10d12
d4UnarmedImprovised /clubFlailChain weapons
/pole hooks
Whip/meteor hammer
d6KnivesAxesOne-handed cutting swordsTwo-handed cutting swordsQuarterstaff
d8Fist weaponsMaces/
warhammers
LongswordSmall spearsCutting polearms
d10Light daggersWar picksRapierLight spears/GreatswordsHeavy polearms
d12Rondel/stilettoLarge daggersEstocHeavy spearsLong thrusting polearms

I hope this doesn't fall apart in playtesting... 

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