A consistent Combat Phase across all three RASKOLL EUROPA systems

A consistent Combat Phase across all three RASKOLL EUROPA systems is essential for a unified gameplay experience. Each phase must utilize the core attributes but scale the complexity to fit the game type (narrative, tactical, or mass-scale).
Here is a breakdown of the combat phase for the RPG, Skirmish, and Rank-and-File systems.
I. RPG Combat Phase: The Narrative Round (2d10 Engine)
The RPG combat phase is detailed, character-focused, and utilizes the 2d10 Engine for high narrative resolution.
 * Initiative: Characters and NPCs roll 1d10 + Wit. The highest result acts first.
 * Action Declaration: The acting character declares a single Major Action (Attack, Movement, Special Ability) and any minor action (Reload, Draw Weapon).
 * Resolution (Action Check):
   * Attack: Roll 2d10 + Might/Wit + Weapon Skill vs. the target's Defense Number (DN).
   * Special: Roll 2d10 + Sync/Will + Special Skill vs. the DN.
 * Damage & Effects:
   * If successful, the character deals weapon damage plus their Might bonus.
   * If the character rolls double 10s (Critical Success), they deal maximum damage and gain a beneficial narrative effect (e.g., target is knocked prone, a piece of armor is bypassed).
 * Status and Corruption: Check for any status effects (bleeding, confusion) and apply any accumulated Corruption points from nanite attacks or environment.
II. Skirmish Combat Phase: The Tactical Exchange (1d10 Focus Engine)
The skirmish phase is fast, focused on unit placement, and driven by the Focus Resource to power heroic actions.
 * Activation: Players alternate activating a single unit or hero.
 * Movement & Action: The active model moves its distance, then declares one action (Attack or Special Ability).
 * Resolution (Attack Check):
   * Roll 1d10 + Unit Attribute Bonus (e.g., Might +3) vs. the target's Defense Score.
   * If the result equals or exceeds the Defense Score, the attack is a hit.
 * Damage & Wounds: A successful hit inflicts 1 Wound on the target. If the target's Wound track is filled, the model is removed.
 * Focus Action: Before or after the action, the player may spend Focus Points (generated by Will/Sync) from the model's pool to activate a unique racial or class ability (e.g., Nano-Witch Anya spends 2 Focus to cast a healing swarm).
 * Morale Check (Hero Removal): If a Hero or Construct model is removed, friendly models within a short range must take a Will Check (1d10 + Will) against immediate panic.
III. Rank-and-File Combat Phase: The Engagement Round (D6 Formation Engine)
The mass battle phase is highly organized, resolved in simultaneous steps, and prioritizes unit formation and morale over individual heroics.
 * Declare Charges: Both sides simultaneously declare which units are charging the enemy. Units with the Skald-Born Northern Fury trait gain a bonus to their charge distance.
 * Attack Resolution (Unit vs. Unit):
   * Each engaged unit rolls a number of D6s equal to its size.
   * Hits are achieved on the unit's Quality Score (Q) or higher (e.g., French Pikemen with Q4+ hit on 4, 5, or 6).
 * Damage & Resolution:
   * Successful hits are tallied and applied as Wounds to the enemy unit.
   * Terra-Forged units use their Core Density trait to subtract 1 from the total Wounds suffered from kinetic attacks.
 * Morale Test (Willpower):
   * Both engaged units must take a Morale Test. Roll 2D6 + Commander's Will Bonus and compare it to the Wounds suffered that turn.
   * If failed, the unit becomes shaken or may Rout (flee).
   * DOMINION and Synthel units, immune to natural Morale, are only forced to test if they have been flanked or if their controlling hero is destroyed (DOMINION Code Lock).
 * Rally & Next Turn: Rout units attempt to Rally on the next turn, or they are swept from the field, allowing the next Phase to begin.

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