Some systems trade playability for realism and provide a multitude of additional options. While HârnMaster provides a variety of options, GM's are often left to their discretion in handling certain types of "heroic" acts. Some player's lament that these have been left out. Including them provides characters with new tactical options, giving them the chance to make more decisions. This in turn offers more opportunities to excel or to mess up, and this is what roleplaying is all about.
The advanced sequencing rules offer the option for simultaneous fire and movement. This type of combat sequencing is most important when dealing with modern weapons fire. This allows GM's to use the HârnMaster system in modern and futuristic settings either as part of the Mega-game, or as a true multi-genre game system. These rules may also be used on an ad-hoc basis to handle certain events that may arise in a Hârn campaign.
It is unlikely that any roleplaying group will like all of these tactical options; some are most useful in multi- genre gaming and players who enjoy fantasy will have little use for those. Some are cumbersome in terms of the number crunching involved, and a particular group might find them not worth the extra effort. Some (the advanced sequencing and initiative options) make things more interesting for smaller groups, but greatly slow play and may be ignored for larger groups. In the final analysis, like Enriched Magick, these Tactical Options should be treated as spice, each group should season to taste.
Advanced Combat Sequence
The timing of Spellfire is discussed in the second edition Shek-Pvar
article. From this framework we can easily expand the system to
incorporate other late count actions. The objectives of this system
are to allow for additional detail without adding undo difficulty to
the GM and players, and to remain consistent with the HârnMaster
basic rules as written.
In order to more accurately sequence combat actions in ROUNDS, each round can be divided into three distinct phases: The action phase, the response phase, and the late count phase. The length in actual time required for each phase is relatively unimportant. What is important is the ordering of events.
During the action phase each character involved in the combat takes an action option. This is handled normally except that character's choosing either a free move or an Engage/Disengage action may move only one third their total move.
The response phase works similarly to the action phase. Characters who in the GM's oppinion may make a response action do so in the order of decreasing initiative. Response actions are only possible for unengaged characters. Characters involved in a free move or Engage/Disengage action option may move the second third of their total move score. For example, an unengaged archer who has a missile weapon ready may generally take a response action. In modern weapons conflict, most combat is ranged combat, therefore most combatants will be able to execute response phase actions.
The late count phase is where final activity such as spell/talent/invocation fire and the final third of free movement or an Engage/Disengage action option takes place. Movement/Engagement occur first in the order of decreasing initiative followed by spell fire.
This system is designed to break up a character's move into shorter distances to allow for more realistic resolution of modern arms conflict (although it can be fun when played with crossbows as well).
Note any character whose total move (in hexes) is not equally divisible by three should take any fractional movement during the action phase. For example, a character with an effective mobility of 70 may walk 14 hexes in one ROUND. He should move 6 hexes during the action phase, and 4 each during the response and late count action phases.
Initiative Index
Each character should calculate his Initiative Index. This, less EI
results in the number of individual fundamental actions or Counts he
may take during the round. Each action option, defence and strike are
rated by the number of Counts they require. Some actions may not be
performed during the response and late count phases when using the
advanced sequencing rule. Others may be performed freely.
A simple melee strike for example requires three Counts: set strike and recover. Tactical Advantage strikes assume that recover and set counts are not needed prior to the strike. Firing a bow (or sling) requires five Counts: knock, draw, select target, aim and fire. To knock and draw a crossbow requires an entire ROUND.
Combat Action Resonse Late Action Phase Phase Counts Melee Actions Set 1 N/A N/A Strike 1 N/A N/A Recover 1 1 1 TA Strike 1 N/A N/A Counter-strike 1 N/A N/A Dodge 1 0 0 Recover 1 1 0 Step (one Hex) 1 1 1 Grapple Actions Obtain Hold 1 N/A N/A Exploit 1 N/A N/A Mounted Combat Actions Steed Command 1 1 1 Mount/Dismount var var var Missile Combat Actions Knock 1 1 1 Draw 1 1 1 Select Target 1 1 1 Aim 1 1 1 Fire 1 1 1 Missile Defence 1 1 1 Miscelaneaus Combat Actions Turn to Flank 1 1 1 Grope var var var Stumble 1 1 N/A Fumble 1 1 N/A Change/Wait 1 1 1 Rise 1 1 1If a character wishes to undertake an action but has expended all of his counts for the ROUND, the GM may allow him to attempt the action at an EML penalty of -10 for each count the action requires. Regardless of EI, each character is allowed five action counts per ROUND.
Count Action Sequencing
In some instances, the GM or group may decide that even more detail is
called for in a particular combat. In this case count action
sequencing can be used.
Initiative is determined normally, and the character with the highest initiative may begin his action first by performing one Count. Combat then proceeds Count by Count in order of decreasing initiative until all character's have completed the ROUND. In this system, a character's movement rate is effective move divided equally into each Count.
The GM may begin the ROUND counting down from 10 Character's may take a count action during any count, but they are limited to their Initiative Index for the total number of counts. Spell fire assumes that each Count is approximately one second. Characters with Initiative greater that 110 may take an additional count action at the begining of the round. If Initiative Index is 12 an additional count action is available at the end of the round.
Count Action Sequencing allows a character to change his action option mid-ROUND. If this is done blatantly, the GM should assign an additional change/wait count.
Desperate/Delayed Strikes
A character with low initiative may attempt to strike prior to his
opponent by neglecting to properly prepare for the attack (by not
taking a set or aim action). By doing so, the character gains a bonus
to initiative and a penalty to his ML. The bonus and penalty depend
upon the situation.
For melee strikes, neglecting to set prior to a strike will gain a bonus to initiative equal to +10 and a penalty to strike ML of -10. For ranged attacks, neglecting to aim adds 10 to initiative, and modifies ML by -10. In addition, the attack class is 0 for the ranged attack.
A character with low ML and high initiative may opt to increase his ML by taking one additional set or aim Count. The additional set/aim Count reduces initiative by 10 and adds 10 to strike ML.
This system can easily be abused by players with high initiative. One option the GM has to mitigate things, is to not allow free recovery or defence actions in the response or late count action phases. Character's who constantly divert initiative to ML to gain a bonus may find that late in the round they are unable to dodge/block and must take ignore as a defence.
Surprise
Surprise at the begining of a round gives the attacking side an
advantage. Depending upon the initiative sequencing being used, the
nature of that advantage will vary. If the Advanced Combat Sequencing
is used, the surprised characters may not take an action option during
the action phase. They may however take any legal response or late
count action. Of course if the GM determines that they are very
surprised, these actions may be delayed as well.
If the group has chosen to use Count Action Sequencing, the GM should determine for each character, the number of surprise Counts by rolling 2d6. The GM may modify this at his discretion by changing the die roll.
Unready Weapons
After any melee strike, a weapon must be returned to a balanced
position ready to strike the next blow. The GM may assign an
initiative penalty equal to -10 for each Count needed to ready a
weapon. This will likely delay a character's turn until his opponents
have been given the opportunity to act. A weapon in hand generally
only requires one Count to recover. Changing the grip on a weapon may
require d4 Counts. The GM may assign a single die roll i.e. d2, d6,
d8, d10, d12 to other "quick gropes" to determine the number of Counts
required. A quick grope may also require a check of dexterity. Swung
weapons with point impact are a particular problem. Picks tend to
stick in whatever they strike, and may require additional time to
recover. In effect, after any successful strike with such a weapon,
check vs. 3 x Str to recover the weapon. If the roll fails, the weapon
is stuck, and recovery count actions should be completed until the
weapon is successfully dislodged.
Weapon Speeds
Some weapons are more unweildy than others. While some of this is
accounted for in the A/D modifiers this only effects ML (with the
Battlelust expansion). With either of the Tactical Options sequencing
rules, the GM has the option of incorporating weapon speeds into the
rules. This is accoplished by modifying the Counts required for
recovery actions. Note that this will affect play in different ways
depending upon which sequencing rules are used. Weapon Speeds should
be added to the recovery cost. Speeds may be assigned by weapon group
as follows: Unarmed/Dagger 0; Sword/Club/Spear 1;
Axe/PoleArm/Battlesword 2; Flail/Net/Whip 3.
Engagement Zones
Characters may attempt to pass through the Engagement Zone of an
engaged or unengaged foe during the course of a move action at full
applicable speed. The enemy character whose EZ is ignored gains an
immediate TA. If the enemy is unengaged, and has not used all his
mobility for the round, he may move up to three hexes to intercept. If
the passer is within striking distance (1 or 2 hexes), the attacker
may select a melee or grapple attack. The passer must choose a defence
at half ML.
The enemy whose Engagement Zone is being entered still takes into account any penalties/bonuses such as outnumbering, prone, etc., applicable at the instant his zone is entered, hence an already engaged enemy might be outnumbered by virtue of the player attempting to pass him. The passing player may not attack the enemy character except with a counterstrike defence. Assuming the passer does not get wounded, stumble, etc., he continues his move.
Press Attack
A press attack occurs when the attacker steps into the defender's hex
to attack. Unless the defender selects a RETREAT/FEND Defence (see
below), both attacker and defender are in close mode.
Opportunity Fire
Opportunity fire is useful only to character's with ready missile
weapons (or ranged spells with a casting time of 3 seconds or
less). The character may fire at any targets that present
themselves. Depending upon the sequencing system used, Opportunity
fire is handled differently. In normal H’rnMaster sequencing,
Opportunity fire may occur at any point in the round following the
character's turn. The character must however forgo his normal turn. If
the Advanced Combat Sequencing is being used, the opportunity fire
should occur during the response phase. The use of Count Action
Sequencing precludes the need for opportunity fire as it approximates
simultaneous fire and movement.
Disarm
It may be desirable to take an opponent alive. Disarming your
opponent is the best way to do this. There are two methods of
disarming an apponent. The method used depends on the weapon. The
Keltan and Trident are both catch weapons. The Nachakas, Flail, Net,
and Whip can be used to tangle.
Trip
Rending an opponent prone seriously limits his options. Using a
quarterstaff, or poleaxe shaft, etc., aim a tangle attack at the
legs. Although no hold or impact is generated all strikes should be
treated as stumble rolls. For example, an A*3 result should be
treated as DS3.
Feint & Riposte
This special attack is not possible with weapons heavier than a
longknife. It is often used when fighting with two weapons such as a
shortsword and dagger. The attacker strikes normally with his primary
weapon. Any strike result should be read as a successful
feint. Instead of rolling impact, a special penalty from 10-40
(i.e. A*1 = 10, A*4 = 40, etc.) should be assessed to the defenders ML
on an immediate Riposte with the secondary weapon. The riposte is not
a tactical advantage. It is only possible to feint with the primary
weapon. This option is not used by knights, who prefer the protection
offered by a shield. It is favored by assassins, thieves and
pirates. The feint requires an additional Count if either of the
advanced sequencing systems are being used.
Rapid Missile Fire
Unengaged archers may attempt additional shots provided their missile
SI exceeds or equals their Effective Initiative Index and is at least
eight. The second shot occurs either at the end of the round, or as a
late count action. At Index eight, both shots will suffer penalties as
described under desperate/delayed strikes (for failure to aim). Unless
both SI and Initiative Index are 12 or more (impossible within the
normal range of attribute scores), a third shot is not possible.The GM
may wish to allow a third shot during the late count phase for
characters with exceptional bow skill and initiative. Note that during
archery tournaments, there is only one target and the target selection
count is not necessary thus allowing 3 shots in ten seconds.
Fend Defence
With a long weapon or greater skill it is possible to keep an opponent
at bay. When the attacker moves to engage, the defender may choose a
counterstrike defence or attack if they have the initiative. As the
attack is a tactical advantage either way, the defender can only be
hit once in the turn. On the next turn the defender chooses disengage
and steps back one hex or more. In order to attack, the opponent must
choose an engage option again next round.
Retreat Defence
A character may select a RETREAT DEFENCE and disengage from his
opponent at +20 to dodge or block ML. The character must step one hex
out of all enemy engagement zones. This defence bonus is not granted
when counterstrike is selected as a defence.
Take Cover Defence
Though not explicitly discussed in the HârnMaster rules, cover
will provide protection from missile strikes. Characters very near
cover (one or two hexes) who are aware they are under fire, may opt
for a take cover defence against missile attacks. The cover available
should be described in terms of a percentage (GM discretion) and used
to adjust dodge ML. Add 75% of the cover value to ML if it is within
one hex. Otherwise add 50% of the percentage cover. In either case,
the character must move to the cover.
Shield Passive Defence
If the strike location rolled is logically covered by a shield, the
impact should be reduced by the shields armour protection. For this
purpose, shields should be treated as plate armour with quality
determining the type of plate (superior to inferior) used: 03-08
Inferior 09-12 Average 13+ Superior As a general guideline, most wood
shields should be treated as "Average Plate", hide and wicker shields
as "Inferior Plate", and metal reinforced shields as "Superior
Plate". This protection of course, applies only when a strike is made
against body parts (hand/forearm) that are logically covered by a
shield. A strike made on some other body part, implies the shield
missed and is treated as any normal strike.
Damage Checks on Strikes
GM's may wish to introduce additional weapon damage checks. When a
weapon fails to strike through armour there is a chance of weapon
damage. Assign weapon damage any time metal armour is struck,
effective impact is negative, and strike impact exceeds weapon
quality. This effectively uses strike impact as the weapon damage
check.
Weapon Damage
As per discussion paper by N. Robin Crossby.
Destroyed Weapons
Weapons that critically fail a damage check and are destroyed, may be
partially useful in combat. A broken sword might be used as a knife
(without a point). A battle axe that breaks at the handle could be
used as an awkward handaxe. A spear or polearm might be used as a
staff, dagger, short spear, handaxe or battleaxe depending upon where
along the shaft the weapon breaks.
The GM should assign stiff penalties for the use of such makeshift weapons. Damaged weapons should function at a mimimum EML penalty of -30. This is in addition to the possible requirement of using an unopened or underdeveloped skill. The GM and player's should remember that the balance of the weapon has been destroyed. In addition to EML penalties, all the weapons aspects should be reduced by 50%.
Armour Damage
The HârnMaster rules also provide little detail regarding the
extent and effects of armour damage. The following supplements the
text presented on COMBAT 7 and 25.
Armour B/S E P F T Cloth, Quilt, or Leather N/A E H D E Kurbul T E/T H D E Ring or Scale E1 E2 E‡ N/A E1 Mail N/A E/T N/A N/A E/T Plate T E/T H N/A E[E]xposure: The damaged armour has exposed a portion of the area struck. On subsequent strikes, to the same location, attacker rolls d% against the listed multiple of ADR, and if successful, has bypassed the armour. This is representative of flaps hanging loose, cuts in the armour, etc.
[H]ole: Point impacts generally poke a hole in the armour. This type of damage can be ignored, until the character can get the armour repaired.
[D]estroyed: Fire or frost (or rust) will destroy or weaken a portion of the armour. For the applicable strike location, reduce quality by one level. If the armour is of poor quality reduce protection factors by half. If the armour is further damaged, it provides no protective value. ADR can be calculated from the %loss of protection and the surface area of body parts table on combat 24.
[T]angle: Hanging flaps, or dented armour restricts movement. Apply half ADR as a tangle penalty. If the location is a joint (i.e. the knee) use full ADR for the tangle penalty.
Note: Armour Damage Notations can be recorded on the character record in the Armour & Clothing section where coverage is indicated.
Penetrating strikes against non-rigid armour may damage the armour, or simply drive the armour into the skin. (e.g. mail). Non-penetrating strikes generally will not damage armour. If the optional weapon damage check on strikes rule is used GM's may assign armour damage on such a strike if the striking weapon is undamaged. Note also that armour is often layered. The outer layers should be checked for damage first. If outer layers are intact, the inner layers are obviously not damaged.
The extent of damage sustained is often a difficult matter, and the GM has several options in assessing the Armour Damage Rating (ADR). The easiest method is to simply set ADR equal to effective (strike) impact. This of course is a simplification, but does not hinder game flow as much as other alternatives.
Depending on the type of armour and the weapon involved, the ADR may be applied in a variety of ways. The table opposite explains application of the various types of damage.
Armour does require some small level of care. Metal armour if not oiled occasionally is prone to rust, (type [D] damage) and GMs may of course assign rust damage as necessary.
Maintenance is described breifly on COMBAT 20. Failure to devote time to maintenance should result in reduction of quality. Neglected armour should be assigned a 1% type [D] ADR for the entire peice of armour.
Monstrous Impacts
The Injury Table that accompanies H’rnMaster is designed for
man-to-man combat. This is reasonable since it is the most likely form
of combat to occur. However, inequities can result. For example,
given a dragon's Endurance of 36 it is impossible to generate an
attack that will instantly kill a dragon. On the other end of the
spectrum, there is the interesting and humorous story told in
Hârnlore 6.
In order to address these inequities, GM's should feel free to assign an effective maximum impact. Thus, the Trierzi Terrier in the later example can at best produce a wound in the third column of the injury table. This puts an effective cap on the amount of impact that can be generated.
On the other extreme, the Injury Tables can be extended following the natural progression. The additional column(s) can be used when battling monstrous creatures such as the Ilme, Dragons and other large creatures with high Endurance. The expanded tables should only be used when calculating injry for the beast, and not for determining damage caused by it on humanoid opponents.
Strength Damage Bonus
Some players lament the impact bonus for high strength. The
STRENGTH/WEIGHT ADJUSTMENTS tabel on COMBAT 3 may be expanded to give
an adjustement as a percentage. Use the following formula:
% ADJ= Minimum(100%-5%(STR-10), %NW)
The weapon % normal weight (%NW) may range from 50 to 150%. The percent adjustement should apply to impact and weapon speed factors.
For bows, the percent adjustement should modify range as well. Rather than modify the range categories, Simply determine EML normally, and multiply by the ADJ%. If the optional impact reduction is used for range categories, multiply each listed impact by the adjustment. GM's may either use ADJ% to increase the draw Counts or require minimum strength to draw the bow.
Note: I think I like the d4/d6/d8/d10 rule better than this.
Limb Injuries & Knockback
Any single injury in excess of the character's Endurance will render
the limb, etc., unusable. Knockback occurs when the STRIKE IMPACT of
a blunt striike to the body/head/neck exceeds the character's weight
index (1/10 weight).
Fatigue Index
Some players have noted that when a person becomes fatigued, and then
rests they will indeed recover to a normal state, but until the person
gets better rest they will become more easily fatigued. One easy way
of representing this effect is through use of a fatigue index.
The fatigue index (FI) is calculated like the other indices used in the H’rnMaster system. Ten points of fatigue equal one point of fatigue index. (FI is equal to one tenth the character's fatigue rounded down.)
FI accumulates differently than fatigue however. When the character accumulates 10 additional fatigue points, the character's FI will increase by one.
If a character rests and recovers fatigue, FI does not decrease as rapidly. Each full hour of rest recovers one point of FI. Only 50% of FI can be recovered by resting. Each hour of sleep recovers END/6 FI points. A good nights sleep will usually reduce FI to zero.
Example: Lepridis of Melderyn aquires 36 fatigue points. His FI is 3. He then rests for 18 minutes (his Endurance is 12) and has zero fatigue. His fatigue index remains 3. He then casts spells accumulating 24 additional fatigue points. His FI is increased by 2 to a total of 5. Exhausted, he rests for two hours after supper and now has zero fatigue points and an FI of 3. He casts a protection spell before going to sleep and awakes with zero FI and fatigue.FI increases the rate at which fatigue is accumulated. FI should be added to fatigue rate (FR) for normal activities. For spell casting and talent use, fatigue determinations should be calculated as follows:
talents fatigue = BASIC -SI - FI spells fatigue = FM(15-SI-FI)Note that the above example drops fractions. This may result in character's stoping to rest to avoid an increase in FI. If this occurs, GM's should feel free to keep all fractions. In the above example, Lepridis would have an FI of 3.6 + 2.4 = 6.
Stun
Any strike to the head/body/neck with injury points exceeding the
character's Endurance stuns the defender. Stunned characters are at an
additional -20 physical penalty. The attacker issuing the stunning
blow gains a tactical advantage. At the begining of each subsequent
turn, the stunned combatant rolls 3d6 under Endurance to recover.