COMBAT Tactical Options

Expansions and Options

The HârnMaster rules form one of the most realistic yet playable man to man mideavel combat systems in any role playing game. Tactical Options contains rules designed to enhance and clarify the system. These are optional rules, included (one at a time) at GM discretion after the roleplaying group is reasonably conversant with the basic system. Players are advised to ask their GMs which optional rules are valid in each version of Kelestia.

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.

Topics


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         1
If 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.

Catch
The Keltan is effective against knives and lighter swords. The Trident can be used against longer weapons. To disarm an opponent, declare weapon aspect as Catch and aiming zone as the opponents weapon (No modifier to ML). When adjusting for weapon modifier the attacker should use the DEFENCE class of his weapon. If the defender blocks with the weapon being attacked his defence class is zero. Any strike result should be treated as a defender fumble result, i.e. a A*3 should be treated as DF3.

Tangle
The Flail, Ball & Chain, Net and Whip can be used to tangle most weapons. Nachakas are effective against knives and shortswords. To disarm an opponent, choose a tangle attack and aim for the weapon. If a block or a strike occurs your opponent is subject to a 5d6 special penalty. If he does not drop his weapon it is considered "held" as for a successful graple attack. Now exploit the Tactical Advantage using Take/Grab to disarm the opponent. The attacker must use weapon ML instead of the multiple of strength. The defender must use the strength multiple.


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 Damage Rating (ADR)
Any penetrating strike against rigid armour implies that damage to the equipment has occured. Penetrating strikes to non-rigid armour or non-penetrating strikes may or may not result in armour damage.

Armour Damage Table
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.

Repairs and Maintenance
Repairs are detailed on COMBAT 20. The ADR can be substituted as percentage of weapon damage, regardless of the damage type.

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.