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Beleaguered defense - round 3

Started by tomcat, Jul 07, 2014, 09:59 PM

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tomcat

:arrow: OOC: COMBAT RULES:

1. Each combat round will be 1/4 hour. Roll 1d3 to determine number of opponents around the character for that round. This number will change every round giving the feel that enemies are constantly moving about the character - some may attack, some may not. This allows the characters to interact and also be wounded, as they might be in battle. The kills will count in the main melee and for XP, but it is also there to give the character a bit of bragging rights. I may introduce a captain or lieutenant or some other semi-major NPC that steps up to fight you. If that happens, I will let you know. In this case, we would revert to standard combat for your character.

2. Enemies will roll 2d6 per attacker and will hit on each die result of 1 or 2 for 2d6+3 damage minus any armor protection

3. The number of Enemy attackers above does not imply that that is all of the soldiers the character may attack on his turn. It implies that in the fray of combat, that is how many attackers took a swing at the character.

4. Characters then may roll 3d6 per round and will kill one enemy soldier per die based on the results of each die roll and their current Health/Weariness (consult the chart below)




Healthy/Hale: 1-5
Dazed/Winded: 1-4
Injured/Tired: 1-3
Wounded/Weary: 1-2
Incapacitated/Spent: 1
Near Death: Cannot combat
For the Hardy Edge:
Healthy/Hale: 1-5
Dazed/Winded: 1-5
Wounded/Weary: 1-4
Injured/Tired: 1-3
Incapacitated/Spent: 1-2
Near Death: 1 ... at this level he is Near Death but still swinging his axe. He literally would go down fighting

5. The characters will skirmish one time for each Battle round and must make a Weariness Test TN 10 at the end of the attack. Skirmishes are considered simultaneous combat in regards to results. If a character wishes to get out of the heat of battle, you must announce it and I will then determine what it takes for him to retreat.

MODIFIERS (all that apply will be illustrated here and included in stats below)
Terrain effects by area:
Woods - cause a -5 to movement and reduce Ranged Combat modifier to 0
Light Fortification - units within gain a +2 to Toughness and +3 to Ranged Combat and Support
Mud- units combating within have a -2 penalty to movement and -1 to Command
Dark - all units suffer -2 to any actions due to darkness, except Orc units


[tabular type=4 caption="Free Peoples: Defenders total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
4
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - trained[/data][data]
4
[/data][data]
8
[/data][data]
5
[/data][data]
10
[/data][data]
10
[/data][data]
5
[/data][data]
6
[/data][data]
1,760
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - untrained[/data][data]
2
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-3
[/data][data]
-1
[/data][data]
-1
[/data][data]
+5
[/data][data]
-1
[/data][data]
-1
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Orcs total strength 90 (9 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
3
[/data][data]
7
[/data][data]
10
[/data][data]
7
[/data][data]
10
[/data][data]
4
[/data][data]
10
[/data][data]
1, 440
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
4
[/data][data]
8
[/data][data]
5
[/data][data]
12
[/data][data]
13
[/data][data]
5
[/data][data]
8
[/data][data]
1,530
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Wild Men total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
2
[/data][data]
7
[/data][data]
9
[/data][data]
7
[/data][data]
11
[/data][data]
5
[/data][data]
8
[/data][data]
940
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
8
[/data][data]
7
[/data][data]
5
[/data][data]
11
[/data][data]
12
[/data][data]
5
[/data][data]
8
[/data][data]
960
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

#1
:ooc: I never made these bonuses clear:

Celdrahil's horn: +2 Inspiration to all Free Folk actions; -2 penalty to all Enemy actions
Dirnhael's Inspire: +2 Inspiration to all Free Folk actions

These will not stack on each other, meaning I won't give a penalty to Hit and then give a bonus to defend. Does this make sense? But, the penalty/bonus will apply to any test that is not already suffered/gained from the modifiers.

Stefan - you only have to make ONE series of attacks and defenses now. I changed it with the onset of our combat. If you guys are engaged by an NPC Enemy, you do not have to make these rolls for each combat round, just the standard combat.


Now to combat...

First roll for how many rafts land in this round and where:
Roll(2d3)+0: 3,1,+0 Total:4
Locations (bank areas 1-3 top to bottom):
Roll(4d3)+0: 1,3,3,2

Total Landed by type:
OI - 6
OA - 3
WMI - 3

The enemy need to make a MOVE roll against the TN for each area to move into that area, so:
Orcs have a Movement of 8, so no need to test against the TN 7's to enter the riverbank locations (no darkness penalty)
Wild Men have a Movement of 8 versus TN 15 (Horn Intimidation -2) - removed the darkness penalty due to burning arrows that were shot in first round.
Roll(2d6)+4: 3,6,+6 Total:15 SUCCESS
Roll(2d6)+6: 6,6,+6 Total:18 SUCCESS

I will determine ENEMY actions later.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Telcontar

Celdrahil heard the tin sound of their war horns and knew they were nothing compared tonthe horns of the Captain's, such as himself, that stood guard over the shadow lands of Mordor from his home in Minas Ithil. The rafts drew closer to the shore and he guessed that the men would make landfall shortly. The terrain was muddy and deep, their pace would be slow. He would have but a moment more to fire his bow and did so. Drawingn his sword quickly it flashed in the fires of the night, a bright flare, like grass alight in the summer, and then shown with the pale silver color of the moon in autumn.
"Men of Tharbad, stand to your posts. These are but men before you, weak willed and pitiful compared to the strength of your birth. Men of the Gwaltho, now is your hour, for your home, for your kith and kin, draw and stand with me."



Arrows:
Rolled 3d6 : 2, 2, 6, total 10
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

Stefan

Round 2
# of attackers in first melee 1d3
Rolled 1d3 : 2, total 2



PC kills
Rolled 3d6 : 3, 6, 5, total 14


Stefan

First Melee attacker hits
Rolled 4d6 : 2, 5, 3, 2, total 12

Stefan

Damage, first Melee hit

:dmg:
Rolled 2d6+3 : 5, 6 + 3, total 14



second melee hit

:dmg:
Rolled 2d6+3 : 5, 3 + 3, total 11



Stefan

Two of the Orcs hit Nain as they continue to steam up the beach and he bellows in pain but his axe returns the favor and both orcs fall to the ground, their blood staining the soil dark at his feet.

:ooc: Nain takes 11 damage, his health is 17 so he's still healthy at this point.

sdrotar

Round 2

Number of Dirnhael's Enemies in melee (1d3):
:00: Roll(1d3)+0:1,+0 Total:1

Enemy hits on Dirnhael (2d6 each; hit on 1 and 2):
:00: Enemy 1: Roll(2d6)+0:5,6,+0 Total:11 - None

Enemy damage to Dirnhael (2d6+3 each; subtract 5 for Dirnhael's chainmail Armor absorption = 2d6-2):
:00: Enemy 1: None

Enemy kills by Dirnhael (3d6; kill on 1-5; Healthy/Hardy edge):
:00: Roll(3d6)+0:5,4,4,+0 Total:13

:arrow: Dirnhael kills 3 Enemies

Dirnhael's Weariness Test (TN10; 2d6, Hardy edge +4 = 2d6+4):
:00: Roll(2d6)+4:4,1,+4 Total:9 - Fail

:arrow: Dirnhael's new condition is Healthy/Winded

***

As more Orcs fell to his blade, Dirnhael felt fortunate than none of their steel had reached him yet. But there was always a physical toll to swordplay, and he began to feel it.
His chest heaved as he breathed deeply, than threw himself back into the fray.
LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

tomcat

:ooc: Sorry guys, I really intended to get this thread updated tonight but I fell asleep reading. It was a real early morning for me this AM - anyway, I promise that the Enemy actions will be posted tomorrow.

For those of you who have the Helms Deep Sourcebook, feel free to look at the maneuvers you would like your forces to perform to help with your sides attacks. All maneuvers are available to be used from both lists. Talk to you in the morning.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

#9
:ooc: Maneuvers

Enemy
Move TN 7 - two OI units move into southern flank arena
:00: Roll (2d6)+6: 2,6+6=14 SUCCESS
:00: Roll (2d6)+6: 1,3+6=10 FAILED

[B}Free People[/b]
Inspire TN 10- grants a +3 to Toughness to all units in arena
:00: Roll (2d6)+6: 2,5+6=13 SUCCESS
Stand Firm TN15
:00: Roll (2d6)+7: 2,4+7=13 FAILED

I now will roll the attacks - it will be in the next post.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

With more enemy now on this side of the river and more rafts streaming behind, the companions were immersed now in the fray. No enemy had yet besieged the bastion, but still the men fell there. Dirnhael breathed hard as Vorandúr took the head of a swarthy orc in black-rusted mail. It had been many months since his his hands had held a weapon - rather they had been tending the soil and crops of his homeland - but still, the skill of the knight was honed. Weariness began to weigh on him as another onslaught of orcs raced up the embankment but he would not yield... not this night, not ever!

Fengel and Edrahil made work with their weapons, too, while the dwarf's axe clove into helm and hide. Two scimitars crashed on Nain and he felt the cruel sting of poison where his flesh was pierced. He made a silent prayer to Aulë that it would not be his undoing. He shook off the pain and fear and raised his axe to meet the new foe. The orcs swarmed against the swords of the Men of Cardolan and they fell back - not even the darkness could aid them against the fury of the defenders.

Only within the bastion did they suffer. Guilin choked back a cry as a rain of arrows from three different archer bands fired into their midst and boy, woman, and elder fell to the attack. His forces were holding, but those he most sought to protect were being slain. With a shout, he called to Durgil and the men who he had hid within the trees, "THE ARCHERS! YOU MUST STOP THE ARCHERS!"




:ooc: Okay - I did all these rolls on paper as it was easier to get them done, but I will write all my notes out here.

With the results from the maneuvers, here is what happened:

One Orc infantry moves into the southern flank arena (where Nain and Dirnhael are) and the two orc units attack the Free People units
Melee +12, -2 penalty from horn vs TN 20
:00: Roll (2d6)+10= 6,1+10= 17 FAILED
:00: Roll (2d6)+10= 2,1+10= 13 FAILED

Three Orc archers all fire into the bastion, one each at the two Free People infantry units and on Archer unit
Ranged +10, -2 penalty from horn vs TN 16
:00: Roll (2d6)+8= 5,6+8= 19 SUCCESS
:00: Roll (2d6)+8= 6,3+8= 17 SUCCESS
:00: Roll (2d6)+8= 4,2+8= 14 FAILED

Free People Infantry (under Dirnhael) attack two OI units
Melee +10, -2 Darkness, +4 speech and horn vs TN 11
:00: Roll (2d6)+12= 1,4+12= 18 SUCCESS
:00: Roll (2d6)+12= 3,6+12= 21 SUCCESS

Free People Archers fire from Bastion vs two Wild Men units and two Orc units in north bank arena
Ranged +8, -2 Darkness, +4 speech and horn vs TN 10 (WM) and TN 11 (OI) and TN 8 (OA)
:00: Roll (2d6)+10= 4,1+10= 15 SUCCESS v WMI
:00: Roll (2d6)+10= 3,4+10= 17 SUCCESS v WMI
:00: Roll (2d6)+10= 3,6+10= 19 SUCCESS v OI
:00: Roll (2d6)+10= 6,4+10= 20 SUCCESS v OA

Okay, so with the attacks done, I now roll Support TN 15 for each unit hit:
:00: Roll (2d6)+5= 3,6+5= 14 FAILED for OI
:00: Roll (2d6)+5= 5,5+5= 15 SUCCESS for OI
:00: Roll (2d6)+4= 1,4+4= 9 FAILED for OA
:00: Roll (2d6)+5= 2,4+5= 11 FAILED for OI
:00: Roll (2d6)+5= 5,6+5= 16 SUCCESS for WMI
:00: Roll (2d6)+5= 5,3+5= 13 FAILED for WMI
:00: Roll (2d6)+4= 1,3+4= 8 FAILED for FPI
:00: Roll (2d6)+4= 2,4+4= 10 FAILED for FPI
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]