Situation: The company is engaged in combat on the banks of the Gwathlo.
Situational Modifiers:• Dirnhael is Winded -1
• Berserker 1 is 45/66 Incapacitated -5; 11 HP per level, DEF 12
• Berserker 2 is 8/66; 11 HP per level, DEF 12
• Berserker 3 is 31/66 Injured -1; 11 HP per level, DEF 12
Physical Modifiers: • Darkness penalty of -2 will apply to all PC's that do not have Night-eyed
Initiative:Dirnhael (+5) -14
Fengel (+3) - 13
Durgil (+2) - 13
Berserkers (+4) - 12
Celdrahil (+6) - 10
Nain (+2) - 9
Edrahil (+2) - 9
Quote from: For Mass Combat: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]0
[/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: 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]6
[/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]
The last three rafts bumped up against the many wooden rafts already beached, and the leader of the Gibbet King's attacking host marches his remaining warriors to the embankment.
The wild man was surrounded by Dirnhael's company; he was terribly strong and dangerous.
Seizing the advantage, the knight swung Vorandur once more, the enchanted blade whistling through the night sky as it sought its target.
:ooc: Dirnhael has Swift Strike (2), granting him three attacks per round, and one extra action that can be used to Evade, Dodge or Parry. He'll use all three attacks in an effort to cut the berserker down quickly, before reinforcements arrive for the enemy.
:00: Attack 1:
Rolled 2d6+19 : 4, 2 + 19, total 25
:00: Damage (if successful):
Rolled 2d6+7 : 5, 2 + 7, total 14
:00: Attack 2:
Rolled 2d6+19 : 6, 5 + 19, total 30
:00: Damage (if successful):
Rolled 2d6+7 : 1, 6 + 7, total 14
:00: Attack 3:
Rolled 2d6+19 : 6, 3 + 19, total 28
:00: Damage (if successful):
Rolled 2d6+7 : 6, 5 + 7, total 18
:00: Next Round Initiative (Winded -1):
Rolled 2d6+4 : 5, 3 + 4, total 12
:ooc: Actually, you can get in as many as 4 attacks, if you want - your defense rolls would have multiple action penalties (MAP), but you can hit that many times if you choose.
Also, Shawn, you forgot to include your weariness and darkness penalties. I adjusted each TN to parry:
Berserker 3 attempts to parry:
TN 22 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness:00: action 1 2d6+19 : 2, 1 + 19, total 22
TN 27 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness:00: action 2 2d6+19 : 4, 4 + 19, total 27
TN 25 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness:00: action 3 2d6+19 : 1, 5 + 19, total 25
:ooc: Jeez! Look at those rolls!
Using the haft of his mattock, the wild man intercepted each of Dirnhael's attacks.
Quote from: tomcat on Jul 31, 2014, 04:29 PM
:ooc: Jeez! Look at those rolls!
Using the haft of his mattock, the wild man intercepted each of Dirnhael's attacks.
:ooc: Between this and the Star Wars game, I hate your dice roller
soooooo much. :x
:ooc:yes! I have been saying for years the dice roller is rigged!
:ooc: Yep, you guys figured me out! I spend all this time building this site and finding mods to make sure there is total convenience for RP'ing over the net - only to rig the dice roller so that it works just in my favor. Took 11 years, but my secret's revealed! ;)
I guess you guys are waiting on me here, huh?
Fengel actions:
Attack berserker 3
TN 12 Armed blades (longsword - Cerduil) +16 (2d6+7) :00: Action 1 2d6+16 : 4, 6 + 16, total 26
:dmg: 2d6+7 : 4, 3 + 7, total 14
:00: Action 2 2d6+16 : 2, 5 + 16, total 23
:dmg: 2d6+7 : 6, 1 + 7, total 14
:00: Action 3 2d6+16 : 6, 4 + 16, total 26
:dmg: 2d6+7 : 1, 5 + 7, total 13
:00: Action 4 2d6+16 : 1, 4 + 16, total 21
:dmg: 2d6+7 : 5, 3 + 7, total 15
:ooc:
Berserker 3 attempts to Parry Fengel
TN 26 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness, MAP -5:00: action 4 2d6+14 : 3, 1 + 14, total 18
TN 23 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness, MAP -10:00: action 5 2d6+9 : 5, 2 + 9, total 16
TN 26 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness, MAP -15:00: action 6 2d6+4 : 3, 5 + 4, total 12
TN 21 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness, MAP -20:00: action 7 2d6-1 : 5, 5 - 1, total 9
Durgil's actions
Attacks Berserker 4
TN 12 Armed blades (longsword) +10 (2d6+6), Darkness -2:00: action 1 2d6+8 : 4, 2 + 8, total 14
:dmg: 2d6+6 : 3, 6 + 6, total 15
:ooc:
Berserker 4 parries
TN 14 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness:00: 2d6+19 : 2, 2 + 19, total 23
:ooc: Berserker 3 takes damage from Fengel:
14+14+13+15=56 -16(4 armor per hit)=40 damage - or - 71/66 DEAD
Dirnhael watched in surprise as the wild man's mattock came up to meet each of his attacks. The knight had the pleasure of seeing Vorandúr hack into the wooden haft and he hoped the weapon would soon be rendered useless. It would be to no avail, though, for as the man defended against Dirnhael, once more Fengel moved in from his flank and his own sword cut cleanly four times.
The Éothraim warrior swiped once low cutting into the back of the berserker's knee sawing through tendon and bone. The effect was as he desired, for the larger man began to fall all the while trying to ward off Fengel's barrage of attacks. Cerduil -sword of the fallen Angbor - slashed three more times into torso, arm, and neck. Each time its masterworked edge cut through the scale mail that the wild man wore. The terrible gurgling sound that came from the berserker foretold of his doom, as Cerduil passed through his throat. Fengel looked to Dirnhael with a grim smile, "That's one!"
To the north, Durgil faced off alone against another of the fierce warriors. He cautiously slashed with his sword but was parried. He needed time to size up his opponent and for his soldiers to overrun the river bank landing.
Durgil felt the tide was turning but the Free Men's defenses could still be overwhelmed upon seeing the beaches to the south of his position swell with the enemy. He gave a call to his men to have both units finish off the remaining orc unit. It was getting difficult to concentrate fighting this beast of a man.
:ooc:
Command: Attack - 2d6+9 : 1, 2 + 9, total 12
Nain watched the huge man fall to the ground with a momentary hint of sadness that he did not get another change to lay his own blow. His melancholy was short lived though as the orcs and wild men churned about him with their own axes and swords.
Round 6
Number of Nain's Enemies in melee (1d3):
:00: Roll(1d3)+0:3,+0 Total:3
Enemy hits on Nain (2d6 each; hit on 1 and 2):
:00: Enemy 1: Roll(2d6)+0:1,5,+0 Total:6 - one
:00: Enemy 2: Roll(2d6)+0:2,6,+0 Total:8 - one
:00: Enemy 3: Roll(2d6)+0:4,1,+0 Total:5 - one
Enemy damage to Nain (2d6+3 each; subtract 7 for Nain's chainmail Armor absorption = 2d6-4):
:00: Enemy 1: Roll(2d6)+-4:6,1,-4 Total:3
:00: Enemy 2: Roll(2d6)+-4:3,5,-4 Total:4
:00: Enemy 3: Roll(2d6)+-4:5,2,-4 Total:3
Enemy kills by Nain (3d6; kill on 1-5; Healthy/Hardy edge):
:00: Roll(3d6)+0:5,2,1,+0 Total:8
:arrow: Nain kills 3 Enemies
Nain's Weariness Test (TN10; 2d6, Stamina +4, Hardiness of Body +2 = 2d6+6):
:00: Roll(2d6)+4:2,2,+4 Total:8 - Fail
:arrow: With the 11 pts that he took in rd 3 this puts Nain's new condition is Dazed and Winded -21/102
Berserkers are up I think.
:ooc:
Berserkers actions
B1 attacks Celdrahil
Actions 1-3
TN 13 Armed Combat +19 (2d6+6), specialty +2, Darkness -2:00: action 1 2d6+19 : 2, 4 + 19, total 25
:00: action 2 2d6+19 : 3, 3 + 19, total 25
:00: action 3 2d6+19 : 2, 3 + 19, total 24
:dmg: action 1 2d6+6 : 2, 2 + 6, total 10
:dmg: action 2 2d6+6 : 5, 5 + 6, total 16
:dmg: action 3 2d6+6 : 2, 3 + 6, total 11
B2 attacks Edrahil
Actions 1-3
TN 12 Armed Combat +19 (2d6+6), specialty +2, Darkness -2:00: action 1 2d6+19 : 3, 3 + 19, total 25
:00: action 2 2d6+19 : 2, 5 + 19, total 26
:00: action 3 2d6+19 : 3, 6 + 19, total 28
:dmg: action 1 2d6+6 : 5, 3 + 6, total 14
:dmg: action 2 2d6+6 : 3, 6 + 6, total 15
:dmg: action 3 2d6+6 : 5, 6 + 6, total 17
B4 attacks Durgil
Actions 2-4
TN 12 Armed Combat +19 (2d6+6), specialty +2, Darkness -2, (MAP -5):00: action 1 2d6+19 : 4, 5 + 19, total 28
:00: action 2 2d6+19 : 1, 5 + 19, total 25
:00: action 3 2d6+14 : 1, 5 + 14, total 20
:dmg: action 1 2d6+6 : 5, 2 + 6, total 13
:dmg: action 2 2d6+6 : 4, 1 + 6, total 11
:dmg: action 3 2d6+6 : 6, 1 + 6, total 13
:ooc: Alright, these three PC's all have three hits to defend against.
Edrahil defends
Actions 1-3
TN 25, 26, 28 Armed blades (longsword) +9, PB +1, (MAP -5):00: action 1 2d6+10 : 6, 2 + 10, total 18
:00: action 1 2d6+10 : 4, 2 + 10, total 16
:00: action 1 2d6+5 : 3, 5 + 5, total 13
:ooc: Edrahil takes the following damage:
14 -2(Armour of Heroes) = 12
15 -2(Armour of Heroes) = 13
17 -2(Armour of Heroes) = 15
Total 40/54 Incapacitated -7
On the defensive walls, Edrahil had been standing there using his arcane arts to deal with the wild man warrior that had confronted his friends. He never saw the other that charged up the broken timbers, his mattock spinning in terrible fury. The Sindar, quick and lithe, sprang back with his sword up to meet each blow. Unfortunately, the mage was no master of arms and the weight of the hammer slammed through his defenses and into his body. The companions watched as their long time friend crumpled under the weight of the berserker's attacks.
:ooc: I now will roll the army units actions:
Durgil's troops attack the Wild Man Infantry unit:
TN 10 Armed Combat +10, Darkness -2:00: unit 1 2d6+8 : 6, 3 + 8, total 17
:00: unit 2 2d6+8 : 2, 1 + 8, total 11
Wild man unit attacks
TN 17 Armed Combat +11, Darkness -2:00: unit 1 2d6+9 : 6, 1 + 9, total 16
Dirnhael's troops skirmish with the Wild Men Infantry:
TN 10 Armed Combat +10, Darkness -2:00: unit 1 2d6+8 : 3, 5 + 8, total 16
:00: unit 2 2d6+8 : 1, 5 + 8, total 14
Wild man unit attacks
TN 17 Armed Combat +11, Darkness -2:00: unit 1 2d6+9 : 6, 5 + 9, total 20
:00: unit 2 2d6+9 : 1, 3 + 9, total 13
Free people Archers fire into primary host of Wild Men:
TN 10 Ranged Combat +10, Darkness -2:00: unit 1 2d6+8 : 2, 4 + 8, total 14
:00: unit 2 2d6+8 : 2, 6 + 8, total 16
:00: unit 3 2d6+8 : 6, 2 + 8, total 16
:00: unit 4 2d6+8 : 1, 4 + 8, total 13
Wild Men archers fire on north and south arenas
TN 17 Ranged Combat +9, Darkness -2:00: unit 1 2d6+7 : 5, 3 + 7, total 15
:00: unit 2 2d6+7 : 4, 1 + 7, total 12
:ooc: Support rolls to survive:
Free People infantry hit:
TN 15 support +5, inspiration +2:00: 2d6+7 : 4, 6 + 7, total 17
Wild men units hit:
TN 15 support +5:00: 2d6+5 : 4, 5 + 5, total 14
:00: 2d6+5 : 5, 6 + 5, total 16
:00: 2d6+5 : 4, 6 + 5, total 15
:00: 2d6+5 : 2, 1 + 5, total 8
:00: 2d6+5 : 1, 2 + 5, total 8
:00: 2d6+5 : 2, 2 + 5, total 9
:00: 2d6+5 : 6, 2 + 5, total 13
:00: 2d6+5 : 3, 6 + 5, total 14
Around the companions, the men of Tharbad pressed on against their attackers. Durgil's troops easily surrounded and using the river, drove against the Wild Men on the northern beach. The screams of the dying cried out in the night and the river ran red with the blood of the fallen, though it could not be seen in the night. What seemed like hours of fighting was only minutes, but Durgil was glad to see his men still standing around him a bright gleam in their eyes.
To the south, Dirnhael's troops were held at bay, but neither did they give quarter. The warriors clashed and angry cries and curses added to the cacophony of the dying. It was Guilin and his able archers that won the greatest blow as the Wild Men pressed once more, for again they loosed arrows and the shafts had a very deadly affect. Men tripped over the fallen as they tried to defend against the missiles, but the close proximity and unsteady footing made for a killing. Every arrow found a mark and what had been an overwhelming force was now a litter of bleeding and crying men. Durgil heard strange names being shouted for - mothers probably, that would not come to save, or at least hold their sons as they passed from this world.
Only Dinrhael's men faced foes; only the terrible berserkers and the huge Wild Man leader remained to continue the attack.
:ooc: Anyone that hasn't gone yet, feel free. I will set up new round tonight.
Celdrahil had just parried one set of attacks when the next barrage had come against him. He had marked the style of his foe now and attempted to deflect the incoming attacks before making his own.
Parry 1 TN25 d+ 16,2,2,1,5,-2
Rolled 2d6+24 : 5, 3 + 24, total 32
Parry 2 TN25
Rolled 2d6+24 : 3, 6 + 24, total 33
Parry 3 TN 24
Rolled 2d6+24 : 3, 6 + 24, total 33
Attack 1 16,2,2,-2, -5
Rolled 2d6+13 : 5, 1 + 13, total 19
Attack 2
Rolled 2d6+8 : 1, 2 + 8, total 11
Attack 3
Rolled 2d6+3 : 1, 6 + 3, total 10
dmg1
Rolled 2d6+7 : 5, 3 + 7, total 15
dmg2
Rolled 2d6+7 : 1, 5 + 7, total 13
dmg3
Rolled 2d6+7 : 1, 6 + 7, total 14
Init
Rolled 2d6+6 : 3, 4 + 6, total 13
:ooc: Also B1 should be at -5 for incapacitated no? so his parries will be at -10, -15, -20 with the wound penalty and his MAP?
:ooc: Oops, yea I missed that Tom. Thanks for bringing it to my attention. His attack rolls were wrong, too, but that doesn't seem to be a challenge for your awesome rolls!
B1 has one Parry to make TN 19 (the 11 and 10 missed)
TN 19 Armed clubs (mattock) +19 (2d6+6), +2 specialty, -2 darkness, Incapacitated -5, MAP -5:00: 2d6+9 : 5, 2 + 9, total 16
:ooc: Berserker 1 takes damage
15 -4 (armor) = 11 --or-- 56/66 Near Death -7 (Hardy)
The young Dunadan is certainly caught off-guard by the ferocity of the attacks. He have been quick enough to completely deflect one blow but the others overpowered his defense, sliding off his sword and cutting him deep. Fortunately his armor caught the brunt of each of the blows. "Get him, take him down," he gasps as he sees that he and the wild man are surrounded by what remains of his two units with the dead at their feet.
:ooc: Durgil is still screwed even after the loss of posts ;D
Parry TN 28, Damage 13
:00: Roll(2d6)+7: 6,6,+7 Total:19
:00: Roll(1d6)+0: 6,+0 Total: 6
:00: Roll(1d6)+0: 3,+0 Total:3
Total: 28, use 1 Courage if need be
Parry TN 25, Damage 11 - 5 Armor = 6
:00: Roll(2d6)+7: 3,5,+7 Total:15 FAIL
Parry TN 23, Damage 13 - 5 Armor = 8
:00: Roll(2d6)+7: 3,3,+7 Total:13 FAIL
Weariness TN 10
:00: Roll(2d6)+0: 5,5,+0 Total:10