Combat System Alternative Rules [2].pdf

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ALTERNATIVE COMBAT SYSTEM
ALTERNATIVE COMBAT SYSTEM
This is an alternative combat system for City of the Damned. It is fully compatible with,
and uses, the rules in WD 224 and 225. The system introduces a new way to work out
damage and is based on an idea by Brad Hann. "Basically, if you wound someone but
don't kill them, it doesn't affect their fighting prowess at all. I don't know about you, but
if someone dealt me a serious and extremely painful but non-fatal wound my fighting
ability would be somewhat impaired."
Roll to hit as normal and each hit scored may cause damage. Damage is worked out by
rolling a D6 and adding the attackers Strength then subtracting the defenders Toughness
plus Wounds or Damage=(D6+S)-(T+W). The final sum is then looked up on the Injury
Table to see what damage and effect was caused. You may of course save as normal with
armour, this part only uses a different way to work out of damage was casued at all. Note
that Wounds are never reduced as they are only a measure of the force needed to bring
down the model.
INJURY TABLE
1 and lower No effect: The model shrugs off the blow.
2-3
Fleshwound: Reduce WS and BS by -1 the model is otherwise still standing.
4-5
Serious wound: Reduce WS and BS by -1 in addition the model is Knocked
Down.
6
Crippled: Reduce WS and BS by -1 in addition the model is Stunned.
7 and
higher
Out of Action: The model is removed from the battle by a well aimed blow.
Knocked Down
Lay the model face up to represent it being Knocked Down. In your next turns Recovery
Phase the model may stand up and may use up to half his normal move, but he may not
run or charge. While being knocked down the model may not fight and all successful hits
against a Knocked Down model will take him Out of Action. An opponent in base
contact with a Knocked Down model may move away from combat if he wishes but not
if he is still in base contact with an enemy model that is still standing. If a Knocked
Down model stands up in base contact with an enemy there is a hand-to-hand combat
situation, but noone count as charging and the model that stands up strikes last regardless
of weapon or Initiative.
If you are using the Simultaneous System in the next Recovery Phase the model may
stand up on the roll of 4+. He may fight in hand-to-hand combat but need natural 6's to
hit.
Stunned
Lay the model face down as opposed to face up for Knocked Down. In the Recovery
Phase turn the model face up and treat it as Knocked Down from then on. While being
Stunned the model may not fight and a hit directed against, no need to roll to hit, a
Stunned model in will take him Out of Action. An opponent in base contact with a
Stunned model may move away from combat if he wishes, but not if he is still in base
contact with a model standing up. A model that is stunned may crawl up to 2" in the
Movement Phase.
If you are using the Simultaneous System in the next Recovery Phase the model may
only be turned into Knocked Down on the roll of 4+. A Stunned model may not fight at
all, but may crawl up to 2" in the Movement Phase.
Out of Action
The model is removed from the battle as a well aimed blow takes him out.
Concussion
Bludgeoning weapons are excellent at knocking people senseless. When using a hammer,
staff, mace or club a result of 5-6 is treated as a "Crippled" result.
WS or BS lowered to 0
If WS or BS reaches 0 due to injury effects then the model is immediatly taken "Out of
Action" as it is battered into unconsciousness.
CRITICAL HITS
If you roll a natural 6 when rolling To Hit you have caused a Critical Hit which stand a
far greater chance of causing damage. Roll on the Critical Hit Table to find out the effect.
Note that you do not cause a Critical Hit if you needed a 6 to hit at all. Also a natural 6 on
the Injury Roll (D6+S) also causes a Critical Hit. If you manage to roll two Critical Hits
add the effects together.
D6 CRITICAL HIT TABLE
1 The hit sends the defenders weapon flying through the air : The model looses the
weapon it is using now and must fight the rest of this battle with a spare weapon or fight
barehanded. A model with no weapons that is hit by this Critical Hit add +1 on the Injury
Table, note that natural weapons such as claws do not count as bare handed or no
weapons.
2-3 The hit shatters the defenders shield : The hit ignores armour and in addition the
defender looses its shield for the rest of this battle. If the defender was not equipped with
a shield, then in addition add +1 on the Injury Table.
4-5 The hit penetrates the armour and delivers a powerful blow : No armour save is
allowed and in addition add +1 on Injury Table
6 The hit penetrates the armour and strikes a vital organ : No armour save is allowed
and in addition add +2 on Injury Table
SIMULTANEOUS SYSTEM
In our gaming group we almost always fight a multi-player combat so the normal
alternating turn system doesn't work. At the start of each turn each player roll a D20 and
place the dice next his rooster sheet or anywhere out of the way. In each phase the player
with the highest number acts followed by the next highest number. By rolling the dice at
the start of every turn you are never sure when you are going to move and must plan for
that.
Of course this causes some problems when the rules assume that your opponent gets a
full turn before it's your turn. The combat and magical system suffers from this but I have
added rules for both the Alternating System and the Simultaneous System.
KEEPING TRACK OF WOUND EFFECTS
Tuomas Pirinen raised some concerns about wound effects "Keeping track of so many
models with different critical effects can be a bit mind-boggling, and very difficult to
represent in a way that playability does not suffer."
I agree that it may be too much, especially with very large warbands but there are a
number of ways to make sure this system works with a minimum of book keeping. I write
my Warbands on a computer and then print out a rooster sheet. I leave enough space to
note wound effects and penalties on it. Sometimes I make columns or squares to reserve
space for penalty notes. When a model suffers a penalty I add a stripe and if it looses EG
a shield I scratch it from the rooster. When I roll to hit I give the rooster a quick glance to
see how low the models WS or BS is.
The biggest problem is to keep track of which model suffered how many penalties. If you
stick little number stickers (like the ones you get in VHS cassettes) or paint numbers on
the bases you can number your rooster, just make sure the number is consistent with the
ones in the rooster. A great looking alternative is to name all the models and paint their
names on the bases. Im going to do this to a few of my models but I will also use them as
characters and champions in my WFB armies. Another trick is to use models which are
easily recognisable such as one each of Longbeard, Hammerer, Crossbowman,
Thunderer, Miner, Warrior and Trollslayer or include models with different weapons
such as a Trollslayer with an axe, a Troll slayer with two axes and a Troll slayer with a
doublehanded axe. You could also swap a weapon or two to make unique models.
However this prevents you from forming Henchmen groups as they must all be
identically armed.
If you make it a habit of looking at your rooster and record changes then it isn't that hard
to keep track of things.
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