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Arkopolis Engines - Combat Mechanics

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Working out a combat mechanic is like cutting off the Hydra's head, each time we think we've got it nailed down, another one pops up. :-)

Ideas are good, don't get me wrong, I like ideas. Have you got a relatively simple crew-vs-crew and crew-vs-critter combat mechanic that might work for us? The only real requirement is that players can only roll one or more d6 and it should be fast and low-math.

We'll run them through some play testing and see how they work.

Comments

First Blood...

So far, I think these are the ones currently under consideration. If I've left something out, please let me know and please feel free to comment on these or suggest your own.

1) RED rolls 1d6 and if he gets equal to or less than his Combat skill then he hits GREEN. If GREEN is still alive then GREEN does the same thing trying to hit RED. Back and forth until one is dead.

2) RED modifies his Combat skill by a "Defense skill" on the GREEN crew card and then must roll the new number or lower to hit GREEN. If GREEN is still alive then GREEN does the same thing trying to hit RED. Back and forth until one is dead.

3) RED and GREEN compare their Combat skills on a Combat Resolution Table to determine if its an automatic hit or miss or a number that RED must roll equal to or less than to score a hit on GREEN. If GREEN is still alive then GREEN does the same thing trying to hit RED. Back and forth until one is dead.

And now this new one that I'm cannibalizing from another game that my brother and I were working on…

4) RED and GREEN simultaneously roll 1d6 trying to get equal to or less than their Combat skills. If both succeed it is a MISS. If both fail it is a MISS. If one succeeds and one fails it is a HIT and the player who made the failed roll gets shot or stabbed or chainsawed or whatever. If they're both still alive then the roll-off attack continues until one crew member is dead.

To the death

Does combat necessarily have to be to the death? Could a player elect to leave combat after any round, rather than battle futilely against a stronger opponent?

Death Before Dishonor

Actually, yes, I think it would be a good option for a crew member who is overmatched to withdrawn after the first combat exchange. Until that occurs they don't really know what they're up against.

So, it's RED's turn and he initiated combat.

In options 1, 2, and 3 RED would attack then GREEN can opt to return the attack or retreat back into his engine.

In option 4 there would be one combat roll-off and then either RED or GREEN may opt to retreat back into their engine. If both stay then another combat rolloff is conducted.

Do these sound correct?

Based on some of my comments

Based on some of my comments in the Characters thread, here is my $.02 on combat. I would do away with the 1-6 stat and instead have different keywords on characters that tell you what they are good at. For example: A Character is marked (whether it be as a permanent modifier or a card or whatever) as a Commando, meaning they are good at person-to-person combat. That means when fighting another Character they roll 2d6 and take the higher roll. Characters that are Hunters roll 2d6 vs. Critters. This way every character can have a chance at every action, but some characters can give you much better odds.

In a character vs character fight, each character rolls 1d6 (unless they are a Commando) and the higher roll wins.

In a character vs. critter fight the critter has a toughness and the player must roll equal-to-or-greater-than the toughness to beat the critter.

I think engine vs. engine combat should be handled with cards or something. I think add-ons and artificats should give the player an option to use actions to disable or harm other engines in a manner specified on the card used.

In games like these I am not a fan of characters dying. Capturing characters could be the consequence in a character vs. character, and if a character loses a critter fight they could be out of action for the rest of the phase.

Characters

Just a brief comment as this really belongs in the character roles threads...crew have different skills so that if you lose your navigator (for example) you can use another crew with a lower navigation skill to drive the engine. This makes losing a character in combat important but not tragic. Also, we have a Sanctuary hex on the board where you can rescue random crew cards to supplement a depleted crew.

Engine Combat

Engine combat will be based on range weapons like cannons and will be con tolled by a crew's Targeting skill. Each engine has three hard points that can be outfitted with weapons that do X damage on a hit, or other attachments that can be used to gather resources or defend the engine or generate extra steam, etc... The player will have to adapt their engine during play to accomplish the tasks at hand.

Do crew members have health?

Do crew members have health? Do each have a set number of health or does it vary for each character? If characters don't have a health stat, how is success measured for combat?

I would design the game with one core rolling mechanic and apply it to everything (scavenging, building, fighting).

Healthy Subjects

1 hit, 1 death, I guess to keep it simple but if you are wearing a suit, then the suit is destroyed, but the character isn't.

I guess with 8 crew members, keeping track of health would be almost impossible so it's a simple system and trying to stay the same across the board, so that the main dice mechanic is exactly the same no matter the skill check.

That's the idea at least. :-)

Arg, They Got Me!

Ya, as Casamyr said...if an unprotected crew member gets hit then he's dead. If he's wearing armor (what we're currently calling an Ironskin Suit) then the suit takes the first hit and the crew member dies on the second hit.

Critters will be killed on one hit, though, after typing that, it seems likely that some should need two hits to kill, so, if we use 2-hit critters, we could rotate the critter card to indicate its having taken one hit then the second would kill it.

It's a simple system but we're not making an RPG or a war game. It should be fast, easy, and conclusive.

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