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Special Rules for Skirmishes

Seção Skirmishes

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Skirmishes follow the general pattern described in Conflict Scenes on page 249, with the following minor additions and alterations:

Initiative

During this phase of a skirmish, characters get their bearings, identify their foes, determine their initiative value, and prepare to do battle.

For a skirmish, the Initiative check is a TN 1 Tactics check to gain a read on the battlefield conditions and enemy. Remember, characters may spend Opportunity from this check to get additional information about their surroundings or undertake small tasks such as readying weapons or diving for cover (see Table 8–1: Examples of Opportunity on page 328).

Characters act in descending order of initiative value for the scene. If two or more characters tie for initiative, the character with the lowest honor acts first, and then the other tied characters act in ascending order of honor.

Taking Turns

Each character takes one turn each round in the order dictated by the characters’ initiative values. During this part of a skirmish, characters fight for their lives!

Skirmishes do not have a fixed round limit. However, when things are clearly going badly for one side, many combatants will retreat and regroup.

Movement and Positioning

Of all conflict types, skirmishes make the most detailed use of range bands, described on page 265.

Movement

Once during their turn, before or after performing an action, a character may move 1 range band. Note that moving this way is not an action.

In addition to this movement, a character who wishes to move a greater distance can dedicate their action to moving via the Maneuver action (see page 264).

Range Bands

In skirmishes, range bands are used to measure the distances between characters, objects, and positions on the battlefield. See page 265 for more information on range bands.

Skirmish Actions

The following sample actions are available to all characters in a skirmish, along with actions granted to them by techniques and abilities. Players can also propose actions of their own invention based on the circumstances (per the GM’s approval).

Assist

Description: You offer an ally a plan of attack to use, an insight about the foe, or an encouraging word.

Activation: As an Attack, Scheme, and Support action, describe how you are helping one other character at range 0–2 with their next action.

Effects: If the GM accepts your suggestion, you provide assistance (see page 26) on the chosen character’s next action check.

Calming Breath

Description: During a conflict, you may inhale deeply before exhaling, drawing upon your inner strength.

Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.

Effects: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.

Challenge

Description: You issue a challenge to a foe, calling for them to face you in single combat.

Activation: As a Scheme action, you may make a TN 1 Command check to issue a formal combat challenge targeting one character at range 0–5. You must stake 10 honor and 5 glory upon the challenge, which you forfeit if you sabotage the clash.

Effects: If you succeed, the target must choose whether to accept or decline; resolve one of the following:

Marcador de lista (ornamento) If the target accepts, they stake 10 honor and 5 glory, which they forfeit if they take any Attack or Scheme action before the clash. At the end of the round, the clash begins.

Marcador de lista (ornamento) To decline, the target must forfeit glory equal to your ranks in Command plus your bonus successes. Each of their allies with lower glory than you suffers 2 strife. Then, you gain 1 Void point.

If you win the clash, each of your foe’s allies in the skirmish suffers 3 strife. If you lose the clash, each of your allies suffers 3 strife.

Guard

Description: You focus on warding off foes from yourself or an ally by positioning yourself defensively, taking cover, throwing strategically placed strikes, or even firing shots menacingly close to the enemy.

Activation: As a Support action using a readied weapon, you may make a TN 1 Tactics check targeting yourself or one other character within the weapon’s range.

Effects: If you succeed, you guard the target until the beginning of your next turn. Increase the TN of Attack checks against the guarded target by one, plus an additional one per two bonus successes.

Maneuver

Description: You shift on the battlefield, moving to a more advantageous position.

Activation: As a Movement action, you may reposition for more distance. Optionally, you may make a TN 2 Fitness check as part of this action.

Effects: Move one range band.

If you choose to make the Fitness check and you succeed, you may instead move two range bands, plus one additional range band per two bonus successes.

Prepare Item

Description: You prepare, ready, or stow one weapon or other item.

Activation: As a Support action, you may interact with one item.

Effects: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.

Strike

Description: You make an attack against a single foe.

Activation: As an Attack action using one readied weapon, you may make a TN 2 Martial Arts check using the appropriate skill for the weapon, targeting one character within the weapon’s range.

Effects: If you succeed, you deal physical damage to the target equal to the weapon’s base damage plus your bonus successes.

New Opportunities

Opportunity Opportunity: If you succeed, you inflict a critical strike on your target with severity equal to your weapon’s deadliness.

Unique Action

Description: You make a check using a skill for a mechanical or narrative effect, as described in Chapter

3: Skills (see page 140).

Activation: As an action, you make a skill check to attempt a task you have described to the GM.

Effects: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.

Wait

Description: You bide your time, waiting to spring into action.

Activation: As an Attack, Scheme, and Support action, you may declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round.

Effects: After the specified event occurs before the end of the round, you may perform the action. You must still use the ring matching your stance for this action.

If the specified event does not occur this round, you may perform one action of your choice (other than Wait) at the end of the round.

Resolving a Skirmish

A skirmish continues until only one group of combatants remains standing in the field. The GM should conclude a skirmish when one side has vanquished or driven off all their foes, or when it becomes clear that they will claim victory.

If a warrior believes they have a chance to escape and survive, most will not voluntarily choose to fight to the death. Honor forfeited when retreating can be regained, but an ignoble death is more enduring.

Texto do livro

Core Rulebook · Chapter 6: Scenes and Conflicts › Skirmishes › Special Rules for Skirmishes · p. 262 p. 263 p. 264

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Skirmishes follow the general pattern described in Conflict Scenes on page 249, with the following minor additions and alterations:

Initiative

During this phase of a skirmish, characters get their bearings, identify their foes, determine their initiative value, and prepare to do battle.

For a skirmish, the Initiative check is a TN 1 Tactics check to gain a read on the battlefield conditions and enemy. Remember, characters may spend Opportunity from this check to get additional information about their surroundings or undertake small tasks such as readying weapons or diving for cover (see Table 8–1: Examples of Opportunity on page 328).

Characters act in descending order of initiative value for the scene. If two or more characters tie for initiative, the character with the lowest honor acts first, and then the other tied characters act in ascending order of honor.

Taking Turns

Each character takes one turn each round in the order dictated by the characters’ initiative values. During this part of a skirmish, characters fight for their lives!

Skirmishes do not have a fixed round limit. However, when things are clearly going badly for one side, many combatants will retreat and regroup.

Movement and Positioning

Of all conflict types, skirmishes make the most detailed use of range bands, described on page 265.

Movement

Once during their turn, before or after performing an action, a character may move 1 range band. Note that moving this way is not an action.

In addition to this movement, a character who wishes to move a greater distance can dedicate their action to moving via the Maneuver action (see page 264).

Range Bands

In skirmishes, range bands are used to measure the distances between characters, objects, and positions on the battlefield. See page 265 for more information on range bands.

Skirmish Actions

The following sample actions are available to all characters in a skirmish, along with actions granted to them by techniques and abilities. Players can also propose actions of their own invention based on the circumstances (per the GM’s approval).

Assist

Description: You offer an ally a plan of attack to use, an insight about the foe, or an encouraging word.

Activation: As an Attack, Scheme, and Support action, describe how you are helping one other character at range 0–2 with their next action.

Effects: If the GM accepts your suggestion, you provide assistance (see page 26) on the chosen character’s next action check.

Calming Breath

Description: During a conflict, you may inhale deeply before exhaling, drawing upon your inner strength.

Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.

Effects: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.

Challenge

Description: You issue a challenge to a foe, calling for them to face you in single combat.

Activation: As a Scheme action, you may make a TN 1 Command check to issue a formal combat challenge targeting one character at range 0–5. You must stake 10 honor and 5 glory upon the challenge, which you forfeit if you sabotage the clash.

Effects: If you succeed, the target must choose whether to accept or decline; resolve one of the following:

Marcador de lista (ornamento) If the target accepts, they stake 10 honor and 5 glory, which they forfeit if they take any Attack or Scheme action before the clash. At the end of the round, the clash begins.

Marcador de lista (ornamento) To decline, the target must forfeit glory equal to your ranks in Command plus your bonus successes. Each of their allies with lower glory than you suffers 2 strife. Then, you gain 1 Void point.

If you win the clash, each of your foe’s allies in the skirmish suffers 3 strife. If you lose the clash, each of your allies suffers 3 strife.

Guard

Description: You focus on warding off foes from yourself or an ally by positioning yourself defensively, taking cover, throwing strategically placed strikes, or even firing shots menacingly close to the enemy.

Activation: As a Support action using a readied weapon, you may make a TN 1 Tactics check targeting yourself or one other character within the weapon’s range.

Effects: If you succeed, you guard the target until the beginning of your next turn. Increase the TN of Attack checks against the guarded target by one, plus an additional one per two bonus successes.

Maneuver

Description: You shift on the battlefield, moving to a more advantageous position.

Activation: As a Movement action, you may reposition for more distance. Optionally, you may make a TN 2 Fitness check as part of this action.

Effects: Move one range band.

If you choose to make the Fitness check and you succeed, you may instead move two range bands, plus one additional range band per two bonus successes.

Prepare Item

Description: You prepare, ready, or stow one weapon or other item.

Activation: As a Support action, you may interact with one item.

Effects: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.

Strike

Description: You make an attack against a single foe.

Activation: As an Attack action using one readied weapon, you may make a TN 2 Martial Arts check using the appropriate skill for the weapon, targeting one character within the weapon’s range.

Effects: If you succeed, you deal physical damage to the target equal to the weapon’s base damage plus your bonus successes.

New Opportunities

Opportunity Opportunity: If you succeed, you inflict a critical strike on your target with severity equal to your weapon’s deadliness.

Unique Action

Description: You make a check using a skill for a mechanical or narrative effect, as described in Chapter

3: Skills (see page 140).

Activation: As an action, you make a skill check to attempt a task you have described to the GM.

Effects: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.

Wait

Description: You bide your time, waiting to spring into action.

Activation: As an Attack, Scheme, and Support action, you may declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round.

Effects: After the specified event occurs before the end of the round, you may perform the action. You must still use the ring matching your stance for this action.

If the specified event does not occur this round, you may perform one action of your choice (other than Wait) at the end of the round.

Resolving a Skirmish

A skirmish continues until only one group of combatants remains standing in the field. The GM should conclude a skirmish when one side has vanquished or driven off all their foes, or when it becomes clear that they will claim victory.

If a warrior believes they have a chance to escape and survive, most will not voluntarily choose to fight to the death. Honor forfeited when retreating can be regained, but an ignoble death is more enduring.