Combat Sequence in Beneath the Shadow | World Anvil
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Combat Sequence

Once a combat encounter is initiated, the following steps must be applied in order to keep the action flowing:
  1. Opening Volleys
  2. Close Quarters Rounds
 

OPENING VOLLEYS


  At the start of a battle, the sides involved in the confrontation are still separated by a distance, potentially allowing for a brief exchange of volleys using ranged weapons before combat at close quarters is initiated.
  The Loremaster must now determine how many volleys to allow, if any at all, based on the circumstances of the fight as defined during the Onset.
  Under most circumstances, all combatants are entitled to at least one volley using a bow or a thrown weapon (a spear or a short spear).
  If the two sides are separated by a greater distance, then the Loremaster might allow combatants using a bow to let loose two volleys, or even more.

  All volley attacks are resolved as normal ranged attacks. Player-heroes carrying a shield double its Parry modifier if aware of the incoming attack (a hero advancing to join a confrontation definitely would be). Normally, the volley exchange is resolved with the Playerheroes launching their volleys first, unless the Loremaster considers the circumstances to favour the opposition. When the opening volleys are completed, the combatants cover the distance that separates them and begin fighting at close quarters.
 

CLOSE QUARTERS ROUNDS


  Once fighting at close quarters is initiated, the gameplay is broken down into a cycle of rounds, played one after the other until the end of the battle.
  Each round fought at close quarters follows the sequence set out below:
  1. STANCE: The Company chooses their stances.
  Heroes can freely assume any close combat stance at the start of the round, while the ranged combat stance can be selected only if a number of requirements are met.
  2. ENGAGEMENT: All combatants in Close Combat are paired with one or more opponents.
  3. ACTION RESOLUTION: The actions of all combatants are resolved in Stance order from Forward to Rearward.
 

Engagement


  Once all players have determined their stance, all combatants fighting in close combat must engage one or more opponents (Player-heroes in Rearward cannot be engaged).
  MORE ENEMIES THAN PLAYER-HEROES: When a round sees more enemies than Player-heroes, engagement is handled by the Loremaster as follows:
  1. The Loremaster assigns one opponent to each unengaged Player-hero fighting in a Close Combat stance.
  2. Then, for each remaining foe, the Loremaster chooses between engaging a Player-hero in a Close Combat stance who is already engaged, or standing back, possibly to attack using a ranged weapon. Enemies who stand back to use a ranged weapon may attack any Player-hero involved in the fight.
  MORE PLAYER-HEROES THAN ENEMIES OR SIDES EQUALLY MATCHED: When a round sees the Company outnumbering its foes or matching them in number, engagement is chosen by the players as follows:
  1. Player-heroes in a Close Combat stance choose an unengaged adversary to face, from among those introduced by the Loremaster as eligible targets. If there are not enough free enemies to engage, Player-heroes in Close Combat left without an adversary must engage an enemy already engaged by another Player-hero.
  2. If one or more of the Company is fighting in Rearward, it is possible that there will be enemies left when everyone fighting in close combat has engaged an adversary. If this happens, the Loremaster chooses whether the ‘spare’ enemies engage a Player-hero who is already fighting in a Close Combat stance, or stand back to attack with a ranged weapon (enemies who stand back to use a ranged weapon may attack any Player-hero involved in the fight).
  ENGAGEMENT LIMITS
  Usually, Player-heroes can be engaged in Close Combat by up to three human-sized creatures or two large creatures (such as Trolls). Heroes engaged by multiple foes choose which adversary to attack when it is their turn to act. Conversely, up to a maximum of three Player-heroes may engage in Close Combat against a human-sized opponent at the same time, while up to six can engage an enemy greater than human-sized (such as a Troll). When an enemy is engaged by multiple Player-heroes, the Loremaster chooses which opponent they attack when their turn comes.
  UNENGAGED HEROES
  During a combat round, it may happen that a hero who was previously engaged in close combat finds themself unengaged when their turn to act comes — for example, their main adversary has been killed by another Player-hero’s attack, or the enemy escaped from the field of battle. When this happens, the hero is free to choose another adversary to attack in close combat from among the available foes (engaged or unengaged), keeping in mind the engagement limits detailed above.
FORWARD STANCE (CLOSE COMBAT)   You seek to exploit any opportunity to attack, to the point of exposing yourself to the retaliation of your enemies.   ♦ Your attack rolls gain (1d). All close combat attacks aimed at you gain (1d).   ♦ Combat task: Intimidate Foe.   OPEN STANCE (CLOSE COMBAT)   You fight without sparing yourself, but giving proper attention to your enemies’ actions.   ♦ No advantage or disadvantage.   ♦ Combat task: Rally Comrades.   DEFENSIVE STANCE (CLOSE COMBAT)   You fight conservatively, trying to protect yourself or others and holding your ground.   ♦ All close combat attacks aimed at you lose (1d). Your attack rolls lose (1d) for each opponent engaging you.   ♦ Combat task: Protect Companion.   REARWARD STANCE (RANGED COMBAT)   You stay away from the press of the fighting to attack your foes from a distance.   ♦ You can attack your adversaries using only ranged weapons, and you can only be targeted by attackers using similar weapons.   Player-heroes are allowed to assume a Rearward stance only if the total number of enemies isn’t more than twice the number of adventurers in the Company. Furthermore, for each Player-hero in Rearward there must be two other adventurers fighting in Close Combat stances.   ♦ Combat Task: Prepare Shot.
Main Actions (instead of an attack)   ♦ Recovering your position after a knock-back. ♦ Recovering your weapon, helm, or shield that was previously dropped. ♦ Carrying a fallen comrade to safety. ♦ Moving across the battlefield, and so on.   Secondary Actions   ♦ Advancing or retreating while fighting. ♦ Trying to locate someone on the battlefield. ♦ Drawing a weapon. ♦ Removing a helm or dropping a shield or weapon, for example to reduce Load.

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