Monday, 19 January 2026

Heroic Combat: Iteration 2

                                Heroic Combat: Iteration 2

All right, after playing around a bit with Iteration 1, I found some aspects to be in need of reworking, primarily with relation to ranged combat. Aside from that, I will add some extra features that were missing, such as grappling. However, I am still leaving spellcasting and most status effects for Iteration 3.


                Combat Procedure
                1. Orders Phase
                2. Initiative Phase
                3. The winning side acts.
                    3.1. Movement Phase
                    3.2. Ranged Combat Phase
                    3.3. Melee Combat Phase
                4. The losing side acts.
                    4.1. Movement Phase
                    4.2. Ranged Combat Phase
                    4.3. Melee Combat Phase
                5. Morale Phase
                6. Fatigue Phase

     Note: The combat procedure was reworked. The absence of clear rules for what can be done and in what order made the whole thing confusing. This separation into phases that is similar to what you find in many wargaming rulesets, should make battles more structured.

    Mass Action
    In Heroic Combat, groups of identical combatants can be treated as a single unit for most purposes. For example, 10 orc fighters can be given the same combat tactics, move together, attack together, etc. However, it is also possible to "split" the group for the purpose of certain actions. For example, a group of 10 orcs is fighting a group of 5 elves and 2 PCs. The referee may say that five orcs attack the elves, while the two PCs receive three and two attacks each. Should, for example, six of these orcs be affected by some spell, the affected ones and those unaffected will become two separate groups, but they may still be treated as a single group for the purpose of injury assignment (unless the spell's effect would make that inappropriate). The groups do not even have to be physically continuous. For example, if 5 orcs and 5 goblins are collectively fighting 5 elves and 5 humans, all four groups would have to decide how many of them attack each kind of enemy. This allows for faster combat resolution and lets us avoid complicated rules for mixed groups, assigning hits to non-identical targets, etc., but requires some common sense and occasional adjudication by the referee.
    Note: This is new. Most of this was assumed in Iteration 1, but not spelled out. Now that I did spell it out and also made HP pools mandatory (see below), I realize that this lets me simply remove some cumbersome rules.

    Orders Phase
    The round begins with the referee secretly choosing combat tactics for all the combatants under his control. Then, the players choose combat tactics for their characters and other combatants under their control.

    Combat Tactics
    In Heroic Combat, where each round is comprised of 20 seconds, you do not dictate which actions characters perform second-by-second. Instead, you first have to choose combat tactics which represent the general course of actions that will impose modifiers or otherwise affect the actions themselves. Combat tactics are obvious – all parties involved know this information, but it is revelead only after all combatants have made their choice.
    The choice of combat tactics affects what kind of actions and how many of them you are permitted to take during the round. The description of combat tactics lists permitted actions, allowed movement, and modifiers to melee attacks, ranged attacks, defenses, and other properties.
 
                All-Out Offensive
                Movement: Up to Move x 10, but only in a straight line towards the enemy.
                Melee Attack Modifier: +4.
                Ranged Attack Modifier: +0, can only attack the target you are running toward and only once.
                Defense Modifier: -4.
 
                Offensive
                Movement: Up to Move x 5.
                Melee Attack Modifier: +2.
                Ranged Attack Modifier: +0 or the worse of -2 or Bulk if moved more than Move x 2 yards.
                Defense Modifier: -2.
 
                Neutral
                Movement: Up to Move x 5.
                Melee Attack Modifier: +0.
                Ranged Attack Modifier: +0 or the worse of -2 or Bulk if moved more than Move x 2 yards.
                Defense Modifier: +0.
 
                Defensive
                Movement: Up to Move x 4.
                Melee Attack Modifier: -2.
                Ranged Attack Modifier: -2, and the worse of -2 or Bulk if moved more than Move x 2 yards.
                Defense Modifier: +2.
 
                All-Out Defensive
                Movement: Up to Move x 3 (or Move x 2 if withdrawing).
                Melee Attack Modifier: -4.
                Ranged Attack Modifier: -4, and the worse of -2 or Bulk if moved more than Move x 2 yards.
                Defense Modifier: +4.
 
                Aimed Shooting
                Movement: Move x 2.
                Melee Attack Modifier: -2.
                Ranged Attack Modifier: +2+Acc.
                Defense Modifier: -2.
 
                Hold Ground
                Movement: Up to Move x 1.
                Melee Attack Modifier: +0.
                Ranged Attack Modifier: +0.
                Defense Modifier: +2.
                Special: Cannot be used when starting the round locked in melee.
 
                Retreat
                Movement: Up to Move x 10, but only away from the enemy.
                Melee Attack Modifier: no attacks allowed.
                Ranged Attack Modifier: no attacks allowed.
                Defense Modifier: -4.
                Special: No actions that substitute for attacking or moving are allowed.
 
    Initiative Phase
  Unlike regular GURPS combat, Heroic Combat has 20-second combat rounds. This allows us to abstract many actions and focus on the outcome instead of the details. While it may seem that characters will move and act much slower in this timeframe than if they played out this fight second by second, this level of abstraction also represents the chaotic nature of battle, where instead of taking the most optimal decisions at the speed of thoughts, combatants hesitate, estimate their chances, exchange blows and parries, maneuver around terrain, etc.
    "Initiative" in Heroic Combat is side-based. Each side rolls a 1d, and the one with the highest result is the winner. The side whose leader has the highest Tactics skill adds +1 to this roll.
    Note: No changes here aside from the Tactics skill adding a bonus. I decided to go with a simple comparison to avoid extra rolls.
 
 Movement Phase 
    During the Movement Phase, combatants may move any distance up to what is allowed by their chosen combat tactics. Movement is subject to the normal restrictions of barriers, difficult terrain, etc. appropriate to the circumstances and chosen mode of movement. For the purpose of movement-based penalties, use the amount of movement "expended" instead of the actual movement distance. For those who can move at a speed higher than their Basic Move, use Top Speed instead.
    During the Movement Phase, you may also perform other non-attack actions (see Other Actions below). You may substitute a half of the movement allowed by your combat tactic to perform a short action, or all out movement to perform a medium action or two short actions. Also, you may remain stationary and forfeit all attacks this round to perform a long action.

 Ranged Combat Phase and Melee Combat Phase
    During the Ranged Combat Phase, a character or a group of combatants can make one ranged attack. During the Melee Combat Phase, a character or a group of combatants can make one melee attack. If a combatant made a ranged attack during the Ranged Combat Phase, his melee attacks this round are at -4.
  During these two phases, you may also perform other non-attack actions (see Other Actions below). You may perform a short action as part of an attack, but then the attack will be at -6. You may forfeit all attacks this round for two short actions or one medium one. Finally, you may remain stationary and forfeit all attacks this round to perform a long action.
    Resolve the attacks using the following procedure:
    1. Declare the target
   The target can be a singular character or a group of identical enemies.
    Ranged: Note that singling out a target in a group (for example, an orc commander in a group of 20 orcs) may be impossible, unless the target is in the front row or has higher effective SM, as each interposing figure applies a -4 penalty.
    If a combatant chose the All-Out Offensive combat tactic, he can only attack the opponent he is running towards.
    When firing at a group of identical enemies, such as a unit of orcs, apply a +1 bonus to the attacker's effective skill for a group of 5-8 enemies, +2 for 9-12 enemies, +3 for 13-16 enemies, +4 for 17+ enemies.
    2.       Determine engagement size (only for melee attacks)
    Count the number of attackers who can actively participate in the melee this round. This is limited by:
-          Frontage and formation (typically 1 rank deep unless otherwise specified).
-          Reach, Size Modifier, and weapon length.
-          Terrain, obstacles, and tactical positioning.
    As a general guideline, a single SM+0 combatant can be engaged by up to six SM+0 opponents, when surrounded. For group-vs-group engagements, the number of fighters who can engage is limited by the narrower frontage of the two groups.
    3. Determine the number of shots fired (only for ranged attacks)
    This depends on the rate of fire (RoF) the readied weapon and the available ammunition. In low-tech games, this is 1 for most weapons. Apply the Rapid Fire bonus to skill (p. B373).
    For weapons such as bows, slings, and thrown weapons (with a reload time of 2 seconds or less), the normal maximum number of shots per round is 3. If you are using Aimed Shooting combat tactic, the maximum number of shots per round is 2. However, each of these additional shots requires you to expend 1 x Move of your allowed movement. Thus, if you used up all your movement, you may be unable to fire more than one shot. You may increase the number of shots fired by 1, if you make a successful Fast-Draw roll of appropriate specialty at the start of the phase without expending additional movement.
    4.       Apply numerical difference bonus
    The attacking side receives a bonus to their effective skill and a hit multiplier based on the number of attackers (not the number of shots for ranged attacks):

Attackers : Defenders

Skill Bonus

Up to 1:1 (equal or fewer)

+0

>1:1 to 1.5:1

+2

>1.5:1 to 2:1

+4

>2:1 to 3:1

+6

>3:1 to 4:1

+8

>4:1 to 5:1

+10

>5:1 to 6:1

+12

>6:1 to 7:1

+14

>7:1

+16

Attackers

Hit Multiplier

1-2

x1

3

x1

4-5

x2

6-7

x3

8-10

x4

11-15

x5

16-20

x6

21-30

x7

   Note: This table is open-ended. This is just the Size and Speed/Range Table (p. B550) with the number of attackers used instead of yards in the Linear Measurement column.
     5. Resolve the attack
    An attack is resolved as a Quick Contest of the attacker's combat skill against the defender's combat skill. Valid skills for the defender depend on the nature of the attack, but he can always substitute (Dodge-3)*2. In any case, all defense bonuses, such as shield DB, Combat Reflexes, and Enhanced Defenses, apply for the purpose of defense; for Dodge, they are applied before subtraction and multiplication.
    If the attacker wins, he delivers a number of hits equal to one plus one for each full multiple of his Speed Factor (SF) in his margin of victory.
    Melee: The defender may use a skill used to wield a weapon in his hands, an unarmed skill, or he can substitute (Dodge-3)*2, Shield, or Cloak, if properly equipped.
    For each hit, the attacker chooses the mode of attack used (for example, swing or thrust).
    Modifiers: Most of the standard melee attack modifiers are applied, with the rest either being subsumed into combat tactics or being irrelevant at this level of abstraction. Apply the following modifiers (p. B547):
    - Attacker’s Posture;
    - Attacker’s Situation;
    - Visibility.
   Ranged: The defender may use his (Dodge-3)*2, Parry Missile Weapons (if valid against the attacking projectile), or Shield, if properly equipped.
    The number of hits delivered cannot be higher than the number of projectiles launched at the target.
    If you are firing at a target that is locked in melee, you take a -4 penalty. In addition, if you miss, roll 3d. If you roll 9 or lower, roll another Quick Contest against a random different participant of the melee, hitting a random hit location. If you do not land this stray hit, do not continue rolling these contests.
   Modifiers: Most of the standard ranged attack modifiers are applied, with the rest either being subsumed into combat tactics or being irrelevant at this level of abstraction. Apply all the modifiers (p. B548), including those for Rapid Fire (p. B373), except for those associated with Aim, Move and Attack, and All-Out Attack. Apply the numerical difference bonus (see #3), and the bonus for attacking a group (see #1)
    Range penalties are simplified as per GURPS Action 2: Exploits, p. 36. In short, there are five range bands: Close (melee range; Bulk penalty is applied); Short (3-20 yards; -3 penalty); Medium (21-100 yards; -7 penalty); Long (101-500 yards; -11 penalty), and Extreme (501+ yards; -15 penalty).
    6. Apply injury
    See Injury below.
    Note: Melee and ranged attack sections were unified to avoid repeating large chunks of the rules. Ranged attacks were brought in line with the melee attacks, and some rules were clarified. Rules for firing multiple shots with fast-reloading ranged weapons, such as bows, were reworked to make the process smoother and require fewer rolls.

    Speed Factor
    The character’s Speed Factor (SF) determines how many hits are scored on a successful attack. By default, a successful melee attack scores one hit plus one additional hit per full multiple of Speed Factor in the margin of victory. By default, Speed Factor is equal to 4, but there may be certain situations that modify it.
    For unwieldy weapons that require readying after each attack, Speed Factor is equal to 6.

    Being Locked in Melee and Disengagement
    Whenever you are attacking another combatant in melee or are attacked by another combatant, you become locked in melee with him regardless of the success of the attack. You are assumed to be actively maneuvering, shifting position, retreating, with that combatant, and you cannot continue your movement – you must remain where you are, unless you disengage, which may incur a free attack against you.
    Withdrawal: You back away from your opponent carefully. You can move up to your Move x 2, but only away from the opponents you are locked in melee with. You cannot attack, cast spells, or perform any other actions this round, but the opponents do not get a free attack against you. Withdrawal is only possible if you have declared the All-Out Defensive combat tactics.
    Retreat: If you choose the Retreat combat tactic, you run away from the enemy as fast as possible, moving up to your Move x 10. If you retreated from a melee, the combatants you were locked in melee with immediately get a free attack on you. If there were multiple eligible combatants, you decide the order of attack resolution. You get -4 to your defenses, as you drop your guard and turn your back to the enemy. The free attack against you are at -1 per each level of Basic Move that you have higher than the attacker, up to the maximum of -4.
 
    Injury
    By default, the attacks target the torso, but if the attacker elected to target a specific hit location, all the attacks hit that hit location. Roll damage once, subtract DR, multiply by the number of hits to find total injury. Groups of identical combatants have HP pools that are equal to the HP of one combatant multiplied by the number of combatants. By default, assume that each combatant of the target group is assigned up to its HP in injury, which would take him down to 0 HP. However, there may be situations when the attacker might want to assign more injury per target.
    People rarely fight to the death, and severe injuries tend to incapacitate combatants. If a combatant drops to 0 HP or lower, or takes a major wound, make a HT roll. For identical combatants, roll once for all of them:
-          If the roll is failed, the combatant is immediately considered to be out of the fight – he is either reeling from the wounds or unconscious.
-          If the roll succeeds by less than 5, then the combatant may act next turn with all DX and IQ-based rolls taking a -4 penalty, and then collapsing from injuries at the start of the Morale Phase. If the combatant decides to perform an action in lieu of attacking, he can only perform one medium or two short actions.
-          If the roll succeeds by 5 or more, the combatant may act normally on the next turn. However, if his HP remains at 0 or below on the turn after that, he still has to make this roll again.
    Treat those combatants who retained their ability to act as a separate group of combatants.
    If a combatant manages to go down to -5xHP, he immediately dies.
    Note: Here, I clarified the rules for HT rolls, and made HP pools mandatory for groups of identical combatants. I think this is the better way to go, but we'll see how it works during the testing.

    Other Actions
    There is no Ready maneuver or combat tactic in Heroic Combat, but certain actions that are not classified as attacks or movement can be taken in lieu of attacking or moving. The typical actions that require Ready or Change Posture maneuvers during your turn when using normal GURPS combat, can be classified as short, medium, or long that require 1-2, 3-4, or 5-10 seconds respectively. You may substitute a half of the movement allowed by your combat tactic to perform a short action, or all out movement to perform a medium action or two short actions. You may likewise perform a short action as part of an attack, but then the attack will be at -6. You may forfeit all attacks this round for two short actions or one medium one. Finally, you may remain stationary and forfeit all attacks this round to perform a long action.
    The following is an incomplete list of various actions that may be relevant for combat situations.
                Short Actions
                - Ready an item that is on your belt, in a pocket, scabbard, or slung over your back
                - Ready an unattended item within reach
                - Open or close a door
                - Draw or sheathe your weapon
                - Pick something up from the ground if you are kneeling, crawling, sitting, or lying down
                - Hand or accept an item to another character within reach
                - Ready a DB 0-2 cloak or shield
                - Ready a weapon that was unreadied by an attack, critical miss, etc.
                - Change posture one step up or down, as if taking a single Change Posture maneuver
                - Open an unlocked box, briefcase, pack, etc.
                - Pick up a heavy object in one hand (weight up to 2xBL)
                - Read a brief note (~a sentence)
                - Swallow a ready pill or potion
                - Light a ready candle, cigarette, fuse, match, torch, etc.
                - Drop a small item into your pocket
                - Reload a weapon (up to 2 seconds)
                Medium Actions
                - Ready a DB 3-4 shield
                - Stand up from the ground
                - Pick something up from the ground if you are standing and stand back up
                - Pick up a heavy object in two hands (weight up to 8xBL)
                - Find an item in your own pocket
                - Reload a weapon (up to 4 seconds)
                Long Actions
                - Find a loose item in a box, briefcase, pack, etc. (if it’s not hidden)
                - Write a brief note (~a sentence)
                - Reload a weapon (up to 10 seconds)
                - Wait (see below)
    Exceptions: There are some exceptions to this, as certain short actions that typically require a single Ready maneuver as assumed to be part of another action that you are performing, such as an attack. Readying an unwieldy weapon after an attack does not require an action – this is assumed to be part of an attack with that weapon. Changing grips or reach also is assumed to be part of an attack – you choose your weapon’s grip and reach at the start of the attack. Reloading ranged weapons with a reload time of 2 seconds or less is considered part of the attack.
 
    Wait
    You may use a long action (see above) to do nothing unless a particular event you specified in advance occurs before your next turn; e.g., a foe moves into range. If that happens, you may transform your Wait into an attack or a short action.
    If you are reacting to someone else, this interrupts his turn, but he can resume it after you’ve acted. If you readied an attack against an enemy who is approaching you to attack, your attack comes out first, if you have longer reach. If you have the same reach, the attacks are resolved simultaneously. If you have shorter reach, your attack is resolved last. You must specify exactly what your action will be when you take the Wait action, and what will trigger it. For instance, “I’ll make a thrusting attack with my sword on the first orc to move toward me.”
    Opportunity Fire: This works the same as described on p. B390, but with hexes translated into yard-radius areas.
 
    Grappling
    Grappling is a special case of unarmed melee attack. It is resolved as a regular melee attack with the following differences:
    - The effective skill is modified for the number of arms, difference in SM, etc. as a regular grappling attack (p. B370).
    - When the total number of hits has been determined, the attacker may "spend" these hits to achieve different grappling results. Even if the attacker does not spend any hits, the target is considered grappled. To spend hits, you may need to roll another Quick Contest, with each contestant using the highest of ST, DX, or their best grappling skill.  
    - Spending 1 hit allows the attackers to perform a takedown (p. B370). If the numerical difference between the attackers and defenders is ">1.5:1 to 2:1" or higher, then add 1/5 (rounded down) to the effective skill.
    - Spending 1 hit on an already prone opponent allows the attackers to perform a pin (p. B370). If the numerical difference between the attackers and defenders is ">1.5:1 to 2:1", then add 1/5 (rounded down) to the effective skill. This bonus is increased to 2/5 for any higher numerical difference. All other special cases are listed in the details of the specific grappling moves.
    - Spending 1 or more hits allows the attacker to perform a choke, strangle, or choke hold (p. B371). Multiply damage by the number of hits spent. In any case, if the victim begins to suffocate, he suffocates for 10 seconds instead of 1.
    - Spending 1 or more hits allows the attacker to perform an Arm Lock (p. B403), Neck Snap (p. B404), Wrench Limb (p. B404), or any similar damaging technique. Multiply damage by the number of spent hits.
    - The rules for breaking free (p. B371) and attacking with weapons while grappling (p. B371) work the same way they do normally.
    Note: Since grappling deals no damage, the number of hits has to do something different. This way of doing things requires additional rolls, but rarely that many of them, because the number of hits delivered is rarely high. For the most part, the rules work the same way they do in normal GURPS combat, with the hits spent multiplying the damage. Pins and takedowns also incorporate rules for Multiple Close Combat (p. B392).

    Multiple Weapons
  Many monsters have sharp teeth, claws, tails, and other natural weapons. Likewise, humanoid characters may wield two weapons at once. The standard way to resolve attacks assumes that all of them are made with one weapon. If the attacker wants to attack with different weapons, he must make a separate attack with every one of them. The highest number of hits scored will be the total number of hits scored. However, the attacker may assign any number of these hits up to the number of hits scored with a different weapon to that different weapon. If different weapons have the same effective skill level and behave identically, then separate rolls are unnecessary - the attacker may freely split hits between the weapons. Note that this allows combining grappling and weapon attacks.
    Example: A player character for some weird reason dual-wields a flail and an axe. He has Flail-12 and Axe-14. He makes two attacks, rolling three hits with the axe and two hits with the flail. Thus, he may say that he dealt one hit with the axe and two hits with the flail, two hits with the axe and one hit with the flail, or three hits with the axe.
    Note: I thought about it a lot, but couldn't come up with a better way to do it.

    Morale Phase
    During the Morale Phase, the referee makes a morale roll for a group when one-third of the group has been killed or otherwise incapacitated, and each round thereafter that another creature in the group is killed, to determine if the group fights on. This does not apply to the PCs, but does apply to hirelings and henchmen.
    For solitary monsters, replace one-third of casualties with 1/3 of HP lost, and each additional creature killed with any additional injury.
                The morale role is a Reaction roll. The referee rolls 3d, and modifies it as follows:
                - Creature has lost 1/2 or more of its starting HP: +2
                - Creature has lost 2/3 or more of its starting HP: +5
                - Group outnumbers opponents: -2
                - Group outnumbers opponents by 2:1 or more: -5
                - Group has lost 1/2 or more of starting creatures: +2
                - Group has lost 2/3 or more of starting creatures: +5
                - Creature or group cannot retreat and enemy is not accepting surrender: -5
                - Fearlessness: -1/level
                - Cowardice: a bonus equal to the Fright Check penalty
    On a result of 13 or higher, the group or creature flees or surrenders, as appropriate. If they flee, they must declare the Retreat combat tactic next turn.
    In addition, some wounded combatants may collapse at the start of the Morale Phase (see Injury above).
 
    Fatigue Phase
    At the end of every round, roll 1d. On 1-2, subtract fatigue from all combatants that have participated in combat as per Fighting a Battle, p. B426.

Ending the Battle
    A battle ends when all of the combatants of one side have been incapacitated, routed, or voluntarily fled the battlefield. When a battle ends, the victorious side will have the opportunity to pursue the defeated side. After the pursuit is resolved, each side will determine casualties.
    Pursuit is resolved as a Quick Contest. Both sides make a skill roll against the skill governing their mode of travel: Bicycling, Boating, Driving, Piloting, Riding, Running, Skiing, Submarine, Swimming, etc. This roll is always DX-based. Pedestrians without Running can use DX. For vehicles, only the operator’s skill matters. The pursuer rolls against the skill that governs their fastest mode of travel, while the pursued use their slowest mode of travel. Alternatively, if not in open terrain, the pursued side may use Stealth-2 instead to hide from the pursuers. Certain circumstances may make pursuit impossible, such as when the fleeing side can fly, while the pursuers cannot.
    The following modifiers are applied:
    Complementary SkillsAny one character on each side may roll against either Area Knowledge for the location of the chase (to exploit shortcuts, scenery, etc.) or Urban Survival if you’re in a built-up area. They never have to roll, but if they do, they get the usual bonus or penalty.
    Handling: Those operating vehicles add their vehicle’s Handling stat.
    Speed Bonus: Each side gets a bonus based on Top Speed. Use the “Size” column of the table on p. B550: +2 for a Move 5 man, +3 for a speedy Move 6-7 person, +4 for a vehicle capable of 20 mph, and so on. For in-between values, use the lower bonus.
    Numerical Difference: Apply the numerical difference bonus just as you do for attacks.
    Visibility: If the pursued side opted to use Stealth, the usual visibility penalties are applied to the pursuers' effectiv skill.
  If the pursuing side wins, it may slay or capture (if properly equipped) one fleeing creature per pursuing creature, plus an additional one per pursuing creature per extra 5 points of margin of victory.
    Casualties during the battle are abstracted, as was mentioned in Injury above. However, if it becomes important to see the exact HP and status of the incapacitated combatant that was reduced to 0 HP during the battle, roll 2d injury per full 10 HP, and apply it to a random hit location. For unimportant combatants, treat half of them, rounded up, as dead, and the rest at -HP/2 below 0.
    Example: A player character was reduced in battle from HP 13 to HP 0, but his companions managed to win the battle. After the battle, the player rolls 2d and gets 8. He rolls a random hit location and gets the right leg. This means that he actually is at HP -8/13, and that his leg is crippled, as 8 injury is above the crippling threshold.
    Note: In Iteration 1, I haven't given any thought to what happens after the battle. Here, I decided to adjust the chase rules from GURPS Action 2 to get pursuit rules. Casualty rules were adapted from GURPS Mass Combat. They allow us to "deabstract" the injury suffered in battle, if needed.

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