Saturday, 28 March 2026

Heroic Combat: Iteration 4

                                 Heroic Combat: Iteration 4

All right, let's try again. This time I'll combine the rules and the test fights into a single post.


                Combat Procedure
                1. Orders Phase
                2. Initiative Phase
                3. Ranged Combat and Spellcasting Phase
                    3.1. Winning side acts
                    3.2. Losing side acts
                    3.3. Winner resolves long spells
                    3.4. Loser resolves long spells
                    3.5. Injury/casualty resolution
                4. Movement Phase
                    4.1. Winning side acts
                    4.2. Losing side acts
                    4.3. Injury/casualty resolution
                5. Melee Combat Phase
                    5.1. Winning side acts
                    5.2. Losing side acts
                    5.3. Injury/casualty resolution
                6. Morale Phase
                7. Fatigue Phase

     Note: Spellcasting phase is here. I've banged my head against the wall for a long time trying to avoid it and integrate spellcasting into the other phases, but with no satisfactory results. Let's try it this way and see if it works. It seems that it should work but I will have to test it.

    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.

    Action Points
    In Heroic Combat, each combatant or group of identical combatants gets 4 AP (Action Points) per round (unless some special case gives a different amount). These Action Points can be spent to perform actions, such as attacking, moving, casting spells, etc.
    Note: I wanted to avoid this, but now I think that it's a good idea, because it will simplify what previously was "uh, yeah, you can take a short action during an attack, but it imposes a -6 penalty, but also costs movement, and yada-yada". Let's see how this works.

    Orders Phase
    The round begins with the referee secretly choosing combat tactics for all the combatants under his control. If there are spellcasters under referee's control, he also chooses what spells and how many of them they are going to cast this round. Then, the players choose combat tactics (and spells, if appropriate) 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. 
Mental task modifier is relevant for spellcasters (see Spellcasting below).
 
                All-Out Offensive
                Movement: Up to Move x 10, but only in a straight line towards the enemy.
                Melee Attack Modifier: +4 to attack, +2/+1 per die to damage rolls.
                Ranged Attack Modifier: +0, can only attack the target you are running toward and only once.
                Mental Task Modifier: -4.
                Defense Modifier: -2.
 
                Offensive
                Movement: Up to Move x 5.
                Melee Attack Modifier: +2.
                Ranged Attack Modifier: +0.
                Mental Task Modifier: -2.
                Defense Modifier: -1.
 
                Neutral
                Movement: Up to Move x 5.
                Melee Attack Modifier: +0.
                Ranged Attack Modifier: +0.
                Mental Task Modifier: -1.
                Defense Modifier: +0.
 
                Defensive
                Movement: Up to Move x 4.
                Melee Attack Modifier: -2.
                Ranged Attack Modifier: -2.
                Mental Task Modifier: +0.
                Defense Modifier: +1.
 
                All-Out Defensive
                Movement: Up to Move x 3 (or Move x 2 if withdrawing).
                Melee Attack Modifier: -4 to attack, -2/-1 per die to damage rolls.
                Ranged Attack Modifier: -4.
                Mental Task Modifier: +0.
                Defense Modifier: +2.
 
                Aimed Shooting
                Movement: Up to Move x 2.
                Melee Attack Modifier: -2.
                Ranged Attack Modifier: +2+Acc.
                Mental Task Modifier: +0.
                Defense Modifier: -2.
 
                Hold Ground
                Movement: Up to Move x 1.
                Melee Attack Modifier: +0.
                Ranged Attack Modifier: +0.
                Mental Task Modifier: +0.
                Defense Modifier: +1.
                Special: Cannot be used when starting the round locked in melee.
  
                Concentration
                Movement: Up to Move x 1.
                Melee Attack Modifier: -2.
                Ranged Attack Modifier: -2.
                Mental Task Modifier: +2.
                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.
                Mental Task Modifier: no spellcasting allowed.
                Defense Modifier: -4.
                Special: No actions that substitute for attacking or moving are allowed.
 
     Note: To make offensive tactics look more appealing, I decreased the defense bonuses/penalties for all tactics, and gave a melee damage bonus to All-Out Offensive. Not sure about this, but let's try, why not? Also, I introduced the Mental Task Modifier and the Concentration tactic.
    Finally, now you have to choose spells that you're going to be casting during the Orders Phase.

    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.
 
 Ranged Combat and Spellcasting Phase
    During the Ranged Combat and Spellcasting Phase, a character or a group of combatants can make one ranged attack with any ranged weapon they have available by spending 1 AP. A combatant cannot spend more than 1 AP per round this way, unless special rules specify otherwise. The weapons do not have to be ready in their hands - they just have to be part of their carried equipment, and it is assumed that the combatants swap their weapons as required.
  During the Ranged Combat and Spellcasting Phase, you may also spend AP to perform other non-attack actions, including spellcasting (see Other Actions and Spellcasting below).

 Movement Phase 
    During the Movement Phase, combatants may move any distance up to what is allowed by their chosen combat tactics (and, possibly, modified by the number of shots with ranged attacks) by spending 2 AP or half that distance by spending 1 AP. A combatant cannot spend more than 2 AP per round this way, unless special rules specify otherwise. 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 spend AP to perform other non-attack actions (see Other Actions below).

 Melee Combat Phase
    During the Melee Combat Phase, a character or a group of combatants can make one melee attack with any melee weapon they have available by spending 1 AP. A combatant cannot spend more than 1 AP per round this way, unless special rules specify otherwise. The weapons do not have to be ready in their hands - they just have to be part of their carried equipment, and it is assumed that the combatants swap their weapons as required.
    During the Melee Combat Phase, you may also spend AP to perform other non-attack actions (see Other Actions below).

                                                                Attack Resolution
    Resolve the attacks using the following procedure:
    1. Declare the target
   The target can be a singular character or a group of identical enemies.
    RangedNote 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 locked in melee (see below), you can only target the opponents you're locked in melee with, and your ranged attacks take Bulk as a penalty.
    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) of the 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 based on the number of attackers and a hit multiplier based on the number of attackers for melee attacks or the total 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/Shots

Hit Multiplier

1-2

x1

3

x1.5 (round down)

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 active defense. The winner of the initiative roll gets +2 to both attacks and defenses until the next turn. The defender chooses his active defense, but the defense must be valid against the incoming attack.
    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: 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 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 while not being locked in melee yourself, 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), the bonus for attacking a group (see #1), and, if locked in melee, Bulk as a penalty (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: The +2 bonus from winning initiative now applies to defenses as well.

    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.
    Each level of Extra Attack or Altered Time Rate decreases the Speed Factor by 2, to the minimum of 1.
    Decreased Time Rate increased Speed Factor by 2.

    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.
 
    Flanking and Facing
    Positioning is somewhat abstract in Heroic Combat, as combatants try to face their immediate foes and not stand still all the time. To be considered a side attack, the attack must originate in the target's side arc and the target must be locked in melee. To be considered a rear attack, the attack must originate in the target's rear arc and the target must be locked in melee. Unlike in regular GURPS combat, rear attacks still can be defended against, but at -4.
    Note: This is new and, I believe, necessary.

    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 for each hit, subtract DR. If there are too many rolls, 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.
    While injury is accumulated when the creature or unit is attacked, it is applied and resolved only in the Injury/Casualty Resoultion step of the current phase. This allows combatants to strike back before they "die", representing a two-sided exchange of blows. Before applying injury to the combatant or unit and removing the casualties, make a HT roll. On a success, the injury is halved, rounded up, before it is applied.
    Note: Individual damage rolls are back in.

    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 by spending AP. 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. Short actions require spending 1 AP, medium actions require spending 2 AP, and long actions require spending 4 AP. Since long actions require you to spend all 4 AP, you must remain stationary.
    The following is an incomplete list of various actions that may be relevant for combat situations.
                Short Actions (1 AP)
                - Ready an unattended item within reach
                - Open or close a door
                - 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
                - 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 (2 AP)
                - 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 (4 AP)
                - 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. Drawing and sheathing weapons is considered part of the attack as well - you do not have to take any action to switch weapons.
 
    Wait
    You may use a 4 AP action (see above) to do nothing unless a particular event you specified in advance occurs before the end of the turn; e.g., a foe moves into range. If that happens, you may transform your Wait into an attack or a 1 AP 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 with a thrusting impaling weapon against an enemy who is approaching you to attack, you get +2 per yard of Reach difference to attack if your Reach is longer.
    Opportunity Fire: This works the same as described on p. B390, but with hexes translated into yard-radius areas.

    Spellcasting
    "Spellcasting" in this case refers the use of any supernatural abilities that require activation, not only the casting of actual spells. If abilities are part of an alternative abilities array, do not account for the time to switch between them - treat them all as available for use.
        Spellcasting can only be done during the Ranged Combat and Spellcasting Phase. The number of AP you have to spend depends on the spell's casting time:
        Casting time of 1 second: 1 AP.
        Casting time of 2-3 seconds: 2 AP.
        Casting time of 4-5 seconds: 3 AP.
        Casting time of 6-10 seconds: 4 AP.
        For spells with longer casting times, you can spend 4 AP per round. This counts as 10 seconds of casting for this round, and you can continue casting the spell on the next round.
        You have to decide what spells and how many of them to cast during your Orders Phase. If for some reason there are no eligible targets for a spell, you do not cast it, but you do lose AP spent on it.
    Activation is resolved as normal, if there is some kind of roll involved, but the roll takes an appropriate modifier from the chosen combat tactic: melee attack rolls take the Melee Attack Roll modifier (do not apply the damage modifier), ranged attack rolls take the Ranged Attack Roll modifier, IQ-, Will-, or Per-based rolls take the Mental Task Modifier, and HT-based rolls are unmodified. Range penalties for the purpose of Maledictions with normal range penalties are taken as per ranged attacks. Range penalties for the purpose of Maledictions that take a -1 penalty per yard are calculated as normal. If not sure about the exact penalty for such situations, estimate the penalty to the nearest target, add 1d, and subtract 1d.
   Aimed Shooting: If you chose the Aimed Shooting combat tactic, your ranged attack spells benefit from the tactic's ranged attack bonus only if you increase the AP cost by 1. This represents actual aiming.
    Interruption: Spells that require 1 AP to cast cannot be interrupted - they do not provide enough time to react to others and are resolved immediately. Since the chaotic action during the round is abstracted, even if you cast four quick spells, none of them can be interrupted. However, spells that require 2 AP or more to cast can be interrupted. Such spells begin are resolved during steps 3.3-3.4 of the combat sequence. Thus, they can be interrupted by ranged attacks and quick spells even by the loser of the initiative roll. If a spellcasting character or unit is attacked before a "long" spell is resolved, it must make a Will roll or lose this spell and all the remaining uncast spells that were ordered for this round (thus, it's better to start with quick spells to avoid losing them). If a spellcasting character or unit took injury, the Will roll takes a -3 penalty.
    Multiple Identical Spells: If you are casting multiple identical spells during a round, resolve them as multiple "shots", if appropriate. For example, if you cast four Magic Missiles at the same target, treat it as a single attack with four shots, an if two psis use Mental Blow three times, treat this as one attack that may affect up to six targets as per Area Attack and Explosions below.
    Singling Out Targets with Malediction: It can be difficult to find a suitable target for a single-target Malediction in the midst of combat. If a character is among a group of combatants of the same size or larger, you must make a Per roll to target him with a single-target Malediction effect. If you fail, you affect a random target in the surrounding group.
    Duration of Effects: Action within a round is abstract. Thus, since it is impossible to know when exactly an effect was applied, all durations are rounded up to the nearest multiple of 20 seconds. Thus, even though, for example, a stun lasts for a couple of seconds, the victim is considered to be stunned in just the right moment for it to matter.
 
    Area Attacks and Explosions
    When attacking an area that contains groups of identical combatants, it would take a long time to resolve all the defenses and damage individually. Instead, refer to the following rules that are in part based on the rules from GURPS Zombies, p. 116.
    When attacking with an area effect, you do not target a unit, but target a hex. If playing without a map, the referee must exercise his judgment to tell you what groups and individuals are caught in the area of effect. Snce you are targeting a hex, you get a +4 bonus to your attack skill, but you do not apply the attack bonus for targeting a large group of identical enemies.
    When attacking with an area effect, you affect 1+3xRx(R-1) hexes, where R is the radius of the area in yards.
    In addition, the number of potentially affected targets must be divided by the SM-dependent density modifier, rounding up. The result is the number of shots for the purpose of determining the hit multiplier. If there are multiple attackers, multiply the number of shots by the number of attackers, as usual. The density table is summarized below, with the most commonly used numbers marked in yellow.

Density Modifier

SM

Area radius in yards

1 yard

2 yards

4 yards

8 yards

16 yards

Number of potential targets affected

0,2

-6

5

35

185

845

3,605

0,3

-5

4

24

124

564

2,404

0,4

-4

3

18

93

423

1,803

0,5

-3

2

14

74

338

1,442

0,6

-2

2

12

62

282

1,202

0,9

-1

2

8

42

188

802

1

0

1

7

37

169

721

1,3

1

1

6

29

130

555

1,8

2

1

4

21

94

401

2,3

3

1

4

17

74

314

2,9

4

1

3

13

59

249

3,8

5

1

2

10

45

190

4,6

6

1

2

9

37

157

        Cones: Line-like cones that have a width of 1 yard have the base number of potential targets affected of 2. For wider cones, use the following formula: # of potential targets affected = (length x width) / 5, rounded down. Divide by the density modifier as described above for smaller or larger targets.
    If more than one group is covered by the area, all of them are attacked - resolve the attacks separately. If only part of a group is covered, the referee halves (or quarters) the potential affected targets by eye.
    By default, the only possible defense is Dodge or Block, if the defender has a DB 3 or larger shield; certain area attacks have exceptions to this rule.
    Find the number of hits derived from the result of the Quick Contest, multiply it by the hit multiplier as normal. However, the actual number of hits cannot be higher than the lowest of (number of attacks * number of targets affected). Thus, if two wizards are throwing 2-yard-radius fireballs at a group of 5 orcs, they cannot score more than 10 hits.
   An irresistible non-damaging ranged area effect (for example, something based on Binding) affects 100% of potential targets.
    An instantaneous damaging ranged area effect (for example, a Fireball that detonates once) deals damage as normal. If there are too many targets affected - use the average injury and multiply it by the number of hits. Keep in mind that this is likely to be a large-area injury (p. B400).
    An instantaneous ranged bombardment works as an instantaneous damaging ranged area effect (see above), but your effective attack skill cannot be higher than your Bombardment's effective skill modified for the target's SM.
    An instantaneous damaging or non-damaging emanation works identically to ranged area effects, but you use your DX in place of the attack skill. This represents activating the emanation in just the right moment to cover as many targets as possible while giving the victims an opportunity to defend.
    An instantaneous bombardment emanation simply attacks everyone in the area with its skill.
    For a persistent damaging area effect multiply the number of hits by (duration / 2), rounding down (minimum 1). For effects that last longer than 20 seconds, the duration is considered to be 20 seconds. Resolve the attack and damage as per instantaneous damaging ranged area effect, but note down the injury received. Then, during the Injury/casualty resolution step of the Movement Phase, automatically apply the same injury unless the subject has moved out of the area.
    Persistent ranged bombardments use the same rules as persistent damaging area effects, but your effective attack skill cannot be higher than your Bombardment's effective skill modified for the target's SM.
    For an explosion, sum average injury for the basic damage and average injury for any fragmentation damage (ignore distance), divide by target HP, and round up to a whole number to find R. Then follow the rules for an instantaneous damaging ranged effect of that radius.
    For resistible effects, you affect all the targets in the area (use the number of potential targets affected, modified by the density modifier and the number of casters). For Maledictions, there is no Quick Contest to place the effect. Make your casting roll, subtract your margin of success from the targets' resistance score and consult Statistically Speaking (GURPS Zombies, p. 113) to discover what fraction of the potentially affected resist. If the exact margin of victory is required to determine duration or the degree of effect, make one roll against the modified resistance score of the affected targets.
    Note: Oh boy.

    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.

    Multiple Weapons or Attacks
  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. A character can declare that he uses multiple weapons (if all of them are ready) or multiple attacks with one or more weapons (for example, targeting the torso and the neck with the same weapon). To calculate the attacker's effective skill, subtract 1 per attack past the first one from the effective skill of each attack and calculate the average of it, rounded down.
    For example, the attacker has Broadsword-14 and wants to target the torso and the neck. The torso attack will have the effective skill of 13 (Broadsword 14 - 1 for two attacks), and the neck attack will have the effective skill of 8 (Broadsword 14 - 5 neck - 1 for two attacks). The average skill will be (13+8)/2 = 10.5, which is rounded down to 10.
    If the defense chosen by the defender takes different modifiers against the attacks, the defender uses the most beneficial ones. For every base hit scored (before the hit multiplier is applied), determine the weapon/attack that landed randomly.
    Note: I'm still not set on this, but I'll leave it as is for now.

    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.
    Subtract 20 seconds from the duration of all persistent effects, buffs, and debuffs. If duration is brought to 0 or below, the effect ends immediately. Stunning and other status effects that require rolling against HT or Will to recover, end automatically without any rolls.

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.

TEST BATTLES

SCENARIO #1 - DUEL

Swordsman
ST 12   HP 12    SM+0
DX 11  BS 5.5   Dodge 9
HT 11  FP 11     Block 12
Move 3
DR 4 (torso; medium segmented plate)
Light medium shield (DB 2) - Shield (14)
Thrusting Broadsword swing (14): swing 1d+2 cutting, Reach 1.
Thrusting Broadsword thrust (14): thrust 1d+1 impaling, Reach 1.

Bandit
ST 13   HP 13    SM+0
DX 12  BS 6   Dodge 10
HT 11  FP 11     
Move 6
DR 3*, -2 vs. crushing (torso; light mail)
Thrusting Broadsword swing (14): swing 1d+2 cutting, Reach 1.
Thrusting Broadsword thrust (14): thrust 1d+2 impaling, Reach 1.
Short Bow (13): thrust 1d impaling, Acc 1, Range 195/300, RoF 1, Shots 1(2), Bulk -6.

First, let's assume the starting encounter distance of 15 yards on a featureless plane. Something like a large dungeon room. Since I am playing both sides, I will determine the combat tactics randomly (in this particular example, at least).

Round #1
Swordsman (HP 12/12, FP 11/11)
Bandit Captain (HP 13/13, FP 11/11)
Starting Distance: 15 yards

Orders Phase: Swordsman - Defensive; Bandit - Aimed Shooting
Initiative Phase: Swordsman - 3; Bandit - 4
Ranged Combat and Spellcasting Phase:
    Bandit fires his bow twice. This reduces his allotted movement from Move x 2 to Move x 1. He rolls against 15 (skill 13 - 3 range + 2 initiative + 3 tactic) and gets a 13. The swordsman rolls against Block 13 (12 + 1 tactics) and gets a 6. The bandit fails to hit.
Movement Phase:
    Bandit moves 6 yards back, swordsman moves 12 yards forward.
Melee Combat Phase:
    Nothing.
Fatigue Phase:
    I rolled a 1. This means that the bandit loses 1 FP, and the swordsman loses 3 FP due to encumbrance.

Round #2
Swordsman (HP 12/12, FP 8/11)
Bandit Captain (HP 13/13, FP 10/11)
Starting Distance: 9 yards

Orders Phase: Swordsman - Defensive; Bandit - Defensive
Initiative Phase: Swordsman - 5; Bandit - 3
Ranged Combat and Spellcasting Phase:
    Swordsman does nothing. Bandit fires his bow 3 times, which gives him a x1.5 hit multiplier, but also decreases his allotted Movement from Move x 4 to Move x 2. He rolls against 8 (skill 13 - 3 range - 2 tactic) and gets a 7. The swordsman rolls against Block 15 (12 + 2 initiative + 1 tactics) and gets a 8. The bandit fails to hit.
Movement Phase:
    Swordsman moves 8 yards forward, locking in combat with the bandit and preventing him from running away.
Melee Combat Phase:
    Swordsman swings his sword at the bandit. He rolls against 14 (skill 14 - 2 tactic + 2 initiative) and gets an 8. The bandit rolls against 11 (Dodge 10 + 1 tactic) and gets 13. The swordsman wins with a margin of victory of 8 - that's three hits. He rolls 1d+2 three times and gets 8, 7, 8 (wow). This results in 5+4+5=14 penetrating damage and 21 injury.
    The bandit strikes back before injury is resolved. He rolls against 12 (skill 14 - 2 tactic) and gets 11. The swordsman rolls against Block 15 (12 + 1 tactic + 2 initiative) and gets a 7. The bandit doesn't hit.
    Injury is resolved. The bandit rolls against HT 11 and gets 12. 21 injury is applied, and the bandit dies.

As you can see, the +2 initiative bonus applying to defense rolls and asymmetrical bonuses from the tactics made initiative matter more and offensive tactics more appropriate (well, we had no offensive tactics here, but you get the point). Kiting was attempted, but the swordsman winning initiative prevented that from happening. So far so good.
    
SCENARIO #2 - GROUP FIGHT

10 x Troglodyte Warrior
ST 12   HP 12    SM+0     Group HP 120
DX 12  BS 6     Dodge 10
HT 11  FP 11     
Move 6
DR 1*
Stone Axe (12): swing 2d-1(0.5) cutting, Reach 1.
Stone Javelin throw (14): thrust 1d(0.5) impaling, Acc 3, Range 18/30, Bulk -4.

8 x Ogre Tribesmen
ST 16   HP 16    SM+1     Group HP 128
DX 9    BS 5     Dodge 8
HT 11  FP 11     
Move 6
DR 2*
SM+1 Small Mace (10): swing 2d+2 crushing, Reach 1.
SM+1 Javelin throw (10): thrust 2d-1 impaling, Acc 3, Range 24/40, Bulk -4.

Round #1
10 x Troglodytes (HP Pool 120/120; HP 12 each, FP 11/11)
8 x Ogres (HP pool 128/128, HP 16 each, FP 11/11)
Starting Distance: 70 yards

Orders Phase: Troglodytes - Offensive; Ogres - Offensive
Initiative Phase: Troglodytes - 2; Ogres - 3
Ranged Combat and Spellcasting Phase:
    The ogres do nothing - the troglodytes are too far away.
    The troglodytes do nothing as well.
Movement Phase:
    The ogres move forward 30 yards, shortening the distance to 40 yards.
    The troglodytes move forward 30 yards, shortening the distance to 10 yards.
Melee Combat Phase: skip
Fatigue Phase: I roll 1d and get a 6. No FP loss this round.
Morale Phase: skip.

Round #2
10 x Troglodytes (HP Pool 120/120; HP 12 each, FP 11/11)
8 x Ogres (HP pool 128/128, HP 16 each, FP 11/11)
Starting Distance: 10 yards

Orders Phase: Troglodytes - Hold Ground; Ogres - All-Out Offensive
Initiative Phase: Troglodytes - 2; Ogres - 3
Ranged Combat Phase:
    The ogres throw their javelins at the troglodytes. There is no ratio bonus, but there is a x4 hit multiplier. The ogres roll against 11 (skill 10 + 2 ten targets + 2 initiative - 3 range) and get a 12. The troglodytes roll against Dodge 11 (10 + 1 tactics) and get a 11. The ogres land no hits, surprisingly.
    The troglodytes throw their javelins as well. Let's see. There's a +2 bonus for numerical difference, and a x4 hit multiplier. The troglodytes roll against 14 (skill 14 - 3 range + 2 ratio + 1 SM) and get 12. The ogres roll against Dodge 8 (8 - 2 tactics + 2 initiatuve) and get 13. The troglodytes win by 7, scoring two base hits, which is then turned to eight actual hits. They roll 1d(0.5) impaling eight times and get 5, 6, 4, 5, 1, 1, 4, 4. This results in 1+2+1=4 points of penetrating damage or 8 points of injury.
    Now, injury is resolved. Ogres roll against HT 11 and get 11. Thus, injury is halved, and they take 4 injury. One of the ogres is wounded. The total HP is 124/128.
Movement Phase: Ogres close in, shortening the distance to 1 yard. The troglodytes remain where they are, as they are now locked in melee.
Melee Combat Phase: The ogres smash the troglodytes with their maces. They roll against 15 (skill 10 + 2 initiative + 4 tactic - 1 SM) and get 10. The troglodytes roll against Dodge 11 (10 + 1 tactics) and get a 10. The ogres win by 4, scoring 2 base hits that become 8 actual hits. They roll 3d (2d+2 + 2 from tactic) eight times and get 10, 12, 11, 12, 13, 12, 11, 10. This results in 9+11+10+11+12+11+10+9=83 points of injury.
    The troglodytes strike back before injury is resolved. They roll against 15 (skill 12 + 2 ratio + 1 SM) and get a 4. The ogres roll against 6 (Dodge 8 - 4 tactic + 2 initiative) and get a 8. The troglodytes win by 13, scoring 4 base hits or 16 (!) total hits. I roll 2d-1(0.5) once (rolling 16 times is too much) and get a 6. That's 2 points of penetrating damage per hit, or 3 points of injury. Multiplied by 16, it potentially results in 48 injury.
    Now, injury is resolved. The ogres roll against HT 11 and get 12. Thus, they take all 48 points of injury. Their HP pool is 76/128 - that's 5/8 ogres. The troglodytes roll against HT 11 and get 16, taking all 83 points of injury. Their HP pool is at 37/120. That's 4/10 troglodytes left.
Fatigue Phase: I roll 1d and get a 6. No FP loss this round.
Morale Phase: The ogres make an unmodified morale check and get 12. They do not flee. The troglodytes make a morale check at -2 for outnumbering the enemies and +2 for having lost 1/2 of starting creatures. The result is 10. They do not flee yet.

Round #3
4/10 x Troglodytes (HP Pool 37/120; HP 12 each, FP 11/11)
5/8 x Ogres (HP pool 76/128, HP 16 each, FP 101/11)
Starting Distance: 1 yard

Orders Phase: Troglodytes - All-Out Defensive; Ogres - Neutral
Initiative Phase: Troglodytes - 6; Ogres - 5
Ranged Combat Phase: skip.
Movement Phase: skip.
Melee Combat Phase: The troglodytes attack the ogres. They roll against 11 (skill 12 + 1 SM - 4 tactic + 2 initiative) and get 11. The ogres roll against Dodge 8 and get a 10. The troglodytes win by 2, scoring 1 base hit or 2 total hits. I roll 1d+1(0.5) twice and get 3 and 4. Thus, no injury is dealt.
    The ogres smash the troglodytes with their maces. They roll against 11 (skill 10 - 1 SM + 2 ratio) and get a 7. The troglodytes roll against Dodge 14 (10 + 2 tactics + 2 initiative) and get 11. The ogres win by 1, scoring 1 base hits that become 2 actual hits. They roll 2d+2 twice and get 12 and 7. This results in 11+6=17 points of injury.
    Now, injury is resolved. The troglodytes roll against HT 11 and get 11, taking only 9 points of injury. Their HP pool is at 28/120. That's 3/10 troglodytes left.
Fatigue Phase: I roll 1d and get a 5. No FP loss this round.
Morale Phase: The troglodytes make a morale check at +5 for having lost 2/3 of starting creatures. The result is 18. They flee.

Looking good so far. But these were the tried and true basic examples. How about we try something much more complex? I'd love to, but that would require at least a semblance of a map, and a complex composition of characters and monsters. I'll leave that for an actual game where this will get tested.

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