Combat Guide

Battle Round Sequence


We will be using a simplified version of this until we are more familiar with the system.

Action Declaration Phase — Declare all actions: Each combatant may declare up to one of each of the three types of actions, but the total activity percentage of all of his declared actions may not exceed 100%. If a melee attack or a missile parry is declared, parry proportions must also be declared

Initiative Determination Phase — Each combatant must make an initiative roll:
(2d10 + Qu Bonus + modifications)

Combat Phase

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Maneuvers: 10% of Movement Rate, all maneuver rolls -30.
  • Spell Action Phase — Instantaneous and already prepared spells
  • Spell Result Phase
  • Spell Orientation Phase

Maneuvers: 10% of Movement Rate, all maneuver rolls -15.
 
  • Fire Phase A Including Magical Missiles (Bolt & Ball)
  • Fire Result Phase A

  Movement/Maneuver Phase 80-100% of Movement Rate
  (Maneuvers: all maneuver rolls +10.)
  • Fire Phase B (Unprepared bows)
  • Fire Result Phase B

  (Maneuvers: all maneuver rolls +20.)
  • Melee Phase (Spells cast in Normal Phase are resolved here)
  • Melee Result Phase

(Spells cast in Deliberate Phase are resolved here)
  Final Orientation Phase

Melee Attack



Full melee attack — The attacker’s OB receives a +10 modification (+15 if you use a 2H Weapon), but the target of the attack must be declared during the Action Declaration Phase. Any movement must be declared as a separate action.
  Press & melee attack — The target of the attack must be declared during the Action Declaration Phase and the target must be adjacent at that time. If the target attempts to move away before the attack is resolved, the attacker may attempt to move after him. Such movement only results in half the normal OB modification for less than 100% activity used to attack.
  React & melee attack — The attacker’s OB receives a -10 modification, but the target of the attack need not be declared during the Action Declaration Phase. The attacker can attempt to move to and attack anyone within 50'. If he has not done so by the end of the round, he may move up to 50% of his normal movement. Apply the normal OB modifications for less than 100% activity used to attack.  

Special Attacks



The Throw & Melee Action — If a stationary combatant may throw a weapon using 80% (OB x 0.80) of his normal OB and still melee in the same round with only a -20 modification to his melee OB. This action requires 100% activity for the round.
Such a combatant may only use a one-handed weapon or a one-handed weapon and a shield on the round that he throws the weapon. (He is assumed to be holding his melee weapon in his non-throwing hand.)  

Parrying


A defender may wish to place more emphasis on personal defense than is implicit in the combat system. Therefore, a combatant may wish to sacrifice some or all of his Offensive Bonus (OB) with the weapon he is presently using, in order to increase his DB Such an action is called parrying, though it may be thought of in many combat situations as dodging.
  The premise of sacrificing offensive capabilities in order to increase one’s defensive capability is a fundamental component in this combat system.
  Parrying Melee Attacks — A defender may parry a melee attack during the Melee Phase of the combat round by switching any or all of his OB (with the Melee weapon he is using during the Melee Phase) to DB. All points of OB so switched are converted to enhance DB.
  • The designation of this “OB/DB split” is done for all combatants at the beginning of the Melee Phase.
  • To parry a Melee attack, the defender must be aware that he will be subject to the attack.
  • He must also have a shield, suitable terrain, or a Melee weapon. Some weapons may only be used to parry with a certain percentage of the wielder’s OB.
  • A combatant may only parry the foe that he attacks. Or two foes if he uses a shield.
  • If a combatant elects to parry with a weapon with his entire OB, he receives the “shield” bonus for his weapon (+5). However, he must still make an attack with a +0 OB.

The Importance of Parrying — Rolemaster is based upon the assumption that characters will use the option of parrying to protect themselves. In a face to face battle, only berserkers, idiots, and desperate characters always use their entire OB in attack. Such characters usually do not last long unless they have something special going for them (e.g., incredible armor, incredible luck, super healing facilities, etc.). In most situations a character will and should use part of his OB to attack with and the rest to increase his DB and thus protect himself. Of course, in certain situations it is often wise for a character to attack with his entire OB. For example, when attacking a foe who cannot attack back; or perhaps when facing multiple opponents.

Articles under Combat Guide


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