Combat
Cursed Empire offers a unique combat system which provides the MT with an excellent tool to vividly describe an encounter. Players who try the game have often described combat in Cursed Empire as being “cinematic” and “gritty”.
Real-time actions are modeled and the pace is maintained using this game mechanic, often with simultaneous actions. Every action (attacking, moving etc) takes a certain amount of time, The MT has free reign to control the flow of actions in a fluid and logical manner.
After having completed the creation of your character, it is a good idea to familiarise yourself with the game rules relation to combat and movement, in order to permit your character to survive in the hostile world of Thargos. Combat is one of the main phases of the game. Indeed, it is one of the more exciting parts of the adventure, where action and nerves come into play.
If at the first glance these rules appear relatively complicated, they will very quickly become easy to use and extremely realistic. They are the result of 7 years of play testing and offer some really challenging moments in the game.
Please note that any form of combat in the world of Thargos can potentially seal the fate of any character however strong they are, and fighting should never be taken lightly.
Please note that a Combat Turn lasts 10 seconds. During this lapse of time, a character can perform a certain number of actions but will only have a limited number of chances of success.
Example - An Elf Imperial Archer fires numerous arrows in 10 seconds, but will only have 3 realistic chances of hitting and wounding his or her targets if using a short bow.
Combat Phases
1. Choice of Target.
2. Initiative throws (for all parties).
3. Attack throws (with the possibility to select a specific body section).
4. Parry/Dodge throws.
5. Armour throws (if the previous throw fails).
6. Damage throws (deducted from armour etc.).
7. Pain Endurance throws.
8. Return to Phase 3: Change of sides.
A great deal of extra detail is provided in Chapter 3 of the book.
Example combat:
1. Vardek of Karg is a Darkun from the Pure subfaction of the Fire Cult. He is armed with a buckler and a Bardack and wears no armour.
Dreiss, Imperial Warrior-Priest from the Earth Cult is armed with a Two-Handed Warhammer, and has a Heavy Chainmail shirt covering his arms and torso.
2. Initiative throw: 1d10: +6 for Vardeck (Reflex adjustment based on 16, none for the Bardack), +3 for Dreiss (Reflex adjustment based on 14, +1 for the Warhammer and -2 for the Heavy Chainmail).
Vardek obtains an 8+6: 14, he automatically has the initiative.
The MT can of course decide if one of the characters was surprised, they automatically lose the initiative.
3. Vardek has 63% (31%, 21%) in the Mastered Weapon aptitude for the Bardack. The player decides to make a random shot, and obtains a 47.
4. Dreiss has a Parry/Dodge aptitude at 52% and misses with a 56. 1d20 is used to locate the blow, and a 7 is obtained: Left Leg.
5+6. There is no armour here so the blow goes through: 2d4 +5 (15 in Strength): 8 is obtained.
7. The Left Leg only had 6 EP (Energy Points), so drops to -2: on 1d20 an Endurance throw is required in order to check Driess's pain threshold: a score of 6 means that he does not falter. If the damage inflicted goes beyond the opposite EP's i.e. -7 and onwards then a critical situation has occurred: an Endurance throw on 1d100 is required. Please note that a critical situation to the head results in death and can also result to this in other locations (the Critical Damage Table has to be used).
8. Driess's player is aware that his character is in danger and decides to go for a headshot (i.e. Mastered Weapon aptitude/3 rounded down): with a score of 56% for the 2-Handed Warhammer, this would be: 18%. He obtains a 16 and Vardek misses the Parry/Dodge with an 87. As there is no form of protection worn on the head, the warhammer hits the target: 1d8+2 +4(14 in Strength): 11, the Darkun is killed on the spot as per the Critical Damage Table (23 on 1d100: "cracked skull, shattered bone penetrates the brain, you die within seconds").
As you can see from this example, combat is realistic and deadly and should not be taken lightly. It allows however, for real suspense and action, as well as tactical decision making.
Players will respect the deadly nature of the system which has a dual purpose: promote roleplaying and negotiation skills to avoid rushing into battle, and feeling the thrill and visualising the action when diplomacy breaks down for example.
The above is an example of melee combat in Cursed Empire. Additional combat rules are made available to allow players a great deal of flexibility and options in developing their own hallmark fighting styles.
The combat system also contains rules modeling initiative, lightening-draws, armour-degradation, stun-attacks, critical failures, perfect actions, unarmed combat (including all manner of unarmed techniques from head-butts to multiple punch-kick combinations), mounted combat, underwater combat, bleeding, broken/fractured bones, killing blows, exotic/southern weapon styles and numerous other melee and missile features. Certain weapons are even banned within the Empire and carry the death penalty!
Combat is designed to be tied-in with the roleplaying sequence, not to limit this in any way. |