RuneQuest II House Rules::
A unit has the following stat block which can be derived from the stats of a typical member of the unit.
SR CA MOV Damage Modifier
Armour Points, Hit Points, MIL
Evade, Persistence, Manoeuvre, Resilience
Close Combat
Ranged Combat
Common Magic, Divine Magic, Sorcery
Damage: dMIL+Damage Modifier+Weapon Size+extra CAs spent
Defence: MIL/2+Armour Points+Weapon Size+extra CAs spent
What is MIL? It is an estimate of the quality and number of troops in a unit. At lower levels it is roughly equal to the number of troops in a unit. As a unit takes injuries and casualities its MIL is reduced, consequently reducing its chance to inflict casualties and to defend itself. When attacking, MIL gives a dice to roll:
MIL |
die (dMIL) |
1-2 |
1d2 |
3-4 |
1d4 |
5-6 |
1d6 |
7-8 |
1d8 |
9-10 |
1d10 |
11-12 |
2d6 |
13-16 |
2d8 |
17-20 |
2d10 |
21-25 |
3D8 |
26-30 |
3d10 |
31-40 |
4d10 |
+10 |
+d10 |
What is Weapon Size? Small = -1; Medium = 0; Large = +1; Huge = +2; Enormous = +3.
What are Hit Points? They equal the HP for a typical unit member's head - usually 5 for humans.
Deriving a unit from members. Basically look for the most typical member. Manoeuvre treat this based on a mixture of athletics, familiarity with fighting together and whether there is a leader present.
How does an enagement work in general?
- Both units may spend CAs to perform minor actions such as personal spell casting.
- Attacker rolls close combat skill. Success - inflict normal damage; failure - half damage; fumble - no damage and disordered; critical - max damage.
- Defender rolls close combat: success - block damage equal to Defence; failure - block half defence; critical - block all damage; fumble block no damage except Armour Points and disordered.
- If any damage has penetrated, the defender can split the damage between MIL and HPs however HPs cannot be reduced to below 0.
- If unit has been reduced to 0 HPs or has less than 1/2 of its original MIL left, it needs to make a morale check.
Orders: Attack (melee, missile or magic), charge, defend, manoeuvre, retreat, rout, recover from disorderly
Minor actions: cast personal magic, move, run, hide,
Example attack:
Unit with MIL 15 (2d8), Shortspear and Heater Shield 70% (M+0 & L+1) , Damage Mod 0, 3 CAs, Armour 3, HP 5 VS
MIL 12 (2d6) Greatsword 60% (H+2) Dam Mod +d3, CAs 2, Armour 4, HP 6
Spear attack: 45%. success. Damage 2d8+0+0+1 = 11.
Sword defence. 23%. success. Defence 12/6+4+2 = 12. No damage.
Sword attack vs spear defence
Attack: success 7+2+d3(2) = 12
Defence success: 8+3+1 = 12. No damage.
Swords: attack MIL (2d6) + Huge (2) + DM (+d3). Swords defence: MIL (6) + AP (4) + Huge (2) = 12
Spears attack MIL (2d8) + Med (0) + DM (0) +1 (CA). Spear defence MIL (8)+ AP (3) + Large (1) = 14
Does dmil not give enough oomph to the attack?
Greatsword attacking spear
|
Parry: crit |
Parry: normal |
Parry: fail |
attack: critical |
no dam |
17 vs 14 = 3 |
17 vs 7 = 10 |
attack: normal (average) |
no dam |
10.5 vs 14 = 0 |
10.5 vs 7 = 3-4 |
attack: fail |
no dam |
5-6 vs 14 = 0 |
5-6 vs 7 = 0 |
Missile damage:
dMIL + SIZe + damage modifier + CAs spent.
Parry defence (shield). or
Evade.
Evade results: Success - no damage but disordered; Partial Success - 1/2 damage and disordered; Critical - no damage and disordered; Fail - normal damage and disordered.
Resist magic: the same except no disordering for Persist or Resilience.
Damage for magic. dMIL + Mag (or Sorcery/10) + Targets.
Disordered: MIL halved, skills at -20%.
Frenzy: attack *1.5, MIL*1.5 but cannot defend or evade.
PC impacts
If unit routes: roll d6 on a 5 or 6 take wound bypassing all armour and roll again. On 1-4 take half that number of normal wounds.
If unit becomes disordered: roll d6, on a 6 take one wound bypassing armour and roll again. On 1-5, take one normal wound.
Take one for the team: roll d6 as above but no rerolls.
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