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Anonymous /tg/95885776#96102286
7/16/2025, 9:13:17 AM
>>96098525
From digging on the Discord about AN combat, it seems the idea is to rely on GM fiat. To summarize:
The battlefield is broken up into a number of zones ("spans"), acting as obstacles for gameplay purposes and as set pieces.
>zones can be open terrain or they can be designed as set pieces in a few categories - skyborne, obscured, elevated, sheltered - each with their own effects
>A forest is an example of an Obscured zone, the attacker firing ranged("flux") into Obscured terrain rolls at disadvantage("hindrance", roll twice take lowest)
>They can be combined. A ruined keep on a plateau for example can be Elevated (need to make a check to climb, gives advantage("favor") for ranged attacks) + Sheltered (players can use a Fortified action to take cover behind the ruined walls)
>Movement as a something you can do gets a single one line mention in the combat rules, saying it's something you can do as one of your basic actions. The idea from the Discord is that you ask the GM whether you can move somewhere and get a yes or no answer
Combat is broken up into three range brackets.
>Engaged = units in melee("stone") distance (most ranged weapons fired at Engaged distance need a roll at disadvantage)
>Adjacent = units in the same zone
>Distant = units in further than adjacent zones (most ranged weapons fired Distant need a roll at disadvantage, sniper excluded)
Taking all factors into account, it's up to the GM to tell you if you have line of sight on the target before you roll to see if it'd hit. From an earlier iteration, I guess combat was grid based with brackets by distance similar to Mecha Hack but that was dropped.