combat encounter follow a gameplay loop
Select Target
Attacker chooses enemy (or environment object).
Take Action
Generally an attack though player may also roll skill tests or use an action like a ram, grapple or toss. they might also use an ability or talent permit or supplement their actions
For most actions to succeed a die pool will be rolled against a target DS. you must roll successes meeting exceeding the DS.
Attack first roll to hit needing successes in small arms, melee or gunnery vs a targets defence > then if hit attacker can shift 6s to increase their ED pool then rolled their ED pool. each success in the ED pool add a damage to the weapons damage. this damage value is compared to the targets resilience, a weapon with a AP value reduces a targets resilience. If the targets resilience is lower than the damage then target takes difference in wounds.
Fortitude Roll (Optional)
target can then elect to attempt to reduce incoming wounds by rolling a fortitude test which allows them to roll fortitude die reduce incoming wounds by number of successes, for each wound reduced though the target expends a vigour.
Apply Wounds
target then marks down their lost wounds
Apply Conditions/statuses
the target then marks down any conditions or statuses acquired from the incoming attack
Next
all the players do this then as gm you have your turn. when you resolve these steps for each combatant you control the combat ends when you as a GM decide it does.
Combat Encounters
1. Lethality
When designing combat encounters, keep in mind that Armounaut is a lethal game. Players should only face vehicles if they themselves are tier 2 or higher. Ensure they have ample time to prepare and gain some insight into their enemies' capabilities.
2. Realism and Pacing
Combat encounters should rarely reach the point of complete annihilation. NPCs should reconsider their chances of survival when faced with severe damage, such as losing an arm. Similarly, when NPCs lose significant parts of their vehicles, they should prioritize escaping rather than continuing to fight. This isn’t necessarily due to fear but rather because they recognize the futility of fighting at a disadvantage. If half of an opposing force is decimated by the players, the remaining enemies should become panicked, disorganized, and more likely to surrender or switch sides. While a few loyal captains or brave individuals might resist, the majority will likely flee, discard their uniforms, and blend in with the locals. Moreover, if enemies cannot penetrate a player's vehicle on successive turns, they are going to run and call for backup. Combat doesn’t need to be bloodless; infantry can be swiftly overwhelmed, and vehicles can be destroyed, along with their crews. However, aim to resolve fights quickly to keep the game’s pace brisk, making only the most significant battles prolonged. These major encounters will then feel more impactful, and players will be better prepared, leading to more dramatic and satisfying narratives.
3. Avoiding Unwinnable Situations
Avoid placing players in unwinnable situations, as this can diminish enjoyment. Death should result from bad luck rather than from a relentless, malicious inevitability. Players become attached to their characters, so while having a backup character is advisable, they shouldn’t have to constantly create new ones. Characters should have a meaningful impact, which is difficult if they frequently meet untimely ends.
4. Vehicle Tonnage
Until you and your players have a solid understanding of game balance, ensure that the tonnage of the players' vehicles exceeds that of their opponents. To create a sense of being outnumbered, use many smaller targets such as ten-ton vehicles, PVs, and infantry. Players without vehicles will struggle to destroy vehicles unless they have anti-vehicle weapons or an interface on their team. Even then, vehicles can potentially eliminate a tier 1 player each turn. Consider providing players with allied mobs or vehicles to absorb damage and divert attention from them.
5. Reward Creativity
Encourage players to think outside the box and reward them for inventive strategies. When players use unique approaches or creative solutions during encounters, acknowledge and reward their ingenuity. This could be through additional experience points, narrative benefits, or in-game rewards. By doing so, you foster an environment where players feel their creativity is valued, making the game more engaging and dynamic. For example, if a player uses the environment to their advantage or pitting their foes against one another through information warfare and deception, make sure to recognize and reward these tactics appropriately.
6. Ask Yourself: Does the Encounter Have to Happen or Does It Have to Be Violent?
Before proceeding with an encounter, consider whether it is essential to the story or if it needs to be violent. Sometimes, encounters can be resolved through negotiation, diplomacy, or alternative solutions. For instance, a confrontation with a rival faction might be settled through dialogue or a strategic alliance rather than combat. This approach not only adds depth to the story but also provides players with diverse ways to engage with the game world, enhancing the overall experience.
7. Encourage Your Players to Fight Dirty
Allow and encourage players to employ unconventional or underhanded tactics in combat. This can include using guerrilla tactics, exploiting enemy weaknesses, or utilizing environmental hazards. By giving players the freedom to "fight dirty," you introduce more tactical depth to encounters and make them feel more dynamic and less predictable. For example, players might set traps, use deception, or target weak points in enemy defenses, which can make for more exciting and varied encounters.
8. Update Your Players on the Enemy's Status
Keep players informed about the enemy's condition regarding damage and morale. This transparency helps players make more strategic decisions and adds realism to the encounter. For instance, if an enemy unit is heavily damaged or demoralized, let the players know so they can adjust their tactics accordingly. There are mechanics such as scan that detect tests that can facilitate this, however when describing scenes you can also allude by describing panicked radio chatter or pained screams of causaties. This can also create opportunities for players to exploit weaknesses or decide whether to push for a decisive victory or negotiate a ceasefire.
10. Encourage Surrender, Ceasefire, or Retreat
Promote the possibility of surrender, ceasefire, or retreat as viable outcomes of combat. If the battle turns against them, allow enemies to seek terms of surrender or call for a ceasefire. Likewise, encourage players to consider these options if the situation is not going in their favor. Negotiating for surrender or a ceasefire can lead to interesting role-playing opportunities and prevent encounters from dragging on unnecessarily. For instance, if an enemy force is significantly outmatched, they might attempt to negotiate terms of surrender, providing players with a chance to end the conflict without further bloodshed. Similarly if players have one the last three combats handily the enemy might offer terms at the or surrender unconditionally, this is a great opportunity for tension drama and collaborative story telling.
By focusing on these aspects, you can create more engaging and varied encounters that enhance the overall experience for your players, making the game world feel more dynamic and responsive to their actions.