In Armounaut, like many other RPGs, combat is turn-based. The turn order involves players and their allies taking their turns in sequence. Players determine the order of their turns and can choose to perform some or all of their actions. Players can act, let another player act, and then act again if they wish. Once all players agree that their turn is complete, the GM begins their turn. The GM can take actions with any NPCs during their turn and concludes it when the gm is satisfied, generally exhausting actions of the npcs. After all players and the GM have completed their turns, a new round begins, and this process continues until the combat is resolved.
Occasionally, players and the GM may act outside their designated turns. Reflex actions can occur in response to an immediate event and do not adhere to the turn order. Additionally, both players and the GM can use chronicle points to interrupt each other's turns (refer to the chronicle points section for more details). If an ambush occurs, the entire ambushed side receives -2 to their def and they do not get to act in this round. After the ambush round ends then turn order reverts to players followed by the GMs turn.
The battle map in "Armournaut" serves as a visual aid to enhance tactical gameplay, providing a detailed representation of the battlefield where characters navigate, strategize, and engage in combat encounters. Here’s how to effectively utilize the battle map in your adventures:
- Scale and Terrain: Determine the scale of the battle map and lay out terrain features such as obstacles, cover, hazardous terrain, and key locations relevant to the encounter.
- Miniatures or Tokens: Place miniatures or tokens representing characters, NPCs, and significant objects on the battle map. This visual representation helps players and the Game Master (GM) track positions, movements, and interactions during gameplay.
¶ Movement and Positioning
- Movement Range: Characters have a movement speed measured in squares or hexes on the battle map. Movement through difficult terrain may reduce your speed. For instance moving through mud may half your speed. The GM determines this and has a number of examples in their section to guide them.
¶ Actions and Combat
- Range Bands: Ranged weapons and abilities often have range bands dictating their effectiveness at different distances on the battle map. Range values appear a with number representing the number of hexes or AO or THEATRE, which are 2 Zones that can only be targeted by weapons and abilities that specify that they have that range.
- Partial Cover: A character behind partial cover gains a +1 bonus to Defense against ranged attacks. Partial cover typically includes low walls, tree trunks, or other obstacles that obscure part of the character's body.
- Full Cover: Full cover provides a +2 bonus to Defense against ranged attacks. Characters behind full cover are completely shielded from direct line of sight and attacks. Examples include thick walls, solid barricades, or large objects.
- Line of Sight: Determine line of sight and line of effect for ranged attacks and abilities, accounting for obstacles, elevation changes, and other battlefield features. Unless other wise stated you cannot target something without LOS.
- Environmental Hazards: Incorporate environmental hazards like mine fields, collapsing structures, or irradiated terrain. These elements can affect movement, provide obstacles, or impose penalties. These hazards impose statues or or inflict damage on a failed attribute tests or skill test. For instance a raging fire in a room would inflict the burning status on any player who failed to meet a DS3 endurance test.
- Map Design: The GM designs or selects appropriate battle maps for encounters, ensuring they reflect the narrative and tactical challenges of the scene.
- Adjudication: The GM oversees movement, positioning, and interactions on the battle map, resolving conflicts and interpreting rules to maintain fairness and immersion.