Scripting Sheets for Battle!

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BATTLE

 
Company Objective Volley 1 Volley 2 Volley 3 Fatigue Check
 Battle Actions Battle Actions Battle Actions Forte test: Ob 1
O Advance O Advance O Advance
O Charge O Charge O Charge + 2 for each Charge,
O Flank O Flank O Flank + 1 for each Skirmish
O Hold O Hold O Hold or may not
O Rally O Rally O Rally Charge or Skirmish
O Scout O Scout O Scout in first volley
O Skirmish O Skirmish O Skirmish of next exchange
O Withdraw O Withdraw O Withdraw
O Hesitate O Hesitate O Hesitate
Starting Disposition Position Bonus Current Total
     

Firefight play process

1. Breakdown into Companies.

2. Target Sets Battle Space.

3. Leader's Set Objective.

4. Make Contact. Choose to Offer Battle.

Company Action Matrix
ACTIONS Advance Charge Flank Hold Rally Scout Skirmish Withdraw
Advance V I V I I V V V
Charge I I I V I I V V
Flank V I V V I V V V
Hold I V V I I V V I
Rally I I I I V I V I
Scout V I V V I V V V
Skirmish V V V V V V I I
Withdraw V V V I I V I I

5. Make Commander's roll. Add Disposition Bonuses.

6. Set Fortifications. Set positions.

7. Chose three "company actions"

8. Test for Company Action for the first volley. See individual Company Action descriptions.

9. If applicable, a successful Company Action may test for individual actions. See action descriptions.

10. Repeat 8 and 9 for second and third volleys.

11. If disposition of either side is reduced to zero, the Battle ends. If all of the characters on either side are removed from action, the Battle ends.

12. If the disposition of both sides is not zero and both sides have characters still in the fight, repeat steps 7-10.


DISPOSTION BONUSES   Outnumber by vast margin +2s Superior Infiltration +1s
Contact +2s Superior Equipment +1sSuperior Training +1s
Superior Position +1s Right Tools for the job +1s Vastly Superior Training +2s
Outnumber opponent +1s Greater Mobility +1s  

 

 

 

 

Battle Company and Individual Action Chart
ACTIONS Company Skills Independent Obstacles Success Allocation Individual Action Skills Individual Action Obstacles
Advance Command, Sing, Conspicuous, Intimidation Obstacle is equal to the value of the target position 2s extra subtract 1 from enemy dispo. Instrument, Ride, Stealth, Soldiering, Links Make versus test in the case of company action ties
Charge Tactics, Command, Sing, Conspicuous, Intimidation Obstacle 2 + Enemy Fort. 1s = strike oppurtunity. 1s = advantage die. 1s = force steel test. 3s = Close to Fight! Appropriate Weapon Skill Versus Test, subtract 1 dispo from loser
Flank Strategy, Tactics, Riding Shoot, Ob 2. Rally and Regroup, Ob 3. 2s extra subtract 1 from enemy dispo. 1s = +1D advantage die to Charge Company Action, 1s = special action. 3s = Close to Fight! Orienteering, Stealthy Make versus test in the case of company action ties
Hold Command, Conspicuous, Intimidation, Links Ob 1 1s = +1 Fortification. 1s = special action ------ Special Action
Rally Oratory, Command, Conspicuous, Tactics Withdraw, Scout, Hold, Ob 1. Advance, Ob 2. Charge, Ob 3. Flank, Ob 4. 2s = dig in +1 dispo. 1s = +1D advantage to Charge or Shoot Individual Action, 1s = +1D advantage to next Company Action. 1s = special action ------ ------
Scout Observation, Stealth, Riding, Inconspicuous, Streetwise, Hunting, Tracking Ob 2 ----- ------ Special Action
Skirmish Command, Conspicuous, Tactics, Links Ob 2. 1s = special action, 1s = +1ob to targets next action, 1s = +1D advantage to next Advance, 2s = -1 enemy dispo., 3s = shot oppurtunity Appropriate Missile/Lance/Riding Skill Shot Oppurtunity: Ob 2 plus fortification ratings of target
Withdraw Tactics, Strategy, Command Withdraw, Ob 1. Hold, Ob 2. Rally and Charge, Ob 3. In a versus test, Opponents Successes subtracted from their dispo, margin of success subtracted from yours. Independent, margin of success subtracted from both yours and enemy Stealthy, Inconspicuous, Musical Instrument, Soldiering, Riding Make versus test in the case of company action ties.
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