Armournaut

Combat

a guide for GMs and player about how combat functions in their sessions

Combat

Turn Order 

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. 

Using the Battle Map

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:

Setting Up the Battle Map

  1. 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.
  2. 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

  1. 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

Game Master's Role

  1. Map Design: The GM designs or selects appropriate battle maps for encounters, ensuring they reflect the narrative and tactical challenges of the scene.
  2. Adjudication: The GM oversees movement, positioning, and interactions on the battle map, resolving conflicts and interpreting rules to maintain fairness and immersion.