Difference between revisions of "Combat"

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'''Combat''' occurs when [[character]]s from different gangs (led by different players) are in the same [[area]]. This check is made at any time any player gets priority, ''except'' when a [[movement stack]] is being played. This means that if an action moves a character combat can occur as soon as that action resolves, but if the movement occures as part of a movement stack the combat will not occur until after the stack has ended.
 
'''Combat''' occurs when [[character]]s from different gangs (led by different players) are in the same [[area]]. This check is made at any time any player gets priority, ''except'' when a [[movement stack]] is being played. This means that if an action moves a character combat can occur as soon as that action resolves, but if the movement occures as part of a movement stack the combat will not occur until after the stack has ended.
  
When combat occures each [[Drained|non-drained]] [[character]] deals its Attack in [[damage]] spread in any way among the opposing characters. It works as follows:
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When combat occurs each [[Drained|non-drained]] [[character]] deals its Attack in [[damage]] spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.
  
# The current player assigns the damage of all his/her characters in one step.
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It works as follows:
# Each other player does the same, proceeding thru all players.
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# The player with [[initiative]] assigns the damage of all his/her characters in one step.
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# Each other player does the same, proceeding in [[turn]] order.
 
# All characters deal damage as they were assigned to.
 
# All characters deal damage as they were assigned to.
# Each character may now move back to one of its home areas (retreat). This movement is optional unless there are still characters from the opposing gangs on the area where combat occured in which case it is forced. The players declare the retreats in the same way damage is declared.
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# Each character may now move towards one of its home areas at double it's normal movement [[speed]]. This is called retreating. This movement is optional if there are no characters from the opposing gangs remaining on the area where combat occurred. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
# All retreat movement occures simultaneously.
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# All retreat movement occurs simultaneously.
 
# All characters involved in the combat are drained.
 
# All characters involved in the combat are drained.
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]
{{Needs work}}
 

Revision as of 10:15, 27 December 2006

Combat occurs when characters from different gangs (led by different players) are in the same area. This check is made at any time any player gets priority, except when a movement stack is being played. This means that if an action moves a character combat can occur as soon as that action resolves, but if the movement occures as part of a movement stack the combat will not occur until after the stack has ended.

When combat occurs each non-drained character deals its Attack in damage spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.

It works as follows:

  1. The player with initiative assigns the damage of all his/her characters in one step.
  2. Each other player does the same, proceeding in turn order.
  3. All characters deal damage as they were assigned to.
  4. Each character may now move towards one of its home areas at double it's normal movement speed. This is called retreating. This movement is optional if there are no characters from the opposing gangs remaining on the area where combat occurred. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
  5. All retreat movement occurs simultaneously.
  6. All characters involved in the combat are drained.