Categories
Gaming

The Trinity Code 2.0 – Combat moves

Notes:

  • Ranged weapons have an ammo value, which is reduced by 1 each time the weapon is fired. If ammo reaches zero and the player has spare ammunition, they must spend their turn reloading before being able to fire again
  • Ranged weapons also have one or more of the following range tags: close, medium and long. The combination of tags dictate what range bands a weapon can be used in. If a weapon does not have a tag corresponding to a range band, it cannot be used when a player and an opponent are separated by that range band
  • Ranged weapons with the close tag can be used when a player is in the close range band with an opponent, but suffer a -1 modifier (note that some Professions have moves that allow them to ignore this modifier).

Range bands:

A range band describes the relative distance between an opponent and each player. 

The narrative will decide what range bands separate players and opponents at the start of each combat.

A player or opponent can move one range band when a specific move’s results allow. 

Note that it is possible for one player to be at close range with an opponent, another to be at medium, and yet another at long range.

The range bands are:

Close: Melee weapons can be used; ranged weapons with the close tag can be used, but suffer a -1 modifier to the open fire move

Medium: Ranged weapons with medium or long tags can be used

Long: Ranged weapons with the long tag can be used

Advantage:

advantage can be in one of three states at the start of a combat round:

  • with the team: all moves benefit from a +1 modifier whilst the players have advantage
  • with the enemy: all moves suffer a -1 modifier whilst the opponents have advantage
  • with nobody: no modifiers apply (this is the default position; some Professions have moves that allow them to start combat with advantage)

Standard combat moves

go toe to toe
melee

This move is used in melee combat, when you’re fighting an opponent who is fighting you back.

When you are in combat and decide to go toe to toe, roll +Power. 

Compare your modified result to the list below:

  • 6 or less:  you don’t inflict harm on your opponent, but they inflict their harm on you.  Your opponent also gains (or retains) advantage and can choose to move one range band.
  • 7-9:  you succeed: both you ard the enemy inflict harm on each other, and the current advantage situation is unchanged.
  • 10 or more:  both you and the enemy inflict harm on each other, and your group gains (or retains) advantage. You also get to pick one of the following additional effects:
  • you do additional damage (+1 harm)
  • you take less damage (-1 harm)
  • you can move one range band

open fire
ranged

This move is used in ranged combat, when you’re using a ranged weapon to fire at your opponent who is in a range band covered by your weapon.

When you are in combat and decide to open fire, roll +Quickness. 

Compare your modified result to the list below:

  • 6 or less:  you don’t inflict harm on your opponent. You expend ammo-1. If your opponent is firing back, or is in the same range band as you, they inflict their harm on you.  Your opponent gains (or retains) advantage and can choose to move one range band.
  • 7-9:  you hit you opponent. You expend ammo-1 and inflict harm on your opponent. If your opponent is firing back, or is in the same range band as you, your opponent inflicts harm on you.  The current advantage state is unchanged.
  • 10 or more:  you hit you opponent. You expend ammo-1 and inflict harm on your opponent. If your opponent is firing back, or is in the same range band as you, your opponent inflicts harm on you. Your group gains (or retains) advantage and you also get to pick one of the following additional effects:
  • you do additional damage (+1 harm)
  • you take less damage (-1 harm)
  • you can move one range band

Combat moves with advantage

press home
melee, advantage

If your group has advantage, you can leverage it to exploit an opponent’s weaknesses or consolidate your superior position.

When you choose to press home, roll +Power

Compare your modified result to the list below:

  • 6 or less: you don’t inflict harm on your opponent, but they inflict their harm on you.  Your opponent also gains advantage and can move one range band.
  • 7-9: you succeed: you inflict harm on your opponent, and they do not inflict their harm on you. You lose advantage, but your opponent does not gain advantage.
  • 10 or more: you inflict harm on your opponent but they do not inflict their harm on you. Your group retains advantage and also get to pick one of the following additional effects:
    • you do additional damage (+1 harm)
    • you can move one range band
    • you create an opening for another player (give them a +1 modifier on their next move

aim
ranged, advantage

This move is used in ranged combat, when you’re using a ranged weapon to fire at your opponent and your group has advantage

When you are in combat and decide to aim, roll +Quickness. 

Compare your modified result to the list below:

  • 6 or less:  you don’t inflict harm on your opponent. You expend ammo-1. If your opponent is firing back, or is in the same range band as you, they inflict their harm on you.  Your opponent gains (or retains) advantage and can choose to move one range band.
  • 7-9:  you hit you opponent. You expend ammo-1 and inflict harm on your opponent. Your opponent does not inflict harm on you. You lose advantage, but your opponent does not gain advantage.
  • 10 or more:  you hit you opponent. You expend ammo-1 and inflict harm on your opponent. Your opponent does not inflict their harm on you. Your group gains (or retains) advantage and you also get to pick one of the following additional effects:
  • you do additional damage (+1 harm)
  • you can move one range band
  • you create an opening for another player (give them a +1 modifier on their next move

Combat moves where opponent has advantage

stand ground
melee, advantage-opponent

If the opponent has advantage and is making a melee attack, you can brace yourself for their incoming attempt.

When you choose to stand ground, roll +Power

Compare your modified result to the list below:

  • 6 or less: you don’t inflict harm on your opponent, but they inflict their harm on you.  Your opponent also retains advantage and can move one range band.
  • 7-9:  you don’t inflict harm on your opponent, but they inflict their harm on you. Your opponent loses advantage, but you do not gain advantage.
  • 10 or more: you inflict harm on your opponent and they do not inflict their harm on you. You gain advantage

take cover
ranged, advantage-opponent

If the opponent has advantage and is making a ranged attack, you can dive for cover in an attempt to avoid being hit.

When you choose to take cover, roll +Quickness

Compare your modified result to the list below:

  • 6 or less: your opponent inflicts their harm on you, retains advantage and can move one range band.
  • 7-9: your opponent inflicts harm. Your opponent loses advantage, but you do not gain advantage.
  • 10 or more: your opponent does not inflict their harm on you. You gain advantage

Leave a Reply

Your email address will not be published. Required fields are marked *