DragonQuest Rules

April 22, 2016

DragonQuest Combat Summary

Filed under: Rules — Tags: , , , , , — rthorm @ 8:33 pm

The following is an outline of the combat rules for DragonQuest, and a good starting point for retro-cloning.  It covers many of the essentials, as long as you are already familiar with the rules, but it may be a bit scant if you are trying to use it alone, or as a new player of the game.

This was (we believe) originally created by someone in a DQ group I was part of over a decade ago, but the couple people I’ve checked with aren’t sure whoactually created it; likely it was a collaborative effort.  The text is below the cut; and a PDF and a word-compatible version are linked at the bottom.

[11] Combat Preparation

[11.1] Surprise
GM determines whether surprise exists (see 80.2).
If no, distance s/b >= 8 hexes.
If yes, distance s/b <= 8 hexes, and the advantaged side gets one free pulse.

[12] Combat Sequence
1. Determine initiative for non-engaged figures
2. Determine initiative for each engagement. Resolve each engagement in turn.
3. Non-engaged figures take action. Initiative winners decide which side goes first.

[12.1] Pulse = 5 seconds

[12.2] Non-engaged Initiative
Leader of each side rolls D10, adds PC and Military Scientist Rank. Higher result wins.
If Leader is engaged, stunned, or unconscious, any other non-engaged figure rolls, but may not use Military Scientist skill.

[12.3] Engaged Initiative
Compare Initiative values of each figure.
IV = modAG + PC + Rank
Highest IV chooses to go 1st or last, all other go in order of descending IV.
If stunned, or if opponent is in rear hex, then opponent has initiative.

[13] Engaged Actions

[13.1] Attack & Melee Zone
If figure is in defender’s melee zone, may shift one hex within zone w/facing change before attack.
If not in defender’s melee zone, may move ½ TMR before or after attack. May change facing only after attack.

[13.2] Evading
If figure is in opponent’s melee zone, may move one hex within zone w/one facing change while evading.
A figure that isn’t in opponent’s melee zone may move ½ TMR and change facing freely while evading.

[13.3] Withdrawing
If in each other’s melee zones, withdraw by moving to a rear hex w/no facing change and pick Offensive or Defensive posture.
Offensive: may strike at opponent w/-20 to SC.
Defensive: must have prepared shield. Add 20 to DEF.
If opponent isn’t in figure’s melee zone, may move normally.

[13.4] Engaged Pass Actions
If in opponent’s melee zone, may move one hex and change facing while taking pass action.
If not in opponent’s melee zone, may move 2 hexes and change facing while taking pass action.

[13.5] Casting While Engaged
If in opponent’s melee zone, may not move or change facing. If attacked perform Concentration Check (29.5)
If not in opponent’s melee zone, may change facing after Cast Check.
Can’t cast while in close combat, but may activate Talent Magic.

[13.6] Close and Grapple
If in melee zone of defender, defender may Repulse. If D10 roll <= defender’s rank w/prep. weapon, attacker may not enter hex and loses action for the pulse.
Figures in close combat must drop prep. shields and weapons not rated for close combat.

[13.7] Close Combat Actions
In close combat, may Grapple, Pass, or Withdraw.
To withdraw roll D10 + friendly PS – hostile PS. If result >= 10, withdraw to any adj. Hex (will be prone). Unmodified die roll of 10 is always success.

[14] Non-Engaged Actions

[14.1] TMR
TMR assumes flat surface.
Change facing at will, but GM may assign penalty.
May always move at least one hex regardless of terrain and TMR.
Must stop upon entering opponent’s melee zone, but may change facing.
Jumping costs 1 TMR/5 feet, must make AG roll for clean landing.
Crawl at ¼ TMR rounded down.

[14.2-8] Movement Restrictions
May move <= ½ TMR and charge attack w/non-pole weapon.
May move full TMR and charge attack w/pole weapon.
May move <= ½ TMR and grapple, but no facing changes (a.k.a. Charge and Close).
May move <= ½ TMR and evade.
May move 2 hexes directly backward to retreat.
May not move or change facing when firing missile, thrown weapon, or spell. Exception: with loaded crossbow, may move 2 hexes before or after firing.
May move <= 2 hexes and change facing while taking Pass action.

[15] Action Restrictions
Figures with modAG is <= 8 get –1 TMR when executing Melee Attack, Evade, Retreat, Pass, Charge w/pole weapon.
Figures with modAG 22-25 get +1 TMR when executing Melee Attack, Evade, Withdraw, Pass, Retreat.
Figures with modAG >= 26 may combine 2 of these actions in 1 pulse: Melee Attack, Evade, Withdraw, Pass, Close and Grapple, Grapple, Charge, Charge and Close, Retreat, Fire.
While stunned, only action allowed is to recover from stun.
If caster is Range or Melee attacked while preparing or casting a spell, must perform concentration check (29.5). Can’t cast in close combat, but Talent Magic is OK and does not require taking a Pass action.

[16] Attacking

[16.1] Ranged Attacks
Must have line of fire (i.e. line from center of attacker’s hex to center of target hex that is entirely in attacker’s Ranged Zone and is unobstructed)
If weapon doesn’t hit anything, will travel 1.5 times range of weapon and fall to the ground.
May fire into an obscured hex, but not through.
Must make strike check for any figure along the line of fire.
Attacker may never check line of fire without executing the Fire action, whether or not the weapon is loosed.

[16.4] Multiple Attacks
With 2 weapons: may attack one or multiple targets, but all attacks must be of the same type (Grapple, Melee, or Fire).
With 2-Handed Class B weapon:
May attack each target once only.
All targets must be in adjacent hexes in the attacker’s melee zone.
Rank w/weapon must be >= 4.

[16.5] Attack Types
Trip
Only w/Quarterstaff, Spear, halberd, Poleaxe, or Glaive while in Melee Combat.
Base Chance 40%, dam=D10
If successful, target must roll <= 3 times modAG to avoid falling.
Human or smaller targets only.
Entangle
Only w/Net, Whip, or Bola.
Use weapon’s base chance, dam=D10-4
If successful, target must roll <= 3 times modAG to avoid falling.
To disentangle, target must spend 2 consecutive Pass actions.
Restrain
While executing Grapple action
Base Chance = ( (Attacker’s PS+modAG) – (Target’s PS+modAG) ) x 3, no damage
If successful, target is incapacitated until someone else does 1 effective damage to attacker.
Several figures may combine their PS+modAG to execute Restrain.
Knockout
Any weapon except Missile Weapon, Entangling Weapon, Darts, Grenados, Lances, Pikes.
–15% to normal SC, no damage.
If successful, target is out for D10+5 minutes (GM rolls secretly).
Human or smaller targets only.
Shield Rush
Any shield except Main Gauche or Tower.
Base Chance 40%, dam=D10-2. If charging, +20% to SC.
If successful, target must roll <= 3 times modAG to avoid falling.
Disarm
Any Melee or Close rated weapon.
–20% to SC, dam=1 to EN.
If successful, target drops one weapon or item of attacker’s choice.

[17] Resolving Attempted Attacks
[
17.1] Strike Chance
Ranked SC
SC = Base Chance + modMD + 4xRank
Unranked SC = Base Chance alone

[17.3] Dropping/Breaking Weapons
On roll of 99, weapon may have broken; on 100, may have dropped weapon.
Roll D100, if the result is <= 3 x modMD then the misfortune has been avoided.
If result doesn’t apply to weapon type, then GM may assess penalty such as loss of action next pulse.

[17.4] Parry and Riposte
If defender is evading and attacker rolls > 30 over modSC, then defender may parry.
Roll D10 + defender’s weapon rank – attacker’s weapon rank.
If <=3 then defender parries, but must take Pass action next pulse.
If 4-7 then attacker is disarmed (16.5).
If >= 8 then attacker is disarmed, and defender gets free attack.
May parry any # of attacks per pulse, and even attacks not coming from the defender’s melee zone.

[17.5] Defense Rating
Shields do not add to defense rating if being attacked from rear.
(Optional) Shields only add to defense if attack comes from hex directly in front of defender or from hex facing the side holding the shield.
Defense rating not used when defender is stunned or incapacitated.

[18] Damage
Any Damage Check modified to be less than 1 is treated as 1.
Once Fatigue is 0, reduce Endurance instead. One attack never reduces both.
If the Strike Check result is <= 15% of modSC, then damage is done directly to Endurance and ignores armor.
If the Strike Check result is <= 5% of modSC, then a Grievous Injury may result.
Grievous injury reduces armor’s protection by 2 until repaired, or breaks shield (at defender’s option).

[18.4] Magical Attack Damage
Spells that do damage w/purely magic energy ignore armor.
Monster breath weapons are treated as magic energy, but target gets Passive resistance roll. If successful, damage is halved (round down).

[18.5] (Optional) Damage Bonuses
+1 damage for every 5 PS above minimum required (round down). For every +1 dam, add 6% to breakage chance. Does not apply to Missile or Thrown Weapons.
+1 damage for every 4 ranks (round down). Applies to all weapons, no extra chance of breakage.
Use only one of these systems for a particular weapon.

[19] Effects of Damage
When Endurance is 0, figure is dead.
When Endurance is <= 3, figure falls unconscious (except monsters w/original EN <= 5).
Stun
Stun occurs when one attack does effective damage > 1/3 defender’s original EN.
Stunned figure must check for dropped weapon (17.3)
Stunned figure has lowest IV in an engagement, acts last on his side if not engaged.
To recover, must roll <= 2 x (WP + curr FT)

[20] Weapons
-1 damage for each point of PS below minimum for weapon
-5% base chance for each point of MD below minimum for weapon
Damage can never be modified below 1

[20.3] Poisoning Weapons
Only class A and B weapons can be poisoned.
For poison to work, must do at least 1 point of effective damage.
Non-Assassins must roll <= modMD x 3 whenever handling poisoned weapon to avoid getting nicked. “Handling” means applying poison, storing weapon, preparing weapon for attack (i.e. at least 2 checks if weapon is used to attack).
Poison is good for 6 hours, or until 1 point of effective damage is done.

[20.4] Stuck Like a Pig
When class A missile or thrown weapon does effective damage, target’s modAG gets –3 until removed. Pole weapons cause –5. Applies to human or smaller targets.
Removing takes a Pass action. Barbed weapons do D-4 FT damage ignoring armor. Pole weapons do D-2.

[21] Unarmed Combat
Anyone gets at least 1 attack per pulse when unarmed.
Base chance = modAG x 2, w/bonus +1 for each point of PS over 15.
Damage is D-4, w/bonus +1 for every 3 points of PS over 15.
With Unarmed Combat rank 3, kicks are allowed. This allows Trip attacks.

[22] Multi-Hex Monsters
Head must always face a vertex instead of a hexside.
May make any move in which its head moves into a front hex.
Facing changes: -1 TMR for every 2 vertices changed. Use head as pivot point.
When entering hex w/1-hex creature, smaller figure is knocked down. Monster tramples with 40% base chance, dam=D+(size of monster in hexes).

[23] Mounted Combat
Rider may only mount or dismount when the mount is not moving.
Unless Horsemanship rank allows (83.2), rider cannot:
Use 2-handed weapons
Fire any missile or thrown weapon while moving
Use more than one weapon at a time
Rider cannot attack with a weapon into hex directly in front.
Rider can be attacked from front hex with a long hafted weapon or a missile weapon.
For charge attacks, movement must be in a straight line with no facing changes.
The pulse after a charge attack, momentum takes the mount past the target to its full TMR.

[24] Infection
After combat, check for infection of any wounds. Base chance is 10%.
If EN damage taken, add 20 + EN damage.
+20 if damage from bite, claws, or talons.
Some grievous injuries may raise chance of infection as well.
If infected, must roll under original EN on D100 each day. If success, then infection has healed.
If not cured, infection causes D-5 damage to EN per day.


Combat Summary (PDF)

Combat Summary (.doc)

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1 Comment »

  1. […] is now a very basic outline version of the DragonQuest combat rules posted at DQRules.  I’m providing extra notice here for those of you who are following Antherwyck House for […]

    Pingback by DragonQuest combat rules retro-clone resource | Antherwyck House Games Blog — April 22, 2016 @ 8:50 pm


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