Combat

Combat

**1.      Roll Initiative**
**2.      First Participant begins turns**
**3.      Major Action**
*a.      Attack Action*
*b.      Spell Action*
*c.      Skill Action*
*d.      Move Action*
**4.      Minor Action**
*a.      Diplomatic Action*
*b.      Perception*
*c.      Move Action*
*d.      Item Activation*
*e.      Command a non-sentient ally*
**5.      Full Action**
 a.
 Multiple Attacks
 b.
 Invocation
 c.
 Quaff a potion
**6.      Priority Passes to Next Participant**
**7.      When turn ends all durations reduced by 1**
 a.
 Spell durations
 b.
 Bleed effects
 c.
 Maintained spell checks
**8.      End of turn story effects**
 **Any new**
 additions roll initiative.

A Major action can be an Attack action, a full movement, casting
a Spell, Using an item or using a complex skill like lock picking.

A Minor action can be a single melee attack, a one hex
movement or using any skill with an instantaneous use i.e perception,
intimidate.

A character may at any time in a round attempt to gain a
better initiative by using their major action to Re-Roll their initiative
score.

If a players has henchmen / Summoned creatures or any form
of auto attacking magical effects they may all the decisions and movements for
these items in their own turns.

The only permissible actions outside of your own turn are to
speak a simple phrase of advice to another player i.e "Get the
mage!", Use one of their pre-selected Re-Actions or make checks against
triggered effects, If a landslip occurs for example a character may opt to make
a free perception check to see if it coming in their direction, To make a check
to see if causing a landslip would come in their direction normally would take
a minor action.

This process continues until every enemy (or player) has
been killed or leaves combat.

## Attack Action

An attack Action is your character making either a physical
or ranged attack against your target. When you make an attack roll, you roll a
d20 and add your attack bonus. (Other modifiers may also apply to this roll.)
If your result equals or beats the target’s Armour Class, you hit and deal
damage.

Using a Full Action you may deduct 3 from your attack bonus
to get an additional melee attack with your remaining modifier, If you use
multiple attacks you cannot use any other combat ability, This effect can only
be used on your primary attack but not on additional attacks gained any other
way.

If a character has a weapon skill of +9 they can make 1 attack
at +9, two attacks at +6, three at +3 or four at +0.

## Automatic Misses and Hits

A natural 1 (the d20 comes up 1) on an attack roll is always
a miss. A natural 20 (the d20 comes up 20) is always a hit.

## Attack Bonus

Your attack bonus with a melee weapon is:

Weapon Skill bonus + Strength modifier + Magical Modifiers

With a ranged weapon, your attack bonus is:

Weapon Skill Bonus + Dexterity modifier + Magical Modifiers
+ range penalty

## Damage

When your attack succeeds, you deal damage. The type of weapon
used determines the amount of damage you deal. Effects that modify weapon
damage apply to unarmed strikes and the natural attacks of creatures.

Damage reduces the target’s current hit points.

## Minimum Damage

If penalties reduce the damage result to less than 1, a hit
still deals 1 point of damage, each dice involved has a minimum of one damage
I,e 1D10 does a minimum of 1, 3D4 does a minimum of 3.

Each additional magical effect stacked onto an attack has
its own minimum damage threshold of 1, i.e A mace with fire enchantment and
negative energy damage does 1 3 times, some special abilities will also
increase their own minimum damage value.

## Strength Bonus

When you hit with a melee or thrown weapon, including a
sling, add your Strength modifier to the damage result.

A Strength penalty, but not a bonus, applies on attacks made
with a bow that is not a composite bow.

## Weapon Damage

When you hit you add your weapon damage skill to any damage
you deal

## Ability Damage

When you roll a critical hit you roll additional damage dice
determined by the critical multiplier of your weapon, each dice has its own
minimum damage of 1 but your total damage is combined for purposes of damage
reduction.

## Ability Damage

Certain creatures and magical effects can cause temporary
ability damage (a reduction to an ability score).

## Armour Class

Your Armour Class (AC) represents how hard it is for
opponents to land a solid, damaging blow on you. It’s the attack roll result
that an opponent needs to achieve to hit you. Your AC is equal to the
following:

10 + armour bonus + shield bonus + Armour Skill

Note that armour limits your Dexterity bonus, so if you’re
wearing armour, you might not be able to apply your whole Dexterity bonus to
your AC.

Sometimes you can’t use your Dexterity bonus (if you have
one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC.
(If you don’t have a Dexterity bonus, nothing happens.)

## Enhancement Bonuses

Enhancement effects make your armour better, They are
usually present on magical items.

## Deflection Bonus

Magical deflection effects ward off attacks and improve your
AC, deflection is usually granted by magical effects imbued in equipment or
ongoing magical effects.

## Natural Armour

Natural armour improves your AC, natural armour is usually
related to chitinous plating, extra thick hide or innate magical effects.

## Hit Points

A characters hit points are equal to the total number of
skill points they have invested.

When your hit point total reaches 0, you’re disabled. When
it reaches -1, you’re dying. When it gets to – your constitution score, you’re
dead.

## Speed

Your speed tells you how far you can move in a round and
still do something, such as attack or cast a spell. Your speed depends mostly
on what armour you’re wearing. Speed is usually measured in hexes, which is a
space on the game board.

## Magic Effects

In a situation where magical effects would overlap the
effect with the most caster skill takes precedence.

Each person can have one active divine effect, one active
arcane effect and one active channelling effect, This rule only applies to
areas where the effects overlap i.e bonuses to a certain roll, Attack damage,
Stackable bonuses.

### **Line of Sight**

Most attacks of any kind require line of sight, this means
that a direct line of hexes between the viewer and the target must be free of
obstacles, some small objects and creatures can be in the way and not obstruct
your field of vision.

## Destructible terrain

It is possible in R.A.G.E to smash down walls & doors,
Collapse ceilings and destroy floors, to do so you must overcome the objects
hardness and hit points to reduce it to ruin, typically destroying a roof will
create an empty square above and some difficult terrain directly below.

## Cover

Partial cover makes all ranged attacks suffer disadvantage.

Creatures in full cover cannot be hit by ranged attacks and
may make reflex saves to use the cover to avoid AOE attacks.

## Size Categories

Each size category takes up a set number of hexes on the
battle map, converting between size categories causes some stat adjustments as
follow:

  **Small**
  **Medium**
  **Large**
  **Huge**
  **Gigantic**
  **Massive**
  **Colossal**
  **Titanic**
 -12 to hit +64 to dam

## Combining Skill Checks

Any character may assist another in a skill check; provided
their skill is within 5 points of the character they are assisting they will
grant that character advantage on their skill roll

## Difficulty Class

This check represents the difficulty of the challenge in a
very basic way, To pass a DC you must get equal or greater than the DC total,
The skill used to beat this DC is usually indicated on the effect causing it or
object being interacted with

## Ranged Attacks

You may make ranged attacks the same way you make Melee
attacks, you require line of sight, your weapon, and sufficient ammunition.

If you exceed the range of your weapon you get a -1 penalty
for each hex beyond that range.

Trying to use a ranged attack while someone has you in
weapons range will allow them to make a free attack against you.

## Shields

Shields will take up an offhand slot and will grant a bonus
depending on the type of shield,

## Spell Action

A spell action is using an Arcane, Divine or Channelling
ability, the process for each differs but all require a Major Action.

***Minor Action***

A minor action requires you to expend a minor action to
perform , You can also perform two minor actions in a round by expending your
major action to do so

***Major Action***

A major action requires to expend a major action to perform,
A major action can be used in combination with a minor action.

***Full Action***

A full action requires you to expend both a minor and major
action to perform.

***Passive Ability***

A passive ability is always in effect and requires no
actions or effort to maintain.

***Triggered Ability***

A triggered ability is caused by certain conditions
specified by the ability itself, It is either mandatory or optional when the
conditions are met depending on the ability.