From: rorice@nickel.ucs.indiana.edu (rosalyn rice) Combat Rules 11 - Surprise and Initiative SUPRISE When the players suprise a group of adversaries, or vice-versa, the party that is suprised may not be able to react immediately. In this case, the attackers should get one or more "free turns" of unopposed attacks. The GM is responsible for determining when the attackers have achieved suprise. Total suprise occurs when the suprised party had no reason to expect trouble whatsoever, or were totally unprepared for combat. Partial suprise occurs when a party that is more or less expecting trouble is ambushed in some way. A series of successful Tactics, Camoflague and/or Stealth rolls will be required to get into a position for a suprise attack. Combat Reflexes: A character with Combat Reflexes is rarely suprised. He will never "freeze". His side gets +1 on initiative (+2 if he is the leader, but not cumulative for more than one character). He also get a +6 to his IQ roll to recover from suprise. Most wild animals automatically have combat reflexes. Total Suprise: When the defenders are totally taken by suprise, they will "freeze" or run away. The GM rolls one die. This is the number of seconds that pass before the defenders can react at all, unless they have Combat Reflexes. If the characters can make an IQ or Tactics check, they can run away, rather than standing there. Adventurers, guards and the like will rarely be taken totally by surprise while "on duty" unless they are asleep or completely unprepared for some other reason. Non-combatants in non-combat situations are likely to be taken by total suprise. After the initial "freeze" or "panic" ends, each defender may roll against his basic IQ or Tactics skill at the beginning of each turn until he recovers. A successful roll means that the character is still mentally "stunned" and stands there or keeps running. A really stupid character, taken totally by suprise, could miss the whole combat. Partial Suprise: This may occur when the defenders were expecting trouble - or when each party suprised the other. The GM should require each side to roll for initiative, with bonuses to the suprising party. To determine who, if anyone gets partial surprise, the leader of each side rolls one die. A leader with Combat Reflexes gets +2, or +1 if another party member has Combat Reflexes (not cumulative). The smarter leader gets +1. The leader who wins the Contest of Tactics skills also gets +1 (+2 if he won with a critical success). A totally leaderless party has -2 to initiative. This does not apply to animals, and other creatures who act instinctively. The side that gets partial surprise can move and act normally. Each character on the other side is mentally stunned and must roll vs. IQ or Tactics skill each turn, as described above to snap out of it. However, with partial surprise, each character gets a +1 bonus to IQ on the second turn, a +2 on the third turn, and so on - so even the most stupid character will catch on after a few seconds. If the surprise roll was a tie, nobody was surprised. INITIATIVE Once both sides are free to act, there are two ways to determine who goes first: the easy way and the realistic way. The Simple Way: Each player rolls a die. The high die roller goes first. After that, the players take their turns in order, moving clockwise around the table. If a player controls several characters, they may act in any order - and it does not always have to be the same order. This system has the advantage of simplicity. However there is a slight advantage in going first every turn. Realistically this advantage would go to the fastest characters. The Quick Way: Before combat begins, compare the Move scores of all the characters. The highest move goes first, the second highest move goes next and so on. In the case of ties the highest Basic Speed goes first; here is where a 5.5 is better than a 5.25. If anyone is still tied, the fighter with the longer weapon or the higher weapon skill goes first. If they are still tied roll a die to see who goes first. CLOSING TO STRIKING RANGE When two fighters are closing to attack range, the longer weapon will generally strike first. Each turn, roll a quick contest of skills. The fighter with the longer weapon gets a plus to his skills for this contest equal double difference in reaches between the two weapons. The faster fighter gets a bonus equal to the difference between the two fighters Move scores, rounded up. The winner of the contest goes first. Over a few turns of combat the advantages and disadvantages of various sequencing methods tend to average out. Ue the method you are most comfortable with. The easier way is faster with large groups of fighters though. Characters act one at a time, until they have all taken a turn; then they start over. Your turn starts when you choose maneuver, and ends when you choose your next maneuver - after all the other characters have acted once. Some characters might get more than one maneuver per turn. Each turn usually represents about one second of real time, though in some cases it can represent a "critical moment" of attack and defense in a slower moving fight.