RMU, 第8章アームズ・ロウ 戦闘ラウンド/The Combat Round

 戦闘はゲームの物語部分よりも速い時間単位で行われ、移動は短い距離を基準にし、攻撃は瞬間として処理される。アクションとは呪文、負傷、他の効果、行動といった継続する事象を単純化して分割したもので、ラウンドと呼ぶ5秒を基本とした時間単位で管理される。戦闘参加者(キャラクター、クリーチャー、あるいは他の参加者)は通常1ラウンドに1つのアクションを行なえ(例えば、攻撃や呪文執行)、それは移動と組み合わせることができる。

 攻撃や呪文執行といったほとんどの戦闘アクションは、しばしばラウンド全体に及ぶ。しかしながら、いくつかのアクションはラウンド内で完了するため、戦闘参加者の選択次第では複数のアクションを行うことが可能になる。各アクションには必要時間を示すAP値が割り当てられている。戦闘参加者はラウンド毎にアクション・ポイントを(haste、slow、staggerの影響下でない限り)4点受け取り、AP値を使い果たすまで各アクション・フェイズに1ポイントずつアクション・ポイントを消費する。戦闘参加者が各アクション・フェイズの中で行動する順序はイニシアチヴ(8.3項)で決定される。

 移動はそれ自身をアクションとして行えるし、また他のアクションの一部として行うこともできる。

8.1. アクション/Actions

 アクションには、移動、呪文執行、近接戦闘、背負袋から荷物を取り出す等の、キャラクターが実行できる様々な行動が含まれている。表8-1に示されるように、いくつかのアクションは固定AP値が決定されており、またいくつかのアクションは「2-4」等のように任意AP値が与えられている。任意AP値を与えられているアクションは迅速に実行できることを示しており、-25ペナルティを受ける毎に最大値よりも1AP少なく実行できる。アクションを完了するためには、十分な数のアクション・ポイントを消費できなくてはならない。

 例:イーオンナーリアが構えているロングボウ(射出攻撃)が必要とするAP値は「1-3」だ。イーオンナーリアは1本の矢を、3APを支払ってペナルティなしで射出しても良いし、2APを支払って-25ペナルティで射出しても良いし、1APを支払って-50ペナルティで射出することもできる。

 1APを上回るアクションは中断できるが、そのアクションが完了する前にキャラクターが別のアクションにAPを支払った場合、そのAPは失われる。ラウンドの開始時に実行される最初の瞬間的アクションは、APコストが0なため他のアクションを中断しない。GMは特定のアクションについて、部分的に完了したため後に再開できると裁定しても良い。そのような場合、APは失われない。

精神集中/Concentration

 精神集中は他のアクションと異なり、ラウンド全体を通じて集中を継続する。精神集中している間、アクション・ポイントは半分として計算する。つまり、1APを必要とするアクションを完了させるためには2APが必要になる(キャラクターは1APを支払ってBMRの半分だけ移動することもできる)。多くの呪文、dodgingやShield skillを用いた遠隔攻撃に対するdefendingといったいくつか技能には精神集中が必要だ。

 戦闘参加者は2つの事象について同時に精神集中することができる(二重精神集中)が、これにはラウンド毎にMental Focus行動が必要だ。行動ロールを行っての半分移動(BMR/2)を除き、他のアクションは行うことができなくなる。移動行動に失敗したなら、両方の精神集中は途切れる。

 stunned中の戦闘参加者は精神集中を維持するため、ラウンド毎にMental Focusロールを行わなくてはならない(stunned中に受けるペナルティを加えて)。戦闘参加者が気絶/knocked unconsciousしたなら、精神集中は即座に途切れる。

 長時間に渡って精神集中を持続させる場合もMental Focusロールは必要だ(5.5章)。

 戦闘参加者がラウンド中のAPを増加させる効果の影響下にあっても、精神集中しているラウンド中は他のアクションを行うために必要なAPは2倍となるため、ラウンド中の行動は半分になる。これは精神集中している間は、slowedであろうとsped upしていようと、君の注意力と活力は半減することを示している。

直撃呪文/Directed Spells

 直撃呪文は呪文執行(2-4AP)と見なされるが、このアクションは(直撃呪文技能を用いた)攻撃に含まれる(しばしば衝撃弾のような遠隔攻撃として)。最大値である4APに満たない執行によるペナルティは、呪文執行ロールと攻撃ロールの両方に受ける。

瞬間的アクション/Instantaneous Actions

Some actions occur so quickly they are treated as instantaneous. Any action that costs 0 AP is an instantaneous action and only the first instantaneous action in a round costs 0 AP (and thus a “free” action taking no time during the round). Some spells may be counted as such, which will be clearly indicated in the spell description. Other actions may also occur instantly, such as dropping an item or yelling out to someone. The first instantaneous action takes 0 Action Points (even if Concentrating), however any further instantaneous actions performed that round take 1 AP each (2 if Concentrating). This represents the fact that no action is strictly instantaneous. The time required still adds up; it is also difficult to split one’s attention between multiple actions in a 5 second period.

Perception

A human-like combatant will generally be aware of everything going on within a 10’ radius hemisphere directly to his sides and in front of him. Helmets can restrict this field of view, while spells or abilities can increase it. Combatants not engaged in melee will normally be focused on the closest foes ahead of them, even beyond this distance, if their view is not blocked by allies or cover. Combatants are not automatically aware of what is going on in the distance, or to their rear or flanks, unless it is large and/or spectacular. (You may casually notice a fireball going off or a dragon dropping into the melee 50 feet away; those sorts of “everyone notices” events are at the GM’s discretion.) When in doubt whether something is obvious to all combatants, the GM may call for a passive Perception maneuver (as a free action) to determine whether combatants are aware of these relatively obvious features of the battlefield. A character may choose to take a Perception action (i.e., taking a quick glance to look around or spending several seconds to analyze the complete battle) in order to make out more details of the situation, spot hidden foes, and otherwise avoid being taken by surprise. A Perception action using 0 AP is at -50 (2 AP less than normal) and is an instantaneous action. Thus a 0 AP Perception action may not be made after another instantaneous action in a round (just perform a 1 AP Perception action at -25).

Round to Round Actions

A few actions may require more than 4 AP such as donning or removing armor, or picking a complicated lock. These actions take multiple rounds to complete and must usually be performed uninterrupted by other actions (although they may be combined with other actions such as movement). It is up to the GM whether an action can be resumed later or must be restarted from the beginning (e.g., removing armor could be done over multiple separated actions with interruptions, but being interrupted while picking a lock may require you to start again).

Spell Casting and Preparation

Casting a spell takes 2-4 AP, except for those spells which are instantaneous and require 0 AP (or 1 AP if not the first instantaneous action in the round). Only one spell may be cast per round.


In some cases a caster may want a hand free for spellcasting (details of spellcasting may be found in Spell Law). A caster with a two-handed weapon (e.g., a staff) may freely hold that weapon in one hand and use the other hand for casting; this requires no AP and is part of the spellcasting action. A caster with a one-handed weapon or shield in each hand will need to sheath it (1 AP) or shift one item to the other hand (1 AP) in order to free one hand for casting.


Spellcasters often spend time gathering magical energies and focusing the mind to cast. This is called spell preparation and requires the caster to concentrate. Each round of preparation requires a round of concentration (doubling the cost of any other action that round as normal), while casting the actual spell is a separate 2-4 AP action in a round following a preparation round. You cannot concentrate to prep and cast a 2 AP spell in the same round x2 for 4 AP, as the preparation action must be complete before the spell casting action, not simultaneous with it. If the caster drops his preparation concentration for a full round without casting a spell, then all benefit from accumulated preparation rounds is lost (the caster does not lose any PP, he merely does not have that power balanced on the edge and ready to go anymore).

8.2. 戦術的移動/Tactical Movement

Movement is a unique action during the combat round, because it is often combined with other actions, such as casting a spell while moving forward, advancing while drawing a weapon, or charging into combat.

A character may take a movement action, typically expending 1 AP to move up to their base movement rate (BMR). A character with no more than a 15% load, who moved at least half their BMR in the previous action phase, may move up to 1.25x their BMR in one action phase. A character moving more than 4x their BMR in a round (i.e., moving a maximum of 1.25x their BMR in each action phase) will require 4 AP plus their instantaneous action. Characters and creatures who are more heavily encumbered or who otherwise have a maximum pace must limit their total movement for the round as listed on Table 5-3 (repeated here from Chapter 5). For example, a character with a 48% load, limited to a Jog pace, may move their full BMR for only two phases (2 AP).

Alternatively, a character may choose to move up to a Run pace while taking other actions. In this case, there is no AP cost for the movement, but actions performed while moving will suffer a Pace Penalty based on the farthest distance they moved during any phase of the action.

Example: Nealla (BMR of 20’/round) needs to move 40’ to get her target within range of her spell. She expends 1 AP to move her BMR in the first phase, and then another 1 AP to move her BMR again in the second phase, then spends her remaining 2 AP in the third and fourth phase to cast her spell (at -50). Note that she could instead move at a Jog pace while casting for the full round (moving half of her BMR in each phase), and the pace penalty would result in the same -50 modifier. In most cases, it is simpler and yields the same results to spend AP on a movement action rather than acting while moving.

Example: Nealla needs to cast her spell as quickly as possible. In the first Action Phase, she begins her spell (1 AP) and moves 10’ (one half of her BMR, a Jog pace). In the second Action Phase, she moves 10’ further and completes her spell (1 more AP). She casts the spell at a -50 penalty for only spending 2 AP on the action and -50 for moving 10’ per phase, for a total of -100.

A combatant with more than 4 AP (e.g., due to Adrenal Speed) may expend additional AP during the action to move their BMR for each additional AP, with no additional pace penalty. For example, a character with 6 AP could expend 2 extra AP to make a 4 AP attack while moving x4 BMR with a -50 pace penalty. A character making a melee or thrown weapon attack may reduce the pace penalty by their Combat Expertise: Footwork skill.

Example: The very quick Sedgewick (BMR of 30'/round) moves to attack his foe. On the 1st action phase, he moves 10' and begins his attack (1 AP), and continues the same in the 2nd action phase. His foe is backing up so he rushes, moving 20' (a Run pace) in the 3rd action phase while completing his attack. His attack suffers a -25 penalty for being completed in 3 AP, and a pace penalty of -75. Sedgewick’s Footwork skill is +40, reducing the pace penalty to -35, for a total penalty of -60.

Opposed Maneuvers

Even in a game using strict movement rules and miniatures, conflicts are bound to happen where it may not be clear which combatant should get the advantage. In these cases maneuver rolls should be made by both combatants. Pick one to be active (usually one trying to gain an advantage somehow) and one to be passive (trying to prevent the advantage) and treat as conflicting skills (Chapter 3).

Example: Sedgewick has been spotted by the guards and wants to escape. He makes a break for the exit, but unfortunately one of the guards is in the way, trying to intercept him. Fortunately, the guard hasn’t had time to draw his sword or begin an attack. The GM decides to use a conflicting Running Absolute Maneuver. If Sedgewick is successful, he will get past the guard; if unsuccessful, the guard delays him.

Melee Range

The abstract nature of the tactical round means that a combatant’s position is not precisely defined. Combatants are constantly moving, not standing in place waiting for their turn. It is assumed that a combatant occupies or controls a circle whose radius is equal to half of the character’s height. This ‘combat zone’ represents the set of locations that the combatant might occupy at any given time during the round.

A combatant’s melee range is the range that a character can target with a melee weapon. Its radius is the character's combat zone plus the length of the character's weapon. For example, a 6' tall combatant wielding a 3' axe will have a (6 / 2) + 3 = 6' melee range. A character can make a melee attack against a target as long as the defender’s combat zone is within the attacker's melee range.

Closing & Charging

Closing occurs any time a combatant gets within melee combat range of another combatant and has spent enough Action Points to resolve a melee attack (perhaps at a penalty if fewer than 4 AP are used). Each of the two combatants may parry as normal (Section 9.6) if they have spent at least 1 AP on a melee action at the time the attack is resolved.

If a combatant closes into melee at high speed, then he has the potential for a more damaging blow. This is called charging, which sacrifices accuracy (reflected in the pace penalty) in favor of power. The Combat Expertise: Footwork skill will reduce the penalty as noted previously under Tactical Movement. A successful charge increases the size of the attack (Section 9.4) based on the total distance traveled in the round before resolving the attack as shown in Table 8-2. Note that it is not normally possible to attack while moving at a Sprint pace; this will require special circumstances, additional AP from Adrenal Speed or Haste, or a mount. If one combatant is moving away from the other, the difference in speed is used to determine the effective pace for purposes of a charge; if moving towards each other, use the combined speed. Pole arms can be braced against a charge as part of the attack action by a stationary combatant, thereby gaining the same bonus to size for an attack against a charging combatant.

Example: The dwarf Hildrikki (BMR of 20'/round) spots her prey from 50' away. She draws her axe and charges into combat. On each of the first three Action Phases, she moves 15' and spends her Action Point preparing her attack. On the fourth Action Phase, she moves the remaining 5' and completes her attack, which is resolved with a pace penalty of -75 (for a Run pace); Hildrikki’s Footwork skill of +40 reduces the penalty to -35. Since she moved more than twice her BMR during her attack, it is treated as one size greater. If the GM decides the terrain is rough, she may also require a Running maneuver roll (a Percentage Maneuver) to determine if Hildrikki actually closes the full distance, and suffers no mishaps en route.

Withdrawing

A combatant may retreat cautiously out of his foe’s melee range by moving backwards. His speed is halved and he may not move faster than a Jog pace. His opponent will need to advance in order to continue an attack against him.

The withdrawing combatant may also turn and run, in which case his opponent may choose to pursue and it will become a chase. If his opponent has already spent at least 1 AP on an unresolved attack and does not wish to pursue, the opponent may immediately spend their next AP (if they have any left) to resolve the attack based on the total number of AP used for the attack. This counts as their action for their next action phase. Whether the opponent makes an immediate attack or chases, they will receive the bonus for a rear attack (see Section 9.5).

Passing Through

Passing through an opponent’s melee range can be dangerous. If you enter and leave the opponent’s melee range within a single Action Phase, you may be attacked or blocked. This may also be applied in cases where a combatant attempts to circle around a foe while remaining inside their melee range.

Your opponent may attempt to interpose themselves to block your movement. Resolve this as a conflicting absolute maneuver of Running or other appropriate skill with the character passing through as the active party. If you are one size larger than your opponent, it is Sheer Folly (-50) to stop you, two or more sizes larger is impossible (e.g., a human cannot stop a galloping horse by getting in its way). If you are successful, you may continue your movement normally. Otherwise, your movement for the phase ends within your foe’s melee range and you will not be able to get past your foe this round.

Additionally, if your movement is not stopped, you are treated as withdrawing (see previous section). Therefore, if your opponent has already expended at least one AP on an unresolved melee attack when you pass through their melee range, and has not used all of their AP for the round, they may elect to spend their next AP on an immediate melee attack against you, which will be treated as a rear attack.

Example: Pelastora the Swift is rushing Vjekan the necromancer, but one of Vjekan’s foul skeletons is in the way. Pelastora has +80 Running and has won initiative, while the clumsy skeleton has only +20. Both begin attack actions in the first action phase, the skeleton with the intent of gutting Pelastora, and Pelastora hoping to stab Vjekan. In the second action phase, Pelastora tries to sprint past the skeleton; the skeleton rolls 58 for a total of 78, giving Pelastora a +22 bonus, and Pelastora rolls 32 for a total of 32 + 80 + 22 = 134. She easily zips past the skeleton, but not before it takes a swing at her. Fortunately, it has only spent 2 AP on the attack, resulting in a -50 penalty on the attack. Pelastora can continue her attack action and movement in the third and fourth action phases. The skeleton’s attack was completed on the second action phase, but it may begin a new attack on the third action phase if it will be able to reach a foe.

8.3. ラウンドの順序/Round Sequence

 戦術ラウンド/Tactical Rounds とは、キャラクターが行う諸々の動作を「アクション」という形式で大雑把に整理して瞬間的な動作を管理するものであり、アクション自体はラウンド中に割り当てられたアクション・ポイントで決定する。1ラウンドは5秒であり、大雑把に4分割されたアクション・フェイズという単位に分けられている。誰かが攻撃を行うなら常に戦術ラウンドが使われる。しかしGMは他の火急の状況を表現するためにラウンド管理を行うかもしれない(例えば、キャラクターが40秒(8ラウンド)かけて排水管を滑り降りる、路地を忍び歩く、巡回中の警備兵が戻ってくる前に扉を開いて中に滑り込む等)。

 戦闘ラウンド/Combat Round は複数のフェイズを経て一巡する。
・イニシアチヴ・フェイズ/Initiative Phase:戦闘参加者はそれぞれのイニシアチヴ順を決定する。
・アクション・フェイズ/Action Phases:それぞれの戦闘参加者はアクション・ポイントを4ポイント受け取る。アクション・フェイズは4回あり、それぞれの戦闘参加者はアクション・ポイントを消費することでアクションを行うことができる。アクションを行うには、必要なアクション・ポイントを消費しなくては実行できない(表8-1参照)。
・アップキープ・フェイズ/Upkeep Phase:出血や呪文効果のような継続的効果を記録する。

イニシアチヴ・フェイズ/Initiative Phase

 戦闘中の状態は変化し続けるので、戦闘参加者がアクション・フェイズ中にアクションを解決する順序を決定するため、イニシアチヴはラウンド毎に再ロールする。イニシアチヴは2d10ロールに【敏捷力】ボーナスを(1回だけ)加える。さらに呪文効果、負傷、疲労、ヒット低下、荷重といったアクションに対するペナルティをすべて合算し、-10毎に-1ずつ低下させる(切捨)。

 イニシアチヴ = 2d10 + 【敏捷力】ボーナス - (10ペナルティ毎に1)
 例:ハウザーはイニシアチヴで14をロールし、【敏】ボーナスが+1であるため、結果は15だ。
 例:モライアは一連の不運な出来事に見舞われた。足首の捻挫(-25)、ヒットの半減(-20)、疲労(-25)、荷重(-5)。この合計は「すべてのアクションに対して-75」となり、モライアはイニシアチヴに -75/10 = -7 を受ける。彼女のロールは15だ。よって彼女のイニシアチヴは8となる。

 もし2体以上の戦闘参加者のイニシアチヴが同値であるなら、彼女たちのアクションは同時に処理され、結果についても同時に適用される(すべては同時に処理されるため、一方が与えた結果はもう一方の結果に干渉しない)。
 戦闘参加者は任意のフェイズにおける自身のイニシアチヴを、自主的に最低で「負の値」にまで低下させることができる。例えば、イニシアチヴが14であるキャラクターは、最低で-14まで減少させることができる。これはイニシアチヴで最高値を得たキャラクターにトリを取る選択権を与える。もしこの方法でイニシアチヴを減少させたなら、そのラウンド中はより低い値にしか変更することができなくなる。キャラクターはイニシアチヴを下げた後に再び上げることはできない。

不意打ち/Surprise

 ほとんどの戦闘では両陣が互いを認識しており、戦いの準備を整えてから始まる。しかし一方または双方が相手の存在に気付いていていない場合、戦闘を望んでいない場合、戦闘の第1ラウンドは不意打ちという劇的な効果をもたらす。同じ陣営内でも、戦闘開始時に異なる場所にいたり〈知覚〉行動の結果が異なる場合は、不意打ちに対して異なる対応をすることができる。
 もし戦闘参加者が戦闘を望んでおらず、かつ戦闘が始まるまで攻撃者に気づいていなかった場合、彼は“棒立ち”と判定され、第1ラウンドにいずれのアクションも行うことはできない。もし戦闘参加者が戦闘を望んでいないにしても攻撃者の存在に気づいているか、攻撃者に気づいていないまでも十分に警戒しているのなら、その戦闘参加者はアクションを行うことができるが、最初のアクション・ポイントを2ポイント失う。〈知覚〉ロールに成功することで、失われた最初のアクション・ポイントを回復することができる。
 “棒立ち”の状況で不意打ちを受けた場合、9.5章の表において「不意打ちされた戦闘参加者」として攻撃に修正を受ける。
 例:例:ガース、ポーグス、エイスランが居酒屋に入って卓を囲んだ。ポーグスが飲み物を手に入れるため立ち去った。常に疑い深いエイスランは酔客たちを一瞥し(〈知覚〉行動ロールで成功)、ベイラー三兄弟が酔客をかき分けて突き進んでくる姿を見つけた。先週、彼らはベイラー兄弟を叩きのめしており、エイスランは兄弟が復讐を誓ったことを聞き知っていた。彼はトラブルの発生を知り、「戦いだ」と告げると立ち上がった。GMはベイラー三兄弟が攻撃するのに十分近づいた時点で戦闘開始を宣言した。エイスランは攻撃者に気付いており、しかも警戒しているため不意打ちされておらず、通常にイニシアチヴをロールする。ガースはエイスランからトラブルを警告されたが、トラブルが何か、敵が誰かわからなかった。彼も十分に警戒したが攻撃者に気づいていないため、彼は不意打ちされる(彼は最初のアクション・ポイントを2ポイント失う)。ポーグスは3杯のビールを手にして卓に戻ってくる途中であり、くつろいで警戒しておらず、攻撃者に気づいていないため、彼は“棒立ち”かつイニシアチヴ・ロールができないため、第1ラウンドは何のアクションも行うことはできない。酒場の後援者であるパルコは、ベイラー兄弟と勇者たちの卓の間に立っている。ベイラー兄弟に気づいているが攻撃を意図しているとは思わず、彼らに押しやられたのもまったく不意の出来事だった。彼は攻撃者に気づいていたが警戒していなかったため不意打ちを受ける(最初のアクション・ポイントを2ポイント失う)。

アクション・フェイズ/Action Phases

Melee Actions
Conditional Actions

アップキープ・フェイズ/Upkeep Phase