Combat

"Don't lose your head!"
- Ramirez

Combat is a fact of life for an immortal. Whether he or she likes it or not, unless they learn how to use a sword, and, more importantly, are prepared to use it, they will surely lose their head. You can't run forever, and if you try hiding, you'll eventually be found by another immortal. Only by killing your fellow immortals in combat can you hope to survive and have any chance of winning the Prize.

When two immortals meet, they sense each other through the Quickening. They don't have to do battle, (we have seen in both the movie and the series how two immortals may become friends), but it is the time of the Gathering, and it is their destiny to battle until only one remains. They have no choice in the matter.

The normal Storyteller combat rules are basically pretty useless when it comes to staging detailed sword duels. It is desirable to be able to play out duels between immortals as detailed fights, with each combatant able to choose different tactics, moves, etc. For immortal player characters, these duels are often the climax of the story, and just running a simple combat sequence can be frustrating for the player involved. Remember that, in these duels, the player is fighting to increase his power, in a battle where he has a very real chance of dying... The player is fighting for his knowledge and power, pitting it against another to the death. Thus, we recommend that the following combat system be used for duels between immortals.


Stage One: Initiative

In normal combat, the combatants will normally try to be the first to attack, in the hope of inflicting damage first. However, in sword combat, things work a little differently. Sometimes, one combatant may elect to try and surprise the other, by ambushing them and attacking them before they have a chance to draw their weapon. In such cases, use the normal rules for Initiative and Surprise, although note that an immortal can practically never be taken completely by surprise by another immortal. The Quickening sees to that.

With sword-duels, the round takes on a new meaning - Basically, a sword combat round is the length of time it takes for one person to attack the other. This system splits sword combat up into a series of bouts. A bout is a series of rounds, during which there is no pause in combat. At the start of a round, both players roll for Initiative. Then they announce what their actions are going to be. Because sword combat is reactive - ie. you don't know what you're going to do until your opponent has done something - the player with the higher Initiative must announce what they intend to do first.

Normally, the player with the higher Initiative will decide to attack, and, if so, his opponent must either defend or dodge. Alternatively, the character with the higher Initiative may decide to either do some other kind of action, such as leaping onto a table, or they may decide to wait and see what their opponent is going to do. If they do either of these things, combat has basically stopped, and they must begin another bout.

A bout begins with both combatants facing each other, weapons at the ready. It is up to the players themselves who actually moves first and initiates combat. Once one of the combatants announces theat they are attacking, both players make a standard Initiative roll - Wits + Alertness, against a target number of four. However, instead of deciding who acts first (as this has already been decided), the difference between the two combatants number of successes achieved is added to the dice pool of the player with the higher Initiative.

Example: Connor and the Kurgan are facing off. They circle each other for a few minutes, before Connor makes an attack. He rolls Wits (3) + Alertness (4), and gets 6 successes. The Kurgan rolls Wits (4) + Alertness (3), getting four successes. Thus, Connor gets an extra two dice to add to his Attack roll.

After this initial round, Initiative is rolled as normal, but, its role during the bout is slightly different than the one it has in normal combat. The character with the higher Initiative gets to act first, presumably attacking, and the other person must defend. Both players make their respective attack and defense rolls and that combat round ends, and the combatants roll their Initiative for the next round. The following modifiers apply:

These rules may seem very complicated right now, but will become clearer later on.

Stage Two: Attack

To reflect the complexity of sword combat, and the fact that it's not just a case of hacking at the other person until one of you dies, I have adopted the following list of standard sword-fighting maneuvers from the rules for Klaive-duelling in the Werewolf Players Guide. They are split up into two types - Attack maneuvers and Defense maneuvers. Normally, the attacker will choose an Attacking maneuver, and his opponent will choose a Defense maneuver, in an attempt to counter it, but in some cases, the nature of the Attack maneuver will only allow the defender one option. For example, if an attacker decides to try and disarm his opponent, his opponent must decide to try to hang on to his weapon. He has no other choice.

(Note that, quite often in the duels fought in Highlander, the two immortals fight until one of the combatants is disarmed and driven to their knees, admitting defeat. It is rarely a lucky shot that chops off the head, but more often a defeat of the spirit.)

This is by no means meant to be an exhaustive list of all the possible maneuvers, but more a guide to help Storytellers decide the types of rolls and difficulties which should be applied to various maneuvers. Ideally, combat should take the form of a semi-live action roleplay combat scene, with the players describing what their character does, and demonstrating (safely, of course) if necessary. The Storyteller then decides what rolls should be made and against what difficulties.


Dodging:

On some occasions, it may be necessary to dodge a blow rather than parry it. On these occasions, the target rolls his Dexterity + Dodge against a target number of six. The successes on this roll are subtracted from the successes of the Attacker. If the attacker's successes are eliminated, the target manages to dodge the blow.


Stage Three: Resolution

Damage is resolved as normal - The attacker rolls the Damage dice pool for that weapon, against a target number of six, each success causing the target to lose a health level. The target makes a Soak roll, rolling his Stamina (difficulty 6) and subtracting his successes from his opponent's.

Example of Combat

Connor is squaring off against the Kurgan (See the Appendix for their respective stats). They circle each other for a few moments, Kurgan makes his first move - a normal attack. Both players roll for Initiative, Connor getting six successes, and the Kurgan gets five. Kurgan make his attack roll - Dex+Melee - getting five successes. Connor tries to parry the Kurgan's attack, and makes his Defense roll - Dex+Melee plus an extra die, ass he got more one more success on his Initiative roll than Kurgan. Connor also rolls five successes, and manages to parry the Kurgan's blade.

Both roll Initiative for the next round, and both have an extra die to add to their Initiative pool - The Kurgan because he attacked last round, and Connor because he managed to successfully parry Kurgan's attack. Kurgan gets four successes, and Connor gets six, winning the Initiative, and getting two dice to add to his dice pool. Connor decides to try a Feint, and makes his roll - Manipulation + Melee plus his two Initiative dice against a target number of nine - his weapon's normal difficulty plus three. He gets two successes. Because a feint can't be parried, Kurgan is left with no option but to try and dodge. Rolling Dexterity + Dodge against a difficulty of six, he gets five successes - Connor's blade slices through thin air.

The third round of combat starts, and both players roll for Initiative. The Storyteller decides that, seeing as Kurgan's Dodge successes exceeded Connor's Attack successes by three, Connor will be slightly off-balance at the start of this round, due to having swung his sword through thin air. Thus, Connor's difficulty is five instead of four, to reflect this. Connor decides that he needs get working and thus uses his Quickening to get the Speed of the Stag, which gives him an extra three Initiative dice, in addition to the die he receives for having attacked last round. The Kurgan rolls his Wits + Alertness and gets five successes. Connor follows suit and gets seven successes, which means he has two dice to add to his dice pool. He decides to try to disarm the Kurgan, and rolls Dexterity + Melee against a difficulty of six, not forgetting his extra two dice, and gets a massive seven successes. Kurgan rolls Dex + Melee but gets several botches, and can only manage three successes. Connor manages to flick the Kurgan's sword from his hand.

Kurgan's in trouble.

Action Roll Difficulty Damage #A Decapitate Melee 9-wound level Final Death 2 Quick Draw Melee 6 wpn, no action to draw 1 Quick Draw Parry Melee 6 N/A, no action to draw 1 Parry Dex+Melee 6 N/A 1 Dodge Dex+Dodge 6 N/A 1 Shield Parry Str+Melee 5 N/A 1 Shield Attack Str+Brawl 6 Str 1 Thrust Dex+Melee 8 wpn, Diff. Parry +2 1 Riposte Dex+Melee Opp. #Succ. wpn-1 0 Disarm Melee Opp. #Succ. Dislodged 1 Lock hilts Str+Melee Opp. Str+Melee Special 1 Kick Str+Brawl 6 Str+1 1 Punch Str+Brawl 6 Str 1 Distract Man+Alertness Opp. Wit+Alertness -1 Action 1 Taunt Man+Expression Opp. Wit+Self Control Rage/Frenzy check 1-X 1