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5. Battle Scenes

5.1 Twelve Against One... Not Exactly Fair, But I Could Fight Left Handed

The important thing to know about a Micronauts battle scene is that most of the opponents are little grunts who will readily be defeated by the heroes, and only when the major villains turn up will things turn ugly.

As with any other part of this guidebook, the One Rule stands: the most dramatically appropriate outcome is always preferred.

5.2 Combat Pool

Combat is resolved by performing a Pool Roll. The players all roll their combat pools (which contain a set of dice from different combat-related traits) and compare against a combat pool prepared by the Gamesmaster to represent all the foes. Often these will be extras, so each die in the Gamesmaster's pool will be one foe.

A combat pool is built by combining the pools of four traits as follows:

In addition, Fate and Calling dice may add to the combat pool if appropriate.

5.3 Basic Battle Scene

A basic battle scene occurs when the players are only fighting extras:
  1. Build Pools
    Players select the appropriate dice to build their combat pools; Gamesmaster builds combat pool for opposition (enemy pool).
  2. Roll Dice
    All dice are rolled. All the players' rolls are treated as being part of one large Pool Roll.
  3. Pool Rolls
    Resolve as a normal Pool Roll (see
    section 2.4). Players are always the lead pool; the enemy pool is always the opposition pool.
  4. Players Victorious: No Dice in Enemy Pool
    If all the opposing dice are removed, the player is victorious. They have won, and all the extras lie dead or unconscious, as desired.
  5. Enemy Victorious: Dice Remain in Enemy Pool
    If there are dice remaining in the enemy pool, the Gamesmaster rerolls them to produce the wound pool.
  6. Players Roll Endurance-Armour
    Each persona must beat all the dice in the wound pool using dice in their Endurance-Armour pool. Each persona does this separately, unless they have a protector.
  7. Change Status
    For each undefeated die in the wound pool, the player moves one step down the status ladder, although they can use Grit to reduce the number of steps (1 point of Grit removes one step).
  8. Repeat
    Repeat, starting with only the dice remaining in the next enemy pool.
The Gamesmaster may decree that some steps on the status ladder are not appropriate to circumstances. In which case, go to the next lowest step.

If boosts (see section 2.3) are being used, only dice in the same player's pool can be combined to make a boost.

5.4 Duel Scenes

A duel occurs when two personas fight each other, usually a hero and a villain.

Duels may occur at the same time as basic battle scenes, or may be a battle scene all on their own. They never involve extras, only regular cast or guest stars.

Resolve a duel as follows:

  1. Build Pools
    Player select the appropriate dice to build their persona's combat pool; Gamesmaster builds combat pool for enemy persona (enemy pool).
  2. Roll Dice
    All dice are rolled.
  3. Pool Rolls
    Resolve as a normal Pool Roll (see section 2.4, on page 3). Players are always the lead pool; the enemy pool is always the opposition pool.
  4. Players Wounds Enemy: No Dice in Enemy Pool
    If all the opposing dice are removed, the player can roll any surviving dice as a wound pool (see above) for the enemy to survive.
  5. Enemy Wounds Players: Dice Remain in Enemy Pool
    If there are dice remaining in the enemy pool, the Gamesmaster rerolls them to produce the wound pool for the player's persona to survive.
  6. Roll Endurance-Armour
    The wounded persona must beat all the dice in the wound pool using dice in their Endurance-Armour pool.
  7. Change Status
    For each undefeated die in the wound pool, the persona moves one step down the status ladder, although players can use Grit to reduce the number of steps (1 point of Grit removes one step).
  8. Repeat
    Repeat, starting with the full pools, minus any lost dice as a result of personas being Wounded.
Often, if two opponents are well matched, a duel can go on for some time.

5.5 Wounds & Healing

Whenever a persona is injured, note the number of sides the highest die that wounded them had. This is the target number for a Technical Task Roll (or Technical-Calling, where appropriate) to heal wounds with triage or first aid. This roll may only be attempted once. Success moves the persona one rank up the status ladder.

Example

Princess Mari was reduced to being Disabled by a wound pool where the highest die she could not defeat was a 7. Her servant has medical experience, and would need a 7 or more on a Technical-Calling roll to heal her to the Wounded state.

Periodically, the Gamesmaster will declare plot related healing. In general, as soon as personas make it to a safe haven, they will receive plot-related healing, which will usually restore them to Healthy unless dramatic necessity guides otherwise.

5.6 Interference

Unless duelling immunity has been asserted (see section 4.7), other players may interfere in the duel. They may do this by adding either their Blast-Precision or Strength-Duel dice to the pool they are attempting to assist.

5.7 Protectors

A persona may designate themselves as protecting another persona in combat. In this situation, their combat pool is reduced to only the two highest dice. However, they may add their Duel-Armour dice to the pool of the persona they are protecting, to help keep them alive.

5.8 Threat

In order to judge how tough an opponent will be, Micronauts includes the concept of threat. The threat value of a given combat pool is:

T [# of dice in pool] ( [Highest die in pool] - [Mean value of dice in pool )

Round up the mean value. This yields a threat code, consisting of the basic threat e.g. T6 and the challenge e.g. (10-6)

Example

12 dog soldiers, with a D6 as their rank, have a threat of T12 (6-6). Bug's combat pool for blast combat is D12 + D12 + D10 + D10 + D8 + d8 + D6 + D4. Bug's blast threat is T8 (12-9) - which is quite powerful. His combat pool for melee combat is D10 + D8 + D6 + D4. Bug's melee threat is T4 (10-7). This is significantly weaker.

Players should be able to defeat anything for which they have more basic threat and at least equivalent levels of challenge.

An opponent with lower basic threat and greater challenge will present a more volatile situation, which could swing either way.

An opponent with higher basic threat but lower challenge can be defeated, but it will take time.

An opponent with higher basic threat and higher challenge will be very difficult to defeat.

Generally speaking, by making sure that the player's threats exceed that of their opponents, the Gamesmaster can ensure an easy ride. In fact, threat allows the Gamesmaster to guess at what sort of opponent would be needed to defeat them.


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