When combat has begun (whether both sides are aware of each other or not), the GM should set up the
Tactical Display and have the players place the pieces representing their characters on the display with
the GM being the judge as to their final positioning. The pieces representing the hostile figures are then
placed by the GM and the combat sequence begins.
Combat time on the display is divided into 5-second pulses during which all figures may attempt to take various
actions, depending on their positions relative to the hostile figures. The orders in which these actions take place is
determined by the figures' Initiative Value (for engaged figures) or by the Initiative Die Roll (for non-engaged figures).
Attacking is resolved by rolling D100 versus the attacker's modified Strike Chance with his weapon. If a hit results, any
damage is generated by rolling D10 and adding modifiers by weapon type.
When all figures occupying the display are either dead, unconscious, incapacitated, or friendly towards each other,
combat is over. Combat should never last any longer than necessary to resolve the situation; returning to the
Trek/Wait stage as soon as possible will speed overall play.
COMBAT TERMINOLOGY
The following terms are used throughout the combat rules:
Action: The movement and/or combat activity a figure may attempt during one Pulse. The number of actions a figure
attempts during a Pulse is a function of his modified Agility.
Attacker: The figure taking action in an engagement.
Attack Zone: Any hex into which a figure may Melee or Fire attack.
Base Chance: The percentage chance for one figure to strike another with a weapon; listed for each weapon on the
Weapon Chart.
Blocked Hex: Any hex which contains enough solid matter to block any attack. The Attack Zone of a figure cannot
extend into a Blocked hex.
Close Combat: Any combat involving figures mutually occupying the same hex.
Combat Action: Any action taken by a figure occupying the display while in combat. Choice of actions may be limited
due to position relative to hostile figures.
Damage Check: A roll on a D10 to deter-mine the amount of damage done after a successful hit.
Damage Points: The amount of damage (expressed as a number) done as a result of a damage check.
Defender: The figure on the receiving end of any attacker's action.
Effective Damage: Any Damage Points (to either Fatigue or Endurance) which are actually inflicted on the figure
hit; this does not include points absorbed by armor or ignored due to other considerations.
Engaged: Hostile figures occupying adjacent hexes are engaged.
Facing: The placement of a figure on the display such that it unambiguously is oriented towards one hex, termed its
front hex. Once this orientation has been performed, a figure's front and rear hexes are determined.
Figure: Any sentient entity occupying the display.
Fire: To throw or fire a weapon or spell in Ranged combat.
Grapple: The act of striking a figure in close combat.
Grievous Injury: An injury suffered which results in the maiming or temporary incapacitation of a figure.
Line of Fire: A straight line drawn from the center of an attacking figure's hex to a target figure's hex which passes
only through hexes of the attacking figure's Ranged zone and is not blocked.
Melee Zone: The front hexes of any conscious, unstunned figure armed with a weapon rated for Melee combat.
Modified Agility: The figure's Agility after it has been modified due to weight carried and armor worn.
Modified Manual Dexterity. The figure's Manual Dexterity after it has been modified due to type of shield carried.
Obscured Hex: Any hex into which a figure normally cannot see but which objects may pass through. A figure may
attack into an obscured hex but cannot fire through it.
Prepared Item: Any item (weapon, shield, flask, etc.) which a figure has in his hand(s) and can readily use.
Pulse: A five-second increment of game time which regulates actions while on the Tactical Display.
Ranged Zone: The hexes radiating out from a figure's front hexes into which that figure can see and fire a weapon,
spell.
Sheltered Hex: Any hex containing physic- al objects behind which a figure could take shelter such that
approximately 50% of his body is protected from any attack.
Strike: The act of attempting to hit a hostile figure.
Strike Chance: The chance of hitting a hostile figure with a weapon; it is a combination of the Base Chance, Manual
Dexterity and Rank.
Strike Check: The roll on D100 to see if the attack was successful.
Tactical Movement Rate: (TMR) A figure's Movement Allowance in hexes per Pulse while on the display.
Weapon: Anything used to strike a hostile figure.
COMBAT EQUIPMENT
To aid in the resolution of combat situations, the players and the GM should have a number of items close at hand.
If these items are prepared before combat begins, the en- tire process will take much less time to resolve. The
Tactical Display is used to locate and regulate the movement of the figures involved in combat. It consists of a 25mm
hexagonal grid, an example of which is included in this rules book. Each hex represents 5 feet of space from side to
side. A number of photocopies of this display should be made and butted together to form large areas. The GM may
wish to cover the display with a clear plastic (contact paper or acetate) to allow drawing on the display with china
pencils or other erasable markers. If the players and the GM wish a detailed, rugged, 25mm hex grid for use with
DragonQuest’s combat system, one is available from the publisher. If the GM wishes to use a 1-inch square grid
instead of hexes, he may, but should resolve any rules anomalies himself. When representing figures on the display,
some form of markers must be used. Often lead miniatures (available from most hobby stores) are painted to
represent players' characters. Cardboard counters are equally useful, with counters being much less expensive but
also much less visually exciting. Beginning players often find the three dimensional quality of miniatures helpful in
visualizing what is actually occurring during combat. GM's will find that trying to collect an arsenal of appropriate
monster miniatures grows to be an expensive investment.
PREPARATION FOR COMBAT
Whenever it has been determined that combat in some form is an inevitable result of an encounter, the GM must set
up all the equipment necessary for the resolution of combat. It is important for the GM to be as organized as possible
(have monsters' or NPC's characteristics and weapons pregenerated, have miniatures or counters ready, have the
encounter area mapped to facilitate easy transfer to the display, etc.) so the set-up time for combat goes quickly.
Knowing combat is coming, the players will get more excited in anticipation, and now is nor the time for the GM to
fumble with his notebook. Each player should have his playing piece and Character Record prepared and ready.
There should be as little fuss as possible when placing pieces on the display, and the GM has the final word as to the
placement of all characters, NPC's, and monsters. If the GM has prepared the display to accept either china pencils
or markers, he should draw in the details of the encounter location. This may be a hallway in a dungeon, a room in a
castle, or whatever - wherever the party may encounter hostile entities is where combat may take place. If the display
would be marred by drawing on it, the GM should use dice or some other form of marker to record the locations of
important details. Anything the players would be able to see, touch, hear, or smell should be described to them,
because inventive players will scrape for any advantage they can find, and are not above using a broken bottle, for
grows to become inordinately expensive, and numbered counters may be used. Special monsters, painted and
prepared by the GM for a particular encounter, are useful to spice up an adventure. The GM should have a copy of
a completed Adventure Record and the players should have their Character Records. These contain information
which will be used continuously during combat, such as strike chances, movement rates, etc. If any NPC's or monsters
are involved in combat, the GM should record their characteristics and information on a piece of scrap paper or index
card. This information should be determined prior to the adventure if at all possible. Any damage taken in combat
should be recorded on a piece of scrap paper rather than on the Adventure or Character Records. Blank copies of
these two records are included in this book. Percentile dice are used in the resolution of combat, and plenty should
be available (one pair for each player and the GM is ideal). Also, copies of all the combat charts and tables should be
made so the players may readily refer to them. The GM will often use a GM screen to hide his die rolls, papers, etc.,
and the charts and tables may appear on it. SPI sold a screen designed for DragonQuest containing copies of all the
needed combat charts and tables. For example, as a thrown weapon if they can find one. The players need to feel as
if they know all the details of the encounter location they could know if they were actually there. It is the sloppy GM
who suddenly realizes he hasn't told them about the small window in the northern wall just as the party is frantic- ally
scrambling to find an escape route.
Prior to placing the hostile figures on the display, the GM determines whether a surprise situation
exists. Once the determination has been made (this information should be conveyed to the players only if they are
the ones who have achieved surprise) the GM then places the hostile figures on the display. If no surprise exists,
the distance between the two parties should not be less then 8 hexes, and each group is aware of the
other. If surprise does exist, the distance between the groups should not exceed 8 hexes, and can be
much less depending on the GM judging the degree of "jump" one group has on the other. In both cases,
the GM has the final say as to the distance separating the groups.
If surprise does not exist, Initiative is determined normally for the first Pulse of combat. If surprise does exist, the party
with the advantage receives one "free" Pulse during which it can take any action it wishes without the surprised group
being able to react. After this free Pulse, Initiative for the remainder of combat is determined normally. After placing
all the figures on the display, the GM assigns any Fatigue losses the figures may have incurred as a
result of their actions prior to combat.
For the characters, the GM should determine fatigue loss due to travel and carried weight. For all hostile figures, he
should make a quick estimate relating all presumed activity they may have undertaken up to the instant of combat.
The GM may dispense with this procedure if he feels the Fatigue loss would balance out or if he wishes to simply get
on with and resolve the encounter. If he assigns penalties from one side, he must make a judgment for the other; he
should never treat one party differently from another in this regard. Assigning hostile figures a high Fatigue loss is
one method of balancing a fight so the characters may be able to defeat a foe that, on the surface, may appear vastly
superior. This does wonders for party morale.
In any DragonQuest world, individual combat is an inevitable
(and sometimes necessary) occurrence, and the players should
be aware of its dangers. Fighting is a deadly process and should
be avoided if at all possible. Heroes are made by defeating the
dragon, but more graves are dug than heroes made. The
DragonQuest combat system reflects these dangers and
emphasizes skills and smarts over brawn and brutality. Combat
occurs whenever characters, non-player characters, or monsters
attempt to physically overcome or harm other conscious
opposing figures while on the Tactical Display or in the Chase
Stage Combat should not occur whenever entities simply
encounter one another; rather only when some overtly hostile
action has taken place or intentions are made clear.