Epic Roleplay – Skill Use – Combat – Casualties

Combat
Rules, second part.

Skill Use

To use one of their skills, a character simply rolls against their individual Morale Value, just as if testing morale. If it is a group effort (of either multiple skilled characters working together or where unskilled characters can reasonably lend assistance) use the retinue’s Morale Value instead.

Depending on circumstances, using a skill may or may not impose restrictions on what else the retinue is able to do at the same time, such as limiting their movement rate or preventing them from making a ranged attack.

Also depending on circumstances, a skill test may be modified in difficulty. Apply modifiers as you would for a shooting attack.

Combat

For combat, including movement in combat situations, ranged combat, melee, and use of battle psi, follow the rules of 2nd edition era Epic (I personnally prefer Space Marine, but Titan Legions or NetEpic [available here] work just as well, the former requiring adjustments to some psychic powers due to the psi phase, the latter some re-labeling of talents to avoid confusion and better map onto special abilities as well as a decision of whether or not to implement the power armour save for infantry).

As with other units representing powerful psykers, the retinue may use only one Psychic Power per turn, no matter how many psykers are part of the retinue or how many different Psychic Powers they know.

Likewise, battlefield abilities affecting friendly troops, such as Battlefield Surgery, Champion, or Inspiring Leader do not stack or give the retinue multiple uses of the ability, no matter how many characters possess the talent in question.

Casualty Recovery

If the retinue became a casualty in combat, at the end of the engagement, make a separate D6 roll for Casualty Recovery for each character.

D6 Character’s Fate
1 Dead
2-3 Wounded but rescued by friendlies. Roll on the Wound Chart to determine wounds.
4-5 Knocked unconscious but otherwise unharmed. If the overall engagement was not lost or friendlies remained in control of the area, the character recovers automatically after the end of the engagement. If the enemy won the engagement or control the area, the character is captured.
6 Only lightly wounded. The character manages to escape and makes a full recovery at the end of the engagement.

For wounded characters, roll 2D6 on the following Wound Chart.

2D6 Wound Recovery Time Penalty whilst Recovering Permanent Effects
2 Critical Head Wound 6 months Gain the Mindless talent Gain the Mindless talent
3 Severe Arm Wound 4 months Gain the Lost Arm talent Gain the Lost Arm talent
4 Severe Head Wound 3 months Gain the Mindless talent Gain the Ignorant talent
5 Light Arm Wound 2 months Gain the Lost Arm talent none
6 Light Head Wound 1 month Gain the Ignorant talent none
7 Armour Destroyed/ Eye Damage 1 month Gain the Blind If a suit of armour or an energy field was worn, it is destroyed, if not, gain the Blind talent
8 Light Body Wound 1 month Gain the Untrained talent none
9 Light Leg Wound 2 months Gain the Slow talent none
10 Severe Body Wound 3 months Gain the Feeble talent Gain the Untrained talent
11 Severe Leg Wound 4 months Gain the Slow talent Gain the Slow talent
12 Criticial Body Wound 6 months Gain the Feeble talent Gain the Feeble talent

For other troops, roll a D6 for each detachment that suffered casualties during the engagement.

Apply the following modifiers to the roll.

-1 if own side was defeated
-1 if detachment was on Fall Back orders at the end of the engagement
-1 if detachment was completely wiped out
+1 if own side was victorious

D6 Recovery
1 No casualties recovered
2 1 in 4 casualties recovered
3-4 1 in 3 casualties recovered
5-6 1 in 2 casualties recovered

Less than Lethal Combats
When it is unlikely that characters will die from injuries sustained, e.g., because non-lethal weapons were used by their foes, the characters’ Casualty Recovery roll may be modified, by rolling two or even three D6 and using only the highest result to determine recovery.

When it is unlikely that a cclose ombat will result in casualties in the first place, e.g., a duel fought only to first blood, the losing side is not removed as a casualty, unless the winner rolled doubles on their close combat dice – accidents do happen.

Massive Damage
When absolutely overwhelming force came to bear to bring about the retinue’s fate, e.g., close combat against a greater daemon or a direct hit from a quake cannon, the characters’ Casualty Recovery roll may be modified, by substracting 1 or more from the D6 roll.

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