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ORBA: ROLEPLAYING GAME SYSTEM

Another questionable thing by Robert Aronson, vespinfeebler at gmail dot com
 

Chapter 4
Turn Option: Attack an Enemy


See the next section if using the optional War Forms rules.

A combatant may attack an enemy target in the same zone or in the Aggression Zone. If the combatant is in the Aggression Zone they may attack any enemy target anywhere in the Arena. A combatant can only attack one target at a time.

Here's how an attack works, assuming no Techs are used:

One combatant is designated the attacker and the other the defender. The one who began the confrontation is the attacker.

  1. The attacker notes their weapon's tier score, and the defender notes the sum of their armor's tier scores.
  1. For every 2 points that one side is higher than the other, they get a +1 bonus to their attack or defense roll. See the next step. For example, the attacker's weapon is tier 2, meaning it has a score of 15. The defender is equipped with a full set of tier 1 armor, giving them a sum armor score of 10. Because the attacker's score is 5 points higher than the defender's, they get a +2 bonus to their attack roll. (5 / 2 = 2.5, rounded down to 2.)
  1. The attacker rolls 2d6, adding the result to their Base Attack, and adding a +2 weapon bonus from step two if appropriate. (Also adding PAs and/or IAs if appropriate.)
  1. The defender notes their Base Defense score, and adding a +2 armor bonus from step two if appropriate. (Also adding PAs and/or IAs if appropriate.)
  1. The sum roll of the attacker (2d6 + Base Attack + Weapon Bonus), called their attack roll, is compared to the sum roll of the defender (Base Defense + Armor Bonus), called their defense roll. On a tie there is a stalemate for that phase. If one combatant has rolled higher than the other then they are considered victorious in that phase.
  1. The losing combatant loses 1 Focus and the attack is over.

Note, ranged weapons get a chance to attack twice in a single turn. Roll 1d6 and consult the table below.

1-4
5-6
 
Turn over; no second attack
Can make a second attack with a -5 penalty to the attack roll.

 

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