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Combat Tracker
When you create a new combat encounter you are given the option to select, for each combat, the number of phases per round (1 Faster, 2 or 4 Tactical). The more phases per round the more fluid and tactical the combat becomes.
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After initiative is Rolled you see the Action Tracking card for the combatants you control. On your turn, you can select the action(s) for your character, and the number of actions selectable is determined by the Action Phases per Round being used by the GM and your Action Points usually 4 AP.
Selecting the action is completed by left clicking on the first empty chip slot, which will open the action menu, where you can further select an action category and then a subsequent action. On subsequent turns you can shift-click on an unspent AP continue the current action or when the turn advances any unspent AP will be automatically allocated to the in-progress action.
Once sufficient APs have been used on an action, a Ready prompt will appear which will highlight that the action can be rolled, as well as any penalty that exsits for using less than optimal AP. This example shows what Melee ready would look like at 4 AP, 3 AP and 2 AP
If an action is fully paid (usually 4AP), you have the option to hold that action so it can be used as an instaneous action on following turn or Round. This is done by clicking on the green ready button and selecting "Hold" [will also automatically add the hold status if you end your turn without completing the maneuver]. This will then add a concentration hold action, and the action can then be triggered by rolling the maneuver (i.e. attack, or spell etc), which will then remove the concentration held action. This concentration action works like any other, doubling the AP cost of any actions performed while concentrating. The held action can be removed at any time if you no longer wish to hold the action, by clicking on the held concentration chip and then selecting "Cancel Hold".
Concentration is tracked on your card. Single concentration doubles AP costs and double concentrations quadruples AP costs. The second concentration requires a successful Mental Focus manoeuvre or both concentration acitons are lost (not automated but combat card will hint). Movement while concentrating is limited to ½ BMR under single concentration and move limited to creep pace if double concentration is being used.
- Minimum Combat Zone In some campaigns it's desirable to allow adjacent grids to engage in melee even when actors might be small, tiny or minuscule. This option allows you to expand the minimum combat zone of any actor on a scene.
- Open Rounds This optional setting when enabled allows combatants to carry over in-progress actions into a new round.
- Optional Roll Initiative on new Roiund Enable this if you prefer to reroll iniative on the start of each new round.
Rolemaster Unified system for Foundry VTT. Created by Bob Morris.
All source code included to support play of ICE Rolemaster Unified on Foundry VTT is Copyright © 2023-2025 Robert Morris. All rights reserved.
Iron Crown Enterprises, I.C.E., ICE, Rolemaster, ICE Rolemaster Unified, High Adventure Role Playing, HARP, Spacemaster, Cyberspace, and Bladelands - and all products related thereto - are all trademark and copyright 2002-2025 © properties of Iron Crown Enterprises Ltd, 37 Fulbourn Road, Cambridge, United Kingdom. All rights reserved.