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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 and restricts movement to Creep. 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.
- No Concentration
- 1 Concentration - 1/2 BMR, All AP costs for actions cost x2
- 2 Concentration - 1/2 BMR, All AP costs for actions cost x4, movement restricted to Creep Pace, Must make Mental Focus roll every round to maintain.
If a combatant suffers a staggered effect, the next AP the character has to spend will be consumed by this effect. This will be indicated in the tracker as as staggered chip which will indicate that they have lost that AP and may not Act unless they have additional AP to spend on that phase.
Any previous APs spent on the current action are not lost and the action can be continued in the following phase IF they can still Act.
Example: Staggered on the 4th phase with no more AP to spend with 3 AP already allocated into Melee will cause you to lose your melee attack unless you are in Open Rounds.
You can change your defensive stance for dodge or block freely on or before you have spent your 1st AP in a round. After that the GM can edit your AP elections.
Parry is now automated and can be actioned via the combat tracker or the character sheet (Arms tab). The parry amount can be allocated at any time before the character rolls for the attack, as long as at least 1 AP has been spent on the attack. You can click on the parry chip to view the parry history for the current round.
Any allocated parry amount counts towards all attacks from a single opponent, but can be split between different opponents if required, but a parry manoeuvre roll is required each time the parry is to be used beyond the first opponent. This manoeuvre can be initiated by clicking on the parry chip which will be flashing if a roll is required to utilise the parry against another opponent.
Shield block can be actioned via the combat tracker or the character sheet (Arms tab). Shield blocks are counted per attack, not per opponent, so if a single opponent has multiple attacks, a separate shield block has to be used against each attack. If a shield block is ready to use, a white shield symbol will appear on the tracker, with further shield block allocation greyed slightly after the first. Once the first shield block has been used, the shield symbol will flash to indicate that a shield manoeuvre is required to be able to utilise the next shield block against the next attack. A failed manoeuvre will consume a block slot.
Adrenal Maneuvres are now supported, with preparation requiring Concentration, round-by-round duration tracking, and chat notifications to apply benefits. At the start of a round, adrenal preparation(s) can be selected in the Other action category of the AP menu, and each will then add an adrenal preparation concentration chip. Up to 2 adrenal preperations can be done in a single round, requiring double concentration when the second one is allocated (requires a Mental Focus manoeuvre each round to maintain, which if failed means both concentration actions are lost).
- Adrenal Speed - additional AP to spend in a round or loss of AP on absolute failure.
- Adrenal Strength
- Adrenal Defense - reduces cost of Dodge elections or prevents Dodge altogether on absolute failure
- Adrenal Focus
When 4 AP of action is accumulated during spanning Adrenal Prep concentration the Combat Tracker will notify you to roll the adrenal skill(s), highlighted with the green ready indicator.
You can then roll the adrenal skill(s) as with any other skill and if successful, the manoeuvre chat card will have an apply button to allocate the effect to the character. This will then appear on the bottom of the conditions tab.
Multi-attack Katas are tracked swing by swing. The kata attack action is added, the same as with a normal melee attack action, but when the attacks are rolled the tracker will show the count down for each attack being completed and the attack roll card will automatically apply the multi-attack penalty. The 1st attack of a Kata will show the count down on the number of attacks. When all attacks have been rolled the completed end marker on the action will appear (check).
The drop prone and stand up actions are automated, so if either action is selected, the prone condition will be checked/unchecked in the conditions tab of the character sheet when the action is completed.
Once you start spell preparation you will be under Concentration.
- Additional Limb Pairs talent is used to limit equipped weapons and how many attacks can be made with Kata.
- Quickdraw and Quickload talents impact AP cost in Combat Tracker, and the quick draw/quick load actions will apear in the free action section.
These Game Settings directly impact Combat and should be reviewed for a campaign.
- 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.
Significant content on this page was contributed by flpster on Discord.
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.
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