-
Notifications
You must be signed in to change notification settings - Fork 0
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.
![]()
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, this will automatically be displayed on the tracker as a staggered chip which will indicate that they have lost the current AP for that phase, so will be unable to add an action chip. 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. Staggered on the 4th phase with no more AP to spend and you are 3 AP into Melee you 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.
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.
- 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.