Rolling of 6 sided dice (D) determines the outcome of
battles in CHIMA Adventures. Once the StoryTeller announces that the battle has
started several things happen:
- Heroes
cannot use abilities and skills that are not usable in combat
- If
heroes used abilities and skills before the combat started the effects of that
skill or ability still carry on till they are broken (i.e.: Stealth)
- Time is broken up into Rounds (R)
- The
StoryTeller will always announce the beginning and the end of each Round (R)
During each Round every Player will have to ROLL several times: 1. Speed Roll, 2 Hit Roll – and if successful: 3 Damage Roll.
1. Speed
Roll (SR)
This ROLL basically determines who goes first. Each Player
will ROLL with 1D then apply any and all modifications.
Things that modify Speed Roll (SR):
Agility Attribute – every point over 10 adds +1
to your Speed Roll
Intellect Attribute – every point over 10 adds +1 to your Speed Roll
Intellect Attribute – every point over 10 adds +1 to your Speed Roll
Speed
Potions – effects depend on potion
Magic
Weapons – some ultra-rare weapons are so fast they add to your Speed Roll (SR)
After applying all modifiers to your Speed Roll (SR) state
the final number to the StoryTeller.
The player with the lowest number states their actions first, and the player with the highest number acts first.
The player with the lowest number states their actions first, and the player with the highest number acts first.
2. Hit Roll
(HR)
This ROLL determines if your attack was successful or not.
- first determine your combat potential by selecting which attributes, skills and equipment will contribute to your attack
- ie.: Say you are a swordsmaster, and you are striking at your opponent with two swords, as you are trained in dual wielding. Your opponent wears medium armor so you can use your armor piercing skill as well. Your skills are: Swords: 3, Dual Wielding 3, Armor Piercing 2. For swords you may use the portion of your strength and agility attributes that are over 10 - at 15 strength and 13 agility this number is 8. You have nice swords, each giving you 2 points to your swords skill. Your final combat potential is 20. This is a very nice number.
- the StoryTeller may or may not tell you what the defense value of your opponent is. In this case your opponent is a goblin warrior champion. The Storyteller determines his melee defense value at 25.
- roll two six sided dice (2d6). If the roll is double ones it's an epic failure regardless of combat potential. If the roll is double sixes it's an epic win regardless of combat potential.
- add up your combat potential and your roll and state your final attack value
- if your attack value is higher than your opponent's defense value, then your attack was successful, and you may deal damage. If your attack value is equal or less than your opponent's defense your attack was unsuccessful and your turn ends.
- In our example you only have to roll 6 or over to land a strike on the champion.
- first determine your combat potential by selecting which attributes, skills and equipment will contribute to your attack
- ie.: Say you are a swordsmaster, and you are striking at your opponent with two swords, as you are trained in dual wielding. Your opponent wears medium armor so you can use your armor piercing skill as well. Your skills are: Swords: 3, Dual Wielding 3, Armor Piercing 2. For swords you may use the portion of your strength and agility attributes that are over 10 - at 15 strength and 13 agility this number is 8. You have nice swords, each giving you 2 points to your swords skill. Your final combat potential is 20. This is a very nice number.
- the StoryTeller may or may not tell you what the defense value of your opponent is. In this case your opponent is a goblin warrior champion. The Storyteller determines his melee defense value at 25.
- roll two six sided dice (2d6). If the roll is double ones it's an epic failure regardless of combat potential. If the roll is double sixes it's an epic win regardless of combat potential.
- add up your combat potential and your roll and state your final attack value
- if your attack value is higher than your opponent's defense value, then your attack was successful, and you may deal damage. If your attack value is equal or less than your opponent's defense your attack was unsuccessful and your turn ends.
- In our example you only have to roll 6 or over to land a strike on the champion.
- The StoryTeller will always state whether your action was
successful or not.
- If you are allowed to attack more than once per round due
to fast weapons, you have to hit roll for each of your attacks. If you knock your opponent out and still have
attacks left, the StoryTeller may allow you to redirect your remaining attacks
towards a nearby second target.
- Should your attack value exceed your opponent's defense value by at least 5, you land a critical strike. Critical strikes deal increased damage.
Melee combat potential:
Ranged combat potential:
Magical combat potential:
- Should your attack value exceed your opponent's defense value by at least 5, you land a critical strike. Critical strikes deal increased damage.
Melee combat potential:
Attributes (portion over 10):
Strength
Agility
Skills
Weapon skill
Dual Wield
Armor Pierce
Shield Break
Equipment
Weapon (Right Hand)
Weapon (Left Hand)
Attributes (portion over 10):
Agility
Skills
Weapon skill
Armor Pierce
Shield Break
Equipment
Weapon (Right Hand)
Projectile
Attributes (portion over 10):
Intellect
Spirit
Skills
Spell skill
Willpower
Equipment
Staff
- when being attacked you have to calculate your defense value
- select which attributes, skills and equipment will contribute to your defense
- so as a swordsmaster you have trained to parry with your weapons and have some training in wearing your medium armor, but that's it. Your skills: Parry: 3, Armor: 2, totaling to 5 points. Stamina and agility both contribute to your defense: agility 13 and stamina 12, that's an other 5 points. You have a crappy breastplate providing a single point of defense. Your overall defense value is 11. This is what the goblin will roll his attack against.
Melee defense:
Ranged defense:
Magical defense:
Melee defense:
Attributes (portion over 10):
Stamina
Agility
Skills
Armor
Parry
Block
Dodge
Flying
Parry
Block
Dodge
Flying
Equipment
Armor
Weapon (special)
Weapon (special)
Shield
Attributes (portion over 10):
Agility
Skills
Armor
Block
Dodge
Flying
Flying
Equipment
Shield
Attributes (portion over 10):
Intellect
Spirit
Skills
Willpower
3. Damage
Roll – Only if your hit roll was successful
This determines how successful your successful action was.
- the
amount of damage you deal and the number of dice you roll will depend on your
weapon
- apply
modifiers that may come from strength or intellect attribute
- State to the StoryTeller how much DMG you dealt!
- State to the StoryTeller how much DMG you dealt!
Special Attacks
Charge
This is a very powerful combat style favored by the Rhino
and Gorilla Tribe: put all of your power into a rushing attack, focusing mostly
on dealing damage and not worrying about defending yourself. When charging:
Speed Roll:
- You
always go first so there is no need for a Speed Roll (SR)
- Unless
your opponent is also charging. Then you Speed Roll (SR). The chanrging heroes
always go before the rest of the heroes.
Hit Roll
- Hit Roll is not affected by charging
Damage Roll
- When
charging calculate your damage as normal. Then double it! Yeah that’s right,
double.
- Just
remember: you deal double damage but you also take double Damage if hit by your
opponent!
- If you
are chanrging and your opponent is also changring then calculate your Damage as
normal. Double it (for your charge) then double it again (as your opponent
takes double damage because of their charge). Yup, quadruple Damage. This is a
very quick way to settle an argument.
- Rhinos
are masters of chanrge, and will deal immense damage on their Reckless Charge as
well as not take any penalties when using their Tribal Ability
Aerial Combat
There are five known Tribes in Chima naturally capable of
flight: the Eagle, Raven, Phoenix, Vulture and Bat Tribes. These tribes know
their wings and are trained for aerial combat as well as ground combat. Other
tribes may be able to fly with some sort of aid: jetpacks, mechanical wings,
balloons or Fire Harnesses and if they train hard they can get quite good at
it.
Speed Roll
Speed Roll
- Speed rolls are not affected by aerial combat
Hit Roll
- You have to have a minimum of level 3 in flying to be able to fight
- Every time you are hit you have to roll a flying skill check against the damage that you just took to stay in the air.
- It's rather difficult to hit a flying opponent so flying contributes to defense if there is enough space to use it
Damage Roll
- There is
no default damage modifier on aerial combat
- Unless
you try to:
Swoop
This special aerial attack is the Eagle’s specialty but
others can attempt to use it as well. It’s basically an aerial charge:
Speed Roll
- You
always go first so there is no need for a Speed Roll
- Unless
your opponent is also charging or swooping. Then you speed roll. The
charging or swooping heroes always go before the rest of the heroes.
Hit Roll
- Hit rolls are not affected by swoop
- You need to have a minimum skill level of 4 in flying in order to attempt a swoop
Damage Roll
- You need to have a minimum skill level of 4 in flying in order to attempt a swoop
Damage Roll
- When
Swooping calculate your Damage as normal. Then double it! Just like charge.
- Just
remember: you deal double damage but you also take double damage if hit!
- If you
are swooping and your opponent is also swooping or charging then calculate
your damage as normal. double it (for your dwoop) then double it again (for
your opponent’s charge or Swoop).
- The
Eagles perfected their swoop and make sure they teach it to all of their
Heroes. There are very few things as magnificent as watching a handful of Eagle
warriors wipe out and entire army with a single swoop.
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