Friday 5 July 2019

Talomir Tales - Joust! A Step-by-Step Bat Rep - Part Two.

Part One
It's time for the joust to start. I lay out the Knights. Bonus Dice Card first - one per point of Rep, then Rep, then the Knight itself. A corresponding counter of the Knight is place at opposite ends of the Lists. And so it begins!

Joust 1

Charge!

The first course of the joust, there are three, starts with each Knight rolling 2d6 versus Rep on the Charge Table.
·        Billy passes 0d6! The horse balks then moves forward – Billy loses 1 Bonus d6.
·        Capalan Knight passes 0d6! The horse balks then moves forward – Knight loses 1 Bonus d6.
Billy dodged a bullet there. If the Capalan Knight passed 2d6 it would gain 1 Bonus d6, pass 1d6, no Bonus d6 lost. Billy now has 3 Bonus d6, the Capalan Knight has 2 – you start each course with Bonus Dice equal to current Rep.

Aim!

After the Charge Table we go to the Aim Table. The Knight aims for the Head, Chest, or Shield of the opponent. Want to hit the head? You need to pass 3d6 so using Bonus d6 is necessary.   
·        Billy uses 2 Bonus d6 and passes 3d6! He is aiming at the head of the Capalan Knight.
·        Non-Player Knights will roll all of their Bonus Dice AFTER you decide how many of yours to use. He needs to score “1” to use the Bonus Dice and doesn’t. Rolling 2d6 he passes 0d6 – He will hit Billy’s Shield.

Strike!

After the Aim Table we go to the Strike able. You will always hit the opposing Knight, but how well depends upon rolling 2d6 and using Bonus Dice.
·        Billy uses 2 Bonus D6, his last 2 and passes 3d6! He has scored a solid hit and the Capalan Knight will go to the Damage Table.
·        Non-Player Knights will roll all of their Bonus Dice AFTER you decide how many of yours to use. He needs to score “1, 2 or 3” to use the Bonus Dice and uses his last 2. Rolling 4d6 he passes 1d6 – a Glancing blow, no effect!
·        Both Knights are out of Bonus Dice!

Damage!

Knights that get hit go to the Damage Table. You can use Bonus Dice there as the Knight that gets hit rolls versus Rep. Passing d6 is what you want to do!
·        Rolling 2d6 he passes 1. As he was hit in the head, he takes 3 points of damage.
·        This is Bonus Dice first, and then Rep points when you run out of Bonus Dice.
·        The Knight takes 3 points and reduces his Rep to zero. He is thrown from his mount and is out of the Tournament.
·        Later he rolls to recover and does so.

Billy has won his first round. I roll 1d6 and Billy will be facing a Treyine Knight, Rep 4, 2 handed ax  and Red Sun Alignment.

4 comments:

  1. 2 handed axe in a joust? Ouch! (I’m back. It seems to be a browser problem. I’ve switched to Google Chrome..)

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  2. Nope; lance in the joust. After 3 courses or passes, if both or neither are unhorsed the combat moves to foot - then the 2 hand ax.

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  3. Ah I see. Now it makes sense.

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  4. You can be unhorsed and so as long as you don't withdraw from the Tournament you go to foot combat.

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