Combat System

Fighting Goblins and Other Threats

Starting Combat

  1. Surprise Check: If someone is sneaking, they roll Sneaky vs 8
  2. Initiative: Everyone rolls 2 dice + Courage (highest goes first)
  3. Positioning: GM describes where everyone is

Your Turn in Combat

On your turn, you can MOVE and do ONE ACTION:

Attack Actions

Other Actions

Special Zachling Abilities

Each Zachling has unique powers beyond their basic attacks. Notable examples:

The Mighty Belch System

Individual Belch Effects

🔴 Red (Blaze): Burns for 1d3 extra fire damage over 2 turns
🟠 Orange (Sunny): Enemies get -2 to all rolls for 3 turns (doubt/fear)
🟡 Yellow (Spark): Chain lightning jumps between up to 3 enemies
🟢 Green (Grove): Roots hold enemies in place for 2 turns
🔵 Blue (Tide): Soaked armor gives enemies -1 defense until dry

Combined Belch Power

When 2+ Zachlings belch together:

Damage and Health

Taking Damage:

Healing:

Simple Combat Example

  1. Red Zachling "Blaze" attacks goblin
  2. Rolls 2 dice (gets 4+3=7) + Courage 3 = 10 total
  3. Goblin's defense is 8, so 10 beats 8 = HIT!
  4. Blaze does 1d6+1 damage (rolls 4+1=5 damage)
  5. Goblin had 6 health, now has 1 health left

Teamwork Bonuses

Enemy Defenses

Enemy Type Defense Health
Weak Goblin 6 3
Regular Goblin 8 6
Strong Goblin 10 10
Goblin Boss 12 15
Remember: Combat should be fast and fun, not complicated!