ACC Combat Guide

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
Dark Jedi Brotherhood
This article is part of the series:
Antei Combat Center
ACC Guide
ACC Guide
ACC Challenge Issuing Guide
ACC Posting Guide
ACC Combat Guide
ACC Scoring Guide
ACC Society
ACC Judging Guide
ACC Venues
Scoring Rubric
ACC Combat Studies Exam
Character Sheet Information
Character Sheet Overview
Species
Disciplines
Aspects
Languages
Skills
Force Powers
Lightsaber Forms
Martial Arts Forms
Feats
Loadouts
Core Skills & F.A.Q.
Combat Master
CM Zenod'ande'rson


The ACC is all about conflict, and being able to write good combat is a key component. This information here is just a guide to help understand some of the different components of combat that might make themselves present within a match.

ACC Combat

Combat in the ACC does require collaborative writing, and having an understanding of characters that are not your own. This can be difficult as it is natural for each participant to want to write their own character with the advantage and destroy their opponent with ease. While it is natural and common to want to god-mode matches, a large chunk of scoring is based on writing a fair battle that flows between posts.

As such there are some different parts of combat and our character sheet system that you may want further insight on.

Harnessing the Force

First off, obviously, the character typically needs to be a Force-using Order to utilize the Force. If a character is a Mercenary or a Loyalist Order, they usually shouldn’t ever be using the Force, but can be affected by it at any given time. The exception to this is if a Mercenary or Loyalist character has access to the small selection of Force Powers that they can get up to a maximum of +2. (It is always important to check Character Sheets for these details.)

It is important to note that in our system we never annotate the use of a Force power. Describe the usage of the power, and shoot for a way that it makes sense to a reader that has no idea what the Force is. It should be clear to the reader that a mystical power is being used to accomplish something, and not have it be marked directly in the text.

The best way to write Force usage is to explain the Force Power’s effect to the reader without explicitly stating you are using X power.

Wounds and Damage

Given the nature of combat, it is natural that over the course of an ACC match, both characters will sustain injuries, experience pain, get tired, all before the finale of the match. Because matches are collaborative, and span several posts, it is important to stay aware of some things regarding damage.

First of all, if you find your character injured in a previous post, don’t just ignore it or try to retcon it away. Being wounded doesn't mean that your character is unable to continue the match. Think about the injuries you sustain and inflict, and keep the narrative flowing over trying to derail the entire story. There are also ways around bad injuries. Your character may have high resolve or stamina to push through it. They might use some bacta to help heal, or use the Force to control the pain.

Dealing and being dealt damage in a battle is normal, and should not be avoided. Don’t be afraid to get creative with how you deal the pain and how you handle it.

Lightsabers and Blaster Bolts

The lightsaber is one of the most iconic weapons in science fiction. The blade is a solid beam of energy that exists in a containment field. Similarly, blasters use contained bolts of super charged energy to deal damage. Both of these inflict a lot of pain and damage.

In Star Wars it has been frequently shown there are no simple minor injuries with either of these weapons. A shoulder and leg wound from Count Dooku took Obi-wan out of commission. Take care of noting how and where you land blows with these weapons. An opponent might overcome a glancing blow, but the removal of a limb would take them out of contention completely.

In our system loss of a limb is a match-ending event. Take note of the energy weapons and the damage they can inflict.

Armor

There are varying levels of armor available in the possessions system. From lightweight tunics, to heavy beskar smelted armor plates, there are trade offs to be aware of. More intensive protection comes with weight and difficulty of movement. We call this effect Encumbrance.

Encumbrance is defined as a point reduction applied to Athletics and Stamina that is considered to be in effect as long as the armor is worn. As standard skills cannot drop below +0, any reduction applied will not move past this value.

Armor that is Lightsaber Resistant will be noted on the armor itself. This also means the armor can handle taking more blaster fire than typical.

Armor comes in four levels in our system: Attire, Light, Medium, and Heavy.

Armor
Tier Description
Attire Items classified to this tier only provide the most superficial of protection. This item merely protects a wearer's modesty and stands against moderate weather conditions.
Encumbrance: N/A
Light Items classified to this tier provide base-level protection. This item can withstand glancing cuts and blows but will buckle against medium to heavy blunt force and direct strikes from bladed weapons. No protection from blasters and slugthrowers.
Encumbrance: N/A
Medium Items classified to this tier provide moderate protection. This item can withstand cuts and blows but will buckle against heavy blunt force of 2-3 direct strikes from bladed weapons. Glancing hits from blasters and slugthrowers are mitigated.
Encumbrance: -1
Heavy Items classified to this tier provide top-level protection. This item can withstand cuts and blows but will buckle under 4-6 repeated attacks. It also protects from small arms such as low-powered blasters and smaller caliber slugthrowers, though no protection from stronger or vehicle-based weaponry.
Encumbrance: -2


There are feats that can help negate the impact of Encumbrance and the modifiers it inflicts on your athletics and stamina. Keep in mind the trade-off between protection and mobility.

Limits

Matches can only be ended in the final posts of the battle. Either between both posters in their respective Alternative Endings or the singular event in a Single Ending. This means both combatants need to ensure over the course of the body posts that they do not deal a match-ending level of damage, or death to either character.

Matches themselves can come with limits in the form of match modifiers. A match created as “No Force” means you should not use Force powers else you will be heavily penalized in the judgement of the match. Keep track of any potential modifiers and restrictions in a match before working on your posts.

NPCs

Non-Player Characters (NPCs) can add a lot of value to a story. The ACC Venues are treated as the actual location described, which means frequently matches take place in locations where NPCs would be present. You might even bring in your own NPCs into the match setting to help provide an engaging story.

The ACC is all about the conflict between the two members participating, and the specific characters they selected to use in the match. An NPC is not allowed to take place of your specified character in the match. For NPCs to work in the ACC they need to enhance the story, but not detract from the conflict between the match characters.

Largely this means NPCs are used as an environmental feature, setting the tone and story without having a major impact on the story. They just should not partake in the conflict themselves.

In instances such as the scenario hall, an NPC might be used as the opponent you and your partner are fighting against. In these instances utilize that NPCs Character Sheet in the same manner you would use it with any other opponent.

In summary:

  • NPCs are not part of the combat itself in a match
  • NPCs can be included as minimal actors to add flavor and depth to the story.
  • Other Characters can make appearances, but must be used in the same manner as any other NPC.
  • When fighting against an NPC with another member, treat the scenario’s specifics and linked Character Sheet(s) like you would any other Character Sheet in an ACC Match.

Companions

The Loadout system has a slot for companions. These take the form of Droids and Creatures. These companions can be utilize like any weapon or piece of equipment in the loadout. They should be treated in a similar manner when facing them as well, in that you should not just discard their presence if they are brought up and introduced in a match. Destroying your opponent’s weapon, or cutting off their leg would not occur in a main body post in a match, the same can be said for killing/destroying an opponents droid or creature.

That said neither droids or creatures have plot armor and can be dealt with over the course of a match. The droid or creature also should not take the place as the main combatant in the match. Much like NPCs the focus needs to be on the characters participating. Droids and creatures are tools nothing more.

Make sure to have fully filled out the droid or creatures item aspects to ensure they can be properly used. Also make note that droids can use whatever weapons are slotted into them as allowed by the possessions system.