Give me some time to work up some sketches of the monsters and we’ll be into the thick of it.
I mentioned the Grid system before but didn’t elaborate. The grid will basically be the confines within the dome. The dome will be thrown at some point, and then the grid will fall. There will be 12 locations on the grid marked 1-12. The monster will be placed in the space marked 1. Hunters will then roll both dice for their initial positioning. Example, you roll a 3 and a 5, making an 8…which is where you character will start within the dome.
Your character can move around the dome freely. You won’t have to roll for it, but you will have to remark where in the grid you are moving to with every turn so everyone knows your location.
The dome will last for 3 rounds of combat, meaning that each hunter will get 3 turns to either attack, assist, or dodge or intimidate…what-have-you. They will need to deal as much damage to the monster as possible in the 3 rounds to chip into the monster’s health. After the dome drops it will escape and you’ll need to track it down again. Rinse/repeat until it is dead or hunters go down. Tracking down the monster after the battle will be a toss up between dice rolling your intelligence for your character, equipment, or pets VS dice on my end, giving the monster basically a 50/50 shot at escape. There will be some role-play between domes but basically you want to catch it again as fast as you can because the longer you go without finding it the more it will stage up and regain armor. Once the monster loses health it’s gone forever of course, so it’s a matter of whittling it down.
Monster attacks are all based on the grid. Certain attacks can hit multiple locations on the grid which will affect multiple hunters in the radius. Hunters can share their grid spaces. In order to perform a revive you must of course get next to your fallen comrade. This leaves you open for attack if the monster focuses on the incapped hunter…unless it’s distracted by someone or some thing.
During the battle it is possible the Nomads may take damage, flee, or die, same with any and all pets. Since you have two their pace will be faster when traveling until there is only one left, which will slow the hunters up on the chases. Try to keep them alive. If you lose both nomads you’ll have a hard time transporting crates, Also, crates can and will be lost…since the monsters have a certain affinity towards them which you will soon discover. You MUST ensure at least 1 crate survives. I believe you shall start with 50 crates.
This is all I can think of typing for now based on the notes I left off at. I have some drawings too on monster attacks and how they fall on the grid patterns which will be useful when we engage I will try to get put into the PC and cleaned up soon.