Combat

Morrus

Well, that was fun
Staff member
Combat is divided into rounds. With 12 rounds in every minute, a single round translates to five seconds of time, during which a character can perform one or more actions. Each round is broken into Strike Ranks, which determine when a character can act. Every combat round goes through the following steps:


  1. Determine Strike Ranks: At the start of every combat round, roll D10 for each character and add the character’s Strike Rank modifier. This will determine the character’s Strike Rank – the order in which every character involved acts for the round.


  1. Characters Take 1st Action: Each character involved in the combat performs one Combat Action in Strike Rank order. The character with the highest Strike Rank will act first, followed by the character with the second-highest Strike Rank, and so on until the character with the lowest Strike Ranks acts. Reactions, such as parries or dodges, are made during this process as appropriate.


  1. Characters Take 2nd Action: After each character has completed his 1st action, characters with Combat Actions remaining may perform a second Combat Action, in Strike Rank order.


  1. Characters Take 3rd Action: After each character has completed his 2nd action, characters with Combat Actions remaining (if any) may perform a third Combat Action, in Strike Rank order.


  1. Characters Take 4th Action: After each character has completed his 3rd action, characters with Combat Actions remaining (if any) may perform a fourth Combat Action, in Strike Rank order.


  1. End of Combat Round: Once all eligible characters have used up all their Combat Actions in the combat round, it is over. Fatigue is determined now, if applicable. If there are characters still engaged in combat with enemies, another combat round begins.


[h=2]Strike Ranks[/h] If two or more characters can act in the same Strike Rank, the characters will act in order of their DEX, with the highest going first. If two or more characters acting in the same Strike Rank have the same DEX score, they will act simultaneously.


[h=2]Gaining Surprise[/h] A surprised character suffers a –10 penalty to his Strike Rank during the first combat round. In addition, he may only use Reactions against actions that occur after his own Strike Rank.


The effects of surprise generally only last for the first combat round of a combat.


[h=2]Combat Actions[/h] The actions a character may take when it is his turn to act are detailed here.


Aim: Every Combat Action spent aiming adds a +10% bonus to the character’s ranged Weapon skill. This bonus only applies to the first attack the character makes with the weapon, which must be at the target being aimed at. A maximum of three Combat Actions may be spent aiming, for a +30% bonus. A character can take no other Combat Action or Reaction while aiming without losing the aim bonus.


Cast Spell: Spells often take many Combat Actions to complete.


Charge: If a character can move a minimum of five metres, he can make a charge. He may move a distance up to twice his Movement. This must be in a straight line and he must end up adjacent to an enemy. When the move is complete, a close combat attack may be made against the enemy. If the attack is successful, the character gains a bonus of +1D4 damage.


Close Combat Attack: The character can make a single close combat attack.


Defend: A character may defend himself, effectively adding +20% to any Dodge Skill tests or parrying Weapon skill tests he is called upon to make until the beginning of his next Combat Action.


Delay: A character may pause to assess the tactical situation around him.


  • If a delaying character merely wishes to act after a specific character has acted, they wait until that character has finished their Combat Action. The delaying character’s Strike Rank is then altered reflect their new place in the Strike Rank order and they act as normal.


  • If a delaying character wishes to interrupt a specific character’s action as it occurs, or act immediately upon a specific trigger, the character must make a test appropriate to his interrupting action (a Weapon skill test if the character wishes to attack, for instance). If the trigger is capable of opposing the test with a test of its own relevant to its action, it may do so. Whoever wins the test acts first.


Once the character has acted, they are no longer delaying and their Strike Rank is modified appropriate to their new position in the Strike Rank order.


Fighting Retreat: He may move up to half his Movement directly away from an enemy he is fighting.


Sprint: Any adjacent enemy may make a Reaction free attack in response to this action and gains a +20% bonus for the attack. The character may move a distance up to twice his Movement score.


Flurry: A character may use all of his remaining Combat Actions at once, rather than waiting for other characters to act. Each blow struck in a flurry is at –20% to Weapon skill.


Move: Any adjacent enemy may make a Reaction free attack in response to this action. The character may move a distance up his Movement score.


Ranged Attack: The character can make a single ranged attack.


Ready Weapon: Drawing a sword from its sheath, unhooking an axe from one’s belt, nocking an arrow to one’s bow – all these actions require the Ready Weapon Combat Action. A single Ready Weapon action can also include dropping a weapon currently held to the floor and then drawing a new one. Sheathing one weapon and drawing another takes two Combat Actions, as does readying two weapons. Ranged weapons can be reloaded with this action – this takes as many Combat Actions as noted in the weapon’s description.


Skill Use


Change Stance: The character may shift from one of the following stances to another : standing, prone, kneeling or sitting. Any adjacent enemy may make a Reaction free attack in response to this action.


[h=2]Close Combat Attacks[/h] [h=5]1 – Declare Attack[/h] The attacker announces that he will be attacking his target.


2 – Target Reaction
If the enemy has any Reactions left, then this attack may be opposed. The target may attempt to dodge or parry the attack, as they choose. However, only one Reaction may be made to each successful attack.


[h=5]If the enemy has no Reactions left, then this attack is unopposed.[/h]

3 – Opposed Test
The attack and defence rolls are then made simultaneously by the combatants and the results compared according to the opposed test mechanics. The attacker rolls D100 and compares it to the character’s skill in the weapon he is using. The defender rolls D100 and compares it to either the character’s Dodge skill or the character’s skill in the weapon he is parrying with, as appropriate.


If the success levels are equal, the higher success roll wins and the lower roll is demoted by one level. If both combatants roll a normal success, then the higher roll remains a success, but the lower roll is downgraded to a failure, or if both roll a critical success the lower roll is downgraded to a normal success. If the participants achieve the same level of success with the same score on the die, then no downgrading takes place.


If the attack was unopposed, then the defender is counted as failing his test.


4 – Resolution
Look up the attacker and defender’s results on the matrix appropriate to the defence being used and apply the results. In any case where damage is applied to the defender, roll D20 to determine the location struck on the target.


Attack Succeeds: Each weapon has its own Damage score, to which is added the attacker’s Damage Modifier in order to determine the total damage being dealt. If the damage is greater than the target’s SIZ at this point (before armour points are deducted), Knockback occurs. If the defender is armoured in the location that is hit, the armour will absorb some of this damage. Reduce the attack’s damage by the armour points (AP) of the location’s armour, to a minimum of zero damage. Apply any remaining damage to the location’s hit points.


Attack Fails: The attack has no effect.


Where the matrix refers to maximum or minimum damage, this applies to the weapon’s damage dice only. Damage from a creature’s damage modifier is rolled normally.


[h=3]Close Combat Situational Modifiers[/h]
Situation
Skill Modifier1
Target is helpless
Automatic Critical Hit
Target surprised2
+20%
Target prone or attacked from behind
+20%
Attacking or defending while on higher ground or on mount
+20%
Attacking or defending while prone
–30%
Attacking or defending while on unstable ground
–20%
Free motion of weapon arm obstructed (for example, a wall on the right side of a right-handed swordsman)
–10%
Attacking or defending while underwater
–40%
Defending while on lower ground or against mounted foe
–20%
Fighting in partial darkness
–20%
Fighting in darkness
–40%
Fighting while blind or in pitch black
–60%
1 These modifiers are cumulative – attacking a character attacking a surprised target which is on lower ground increases their Weapon skill by 40%.
2 A surprised character may only use Reactions against attackers with a Strike Rank lower than their own.


[h=4]Impaling Close Combat Attacks[/h] A character that scores a ‘maximum damage’ result with an impaling weapon causes maximum damage as normal. However, the character also has an additional choice – whether to yank the weapon free or to leave the enemy impaled.


[h=5]Yanking[/h] Yanking the weapon free requires a brute force Athletics test. If successful, the character automatically causes normal (not maximised) damage for the weapon once more, to the same location as the original strike, and has also regained their weapon for use.


If the brute force Athletics test fails, 1D4 damage is inflicted upon the impaled enemy’s stricken location and the weapon remains stuck.


[h=5]Impaled Enemies[/h] Impaled enemies suffer from a –20% penalty to all skill tests, including Weapon skills, due to pain and physical difficulty. This penalty is cumulative.


A successful unarmed close combat attack that targets an enemy’s impaled location results in the attacking character laying hold of the impaling weapon. They may immediately attempt to yank it free.


The impaled creature may also spend a Combat Action to yank the impaling weapon free themselves (this does not require an unarmed attack).


Another character may remove the impaling weapon in a cleaner and less agonising manner through the use of the First Aid skill.


[h=4]Precise Attack[/h] A character may make one precisely aimed attack in order to strike a specific hit location, bypass a target’s armour, strike a target’s weapon or disarm an enemy.


Precise attacks may not be made as part of a charge or flurry. All precise attacks are very difficult; the character’s Weapons Skill suffers a –40% penalty. Precise attacks cannot be combined in a single strike.


[h=5]Bypass Armour[/h] A precise attack can be used to find chinks in an opponent’s armour, bypassing its protection. Instead of choosing a hit location, the character can determine it normally but if successful in his attack, will ignore all AP of the location he hits.


[h=5]Disarm[/h] The attacker declares that he is attempting to disarm the target of a single held weapon. If the attack successfully strikes the opponent, no damage is caused and instead an opposed Weapon skill is made. If either combatant is using a weapon in two hands, they gain a +20% bonus to this test. Should the attacker succeed, his opponent’s weapon flies 1D6–1 metres in a random direction (a result of 0 metres places at the defender’s feet).


[h=5]Location Strike[/h] The attacker declares that he is aiming for a specific hit location of the target’s body. If successful, this strike automatically hits the desired location, instead of using the normal Hit Location table.


[h=5]Strike Weapon / Shield[/h] The attacker declares that he is attempting to attack the target’s held weapon or shield. If the attack is successful, any damage is dealt directly to the opponent’s weapon, using the rules for attacking inanimate objects. Natural weaponry may not be attacked in this way.


[h=2]Reactions[/h] A character can make as many Reactions in a combat round as he has Combat Actions. Unlike Combat Actions, Reactions are not made during a character’s Strike Rank but are made in response to the Combat Actions of enemies.


There are four types of Reaction – dodge, parry, dive for cover and free attacks.


Reactions are declared after the trigger event has occurred but before its effects are applied.


Only one Reaction may be made in response to a single trigger event, no matter how many Reactions a character has available.


[h=3]Dodge[/h] Trigger Event: A ranged or close combat attack being made against the character.
Restrictions: Helpless characters may not dodge.
Penalties: A mounted character suffers a –30% penalty to his Dodge Skill. If a character has his back to a wall, cliff, more enemies or is otherwise impeded from freely dodging in any direction, he will suffer a –20% penalty to his Dodge Skill.


Dodge Table




Attacker’s Result




Critical
Success
Fail
Fumble
Defender’s Result
Critical
Attack succeeds but causes minimum damage.
Attack fails.
Attack fails. Attacker is Overextended.
Attack fails. Attacker is Overextended. Attacker must roll on the appropriate Fumble Table.
Success
Attack succeeds.
Attack succeeds but causes minimum damage.
Attack fails.
Attack fails. Attacker must roll on the appropriate Fumble Table.
Fail
Attack succeeds and causes maximum damage. Defender forced to Give Ground.
Attack succeeds. Defender forced to Give Ground.
Attack fails. Defender forced to Give Ground
Attack fails. Attacker must roll on the appropriate Fumble Table.
Fumble
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble table.
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble Table.
Attack fails. Defender must roll on the appropriate Fumble Table.
Attack fails. Both sides roll on the appropriate Fumble Table.
Attack Succeeds: The dodge attempt failed and the attack resolves damage as normal.


Attack Fails: The attack is considered to have missed and therefore causes no damage.


Maximum Damage: The attack causes maximum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.


Minimum Damage: The attack causes minimum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.


[h=5]Giving Ground: A character forced to Give Ground immediately retreats his Movement directly away from the attacker. The attacker has the option of either immediately following up and remaining adjacent to the defender, or remaining where he is. Neither the movement of the defender or the attacker cost any Combat Actions or Reactions in this case. If the defender cannot Give Ground their full Movement, they will move as far as possible and then stop.[/h]

[h=5]Overextended: A character who attempted a close combat attack but Overextended themselves is thrown off balance. This imposes a –20% penalty on the next Reaction the attacking character takes. As soon as the Overextended character performs another Combat Action, he recovers from his Overextension.[/h]

Roll on the Fumble Table: A character must roll on the Fumble Table appropriate to the weapon they are using when instructed.


[h=3]Parry[/h] Trigger Event: A close combat attack being made against the character.
Restrictions: Helpless characters may not parry. Ranged attacks may not be parried.
Improvisation: Parrying with improvised items, such as crossbows or fallen logs, is usually done using the Shield Skill, though the Games Master may decide a particular Weapon skill is more appropriate in other cases (such as the Club Skill for tree branches).


Parry Table




Attacker’s Result




Critical
Success
Fail
Fumble
Defender’s Result
Critical
Attack succeeds and causes maximum damage, reduced by twice the AP of the parrying weapon.
Attack succeeds, damage is reduced by twice the AP of the parrying weapon.
Attack fails. Defender may Riposte.
Attack fails. Defender may Riposte. Attacker must roll on the appropriate Fumble Table.
Success
Attack succeeds and causes maximum damage, reduced by the AP of the parrying weapon.
Attack succeeds, damage is reduced by the AP of the parrying weapon.
Attack fails.
Attack fails. Attacker must roll on the appropriate Fumble Table.
Fail
Attack succeeds and causes maximum damage.
Attack succeeds.
Attack fails.
Attack fails. Attacker must roll on the appropriate Fumble Table.
Fumble
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble Table.
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble Table.
Attack fails. Defender must roll on the appropriate Fumble Table.
Attack fails. Both sides roll on the appropriate Fumble Table.
Attack Succeeds: The dodge attempt failed and the attack resolves damage as normal.


Attack Fails: The attack is considered to have missed and therefore causes no damage.


Maximum Damage: The attack causes maximum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.


Minimum Damage: The attack causes minimum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.


AP of Parrying Weapon/Shield is Deducted from Damage: The attack still causes damage, however the damage is reduced by the AP of the parrying weapon or shield. The amount deducted from the attack’s damage may also be double the parrying weapon/shield’s AP, depending on the specific result on the Parry table.


[h=5]Defender May Riposte: A Riposte is a free attack against the attacker. In order to make the free Riposte attack, the defender must have an available Reaction to spend.[/h]

Roll on the Fumble Table: A character must roll on the Fumble Table appropriate to the weapon they are using when instructed.


[h=3]Free Attacks[/h] Trigger Event: Free attacks are made in response to certain adjacent enemy actions.
Restrictions: Helpless characters may not make free attacks. Free attacks must always be close combat attacks.


The following situations will grant a free attack, as long as the reacting character is adjacent to the acting enemy:


  • If the enemy makes a ranged attack. If the free attack causes damage, the ranged attack fails.
  • If the enemy casts a spell. If the free attack causes damage, the caster must make a Persistence test or the spell fails.
  • If the enemy readies a weapon. If the free attack causes damage, the enemy must make a Dodge test or drop the weapon instead of readying it.
  • If the enemy stands from prone. If the free attack causes damage, the enemy must make an Athletics test or remain prone.
  • If the enemy moves away from the character without using the Fighting Retreat Combat Action. If the free attack causes damage, the enemy’s Movement for that particular move is halved.
  • If the enemy moves adjacent to the character without using the Charge Combat Action (which must be targeted at the character). This includes enemies who move through an adjacent area to the character en route to a further destination.
  • If the enemy leaves himself open for a Riposte.


Free attacks are always single close combat attacks – they may not be charges, flurries or precise attacks. Enemies may parry or dodge free attacks with Reactions as normal.


[h=3]Dive[/h] Trigger Event: An area effect taking place that encompasses the character.
Restrictions: Helpless characters may not dive. Targeted attacks may not be evaded with a dive. A character that has nowhere to dive to may not dive. A prone character may not dive.
Penalties: A mounted character may not dive and remain mounted. A mounted character may dive with a –30% penalty to Dodge Skill, but automatically dismounts when he does so.


To dive for cover against an area attack, a character must succeed in a Dodge Skill test. If successful, he will halve the damage dealt by the attack. A critical success avoids all damage dealt by the attack.


Any character that attempts a dive, whether successful or not, becomes prone.


[h=2]Ranged Weapons[/h] Ranged weapon attacks are usually initiated through the Ranged Attack Combat Action. Ranged attacks may not be used as part of a charge or flurry. Regardless of the specific Combat Action that initiates the attack, all ranged attacks are handled in same manner as close combat attacks, with the following exceptions:


[h=5]Loading Ranged Weapons[/h] While readying most ranged weapons takes only a single Combat Action, others take more than one Combat Action to reload.


Ranged Attack Situational Modifiers
Situation
Skill Modifier
Wind1
Strong wind
–10%
High wind
–20%
Fierce wind
–40%
Hurricane
Attack automatically fails
Target Movement1
Target has moved 10m or more since attacker’s last Combat Action
–10%
Target has moved 30m or more since attacker’s last Combat Action
–20%
Target Visibility1
Target obscured by smoke, mist or is in partial darkness
–20%
Target obscured by thick smoke, fog or is in darkness
–40%
Target Size1
Per 1 SIZ target is under SIZ 5
–10%
Per 10 SIZ target is above SIZ 20
–10%
Target Condition1
Target is helpless
+10%
Target surprised2
+10%
Target prone
–20%
Attacker Condition3
Attacker is prone
–20%
Attacker is underwater4
–20%
Attacker is on unstable ground
–20%
Attacker is blinded
–40%
1 Modifiers within these sections are not cumulative. However, modifiers from different sections are cumulative. Therefore, shooting at a target within a mist that has moved more than 10m since the attacker’s last Combat Action imparts a –20% penalty.
2 A surprised character may only use Reactions against attackers with a Strike Rank lower than their own.
3 Attacker condition modifiers are cumulative.
4 Only thrown weapons may be used underwater. Bows and other projectile weapons will automatically miss if fired underwater.


[h=5]Range[/h] A target within the weapon’s Range may be attacked without penalty. A target within double the weapon’s Range may be attacked, but the attacker’s effective Weapon skill is halved (before other modifiers are applied). Attacks against targets beyond the weapon’s Range automatically fail.


[h=5]Dodging and Parrying[/h] The target may attempt to dodge the attack, but may not normally parry it.


[h=5]Precise Attacks[/h] A character may not attempt to disarm targets with ranged attacks, nor may he attempt to strike a target’s weapon or shield. Precise ranged attacks made to bypass armour or hit a specific location operate normally.


[h=2]Cover[/h] If a target is in cover or partially covered by an object, any attack that hits a covered location will instead hit the object. Cover affects both ranged and close combat attacks.


[h=4]Firing into a Crowd[/h] When firing into a crowd, the Games Master will determine which locations of the target have cover from the ranged attack. The ranged attack is then resolved as normal for a target behind cover.


If a covered location is hit by the attack, the firer has hit one of the individuals adjacent to the target. The accidental target may use Reactions against this attack as normal. If the attack damages the accidental target, roll the hit location randomly.


If the accidental target successfully dodges a ranged attack, the projectile continues on its original path and may strike the intended target. The intended target may use Reactions against this attack as normal.


A character may not make a precise attack when firing into a crowd.


[h=2]Damage[/h] When a character successfully scores damage against a target, the damage must be deducted from a specific hit location. Every weapon has a damage rating, which is listed in its statistical entry in the relevant Weapons table in the Equipment chapter. This is the amount of dice rolled when the weapon successfully hits a target, to which is added the attacker’s Damage Modifier.


[h=3]Hit Locations[/h] A successful attack will damage a specific hit location. To determine which location has been hit, roll 1D20 and compare the number rolled with the Humanoid Hit Location table.


Humanoid Hit Location
D20
Hit Location
1–3
Right Leg
4–6
Left Leg
7–9
Abdomen
10–12
Chest
13–15
Right Arm
16–18
Left Arm
19–20
Head
The amount of damage is deducted from the hit points of this location. So long as the location has hit points remaining, the character will suffer no further effects. If the location is reduced to zero hit points or less, then the character is injured:


[h=4]Location’s Hit Points reduced to 0[/h] The location has suffered a Minor Wound. The location will be permanently scarred and the character loses his next Combat Action.


[h=4]Location’s Hit Points reduced to –1 or more[/h] The location has suffered a Serious Wound. The location is permanently scarred and the character loses his next 1D4 Combat Actions.


[h=5]Limbs[/h] A limb will be rendered useless by a Serious Wound, until the location is restored to 1 hit point or more, or if the character receives First Aid. If a leg is rendered useless, the character drops prone.


[h=5]Abdomen, Chest or Head[/h] A character with either the Abdomen, Chest or Head suffering a Serious Wound must immediately make a Resilience test or fall unconscious. If the character remains conscious, this test will have to be repeated at the end of every Combat Round, until the location is restored to 1 hit point or more, or the character receives First Aid.


[h=4]Location’s Hit Points reduced to a negative score greater than its starting Hit Points[/h] The location has suffered a Major Wound. The location is permanently scarred and the extent of the injury may well permanently maim or kill the character.


[h=5]Limbs[/h] A limb will be either severed or mangled by a Major Wound. The character drops prone and must immediately make a Resilience test or fall unconscious. If the character remains conscious, this test will have to be repeated at the end of every Combat Round, until the location is restored to 1 hit point or more, or the character receives First Aid. If the location does not recover within a number of Combat Rounds equal to the character’s CON+POW, the character dies from blood loss and shock.


[h=5]Abdomen, Chest or Head[/h] A character with either the Abdomen, Chest or Head suffering a Major Wound must immediately make a Resilience test or die. If the character lives, another Resilience test must be made to stay conscious. Both tests will have to be repeated at the end of every Combat Round, until the location is restored to 1 hit point or more, or the character receives First Aid. If the location does not recover within a number of Combat Rounds equal to half the character’s CON+POW, the character dies from blood loss, shock and internal injuries.


[h=3]One Useless or Missing Arm[/h] A character that has one arm rendered useless drops anything held in that arm’s hand. The character may not use any weapon that requires two hands, such as great axes or bows. They also suffer a –20% penalty to any Skill that normally relies upon using two arms or hands, such as Athletics tests to swim or Boating tests to paddle.


[h=3]Two Useless or Missing Arms[/h] A character that has both arms rendered useless drops anything held in either arm’s hand. The character may not use any weapon. Most Skills based on STR or DEX are impossible, though some (such as Athletics and Dodge) only suffer a –30% penalty.


[h=3]One Useless or Missing Leg[/h] A character that has one leg rendered useless may only stumble along. This halves their Movement score. They also suffer a –10% penalty to any Skill that relies upon physical mobility, such as Athletics, Dodge, Stealth and Weapon skills.


[h=3]Two Useless or Missing Legs[/h] A character that has both legs rendered useless may only crawl – their Movement is reduced to 1 metre and they will be prone until at least one leg is restored. Most Skills that rely upon physical mobility are impossible, though some (such as Dodge and Stealth) only suffer a –30% penalty.


[h=2]Knockback[/h] Knockback can occur when a character is hit by ranged or close combat attacks.


Knockback occurs after Reactions have been completed, but before armour points are deducted from the attack’s damage. If the damage at this point exceeds the target’s SIZ, the target is knocked backwards 1 metre by the force of the attack.


For every five full points the damage exceeds the target’s SIZ, they are knocked back an additional metre.


A character that suffers from Knockback must also succeed at an Acrobatics test or fall prone.


If a character is knocked back into a wall or other solid object, he must make a Dodge Skill test or suffer 1D4 damage to a random hit location as they slam into the obstruction.


If the character who caused the damage did so as part of a Charge Combat Action, the distance the target is knocked back is doubled.


Mounted characters suffering from Knockback can add the SIZ of their mount to their own if they make a successful Riding Skill test. If this roll is failed, only the character’s own SIZ is used and any Knockback will cause him to be knocked off his mount.


[h=3]Two Weapon Use[/h] A character wielding two weapons or a weapon and a shield may use the off-hand item to either:


  • Parry one additional attack per Combat Round (over and above the normal Reaction allowance)


OR


  • Gain a single bonus Close Combat Attack action. This bonus attack may not be a precise attack and suffers a –20% penalty to the relevant Weapon or Shield Skill.


[h=2]Mounted Combat[/h] [h=3]Untrained Mounts[/h] The rider of a mount unused to combat must make a Riding Skill test at the start of each Combat Round.


Failing this test will cause the horse to automatically use the Flee Combat Action at every opportunity for the remainder of the Combat Round.


Succeeding this test allows the horse to be treated as a trained mount for the remainder of the Combat Round.
A mounted adventurer can use no weapon at a Skill level greater than his Riding skill score.


A mounted warrior has a +20% bonus to his attacks and parries against adjacent opponents on foot; a character on foot defending against a mounted attacker suffers a –20% penalty to his Reaction skill. These modifiers do not apply if the target on foot is as tall as the mounted character is while mounted.


A mounted warrior is prohibited from using weapons dependent on a 2H Weapon skill, Polearm or Staff while mounted.


A mounted character uses his mount’s Movement score when moving rather than his own.


[h=4]Hit Locations in Mounted Combat[/h] Unless a mounted combatant is using a weapon dependent on the Spear skill, re-roll the location for all Leg hits by mounted attackers against opponents on foot.


Unless a footsoldier is using a weapon dependent on the Spear, Polearm or a 2H Weapon skill, re-roll the location for all Head hits by footsoldiers against mounted combatants.


[h=2]Unarmed Combat[/h] If an unarmed attack is parried by a crafted or natural weapon, the attacker will immediately suffer the rolled damage of the parrying weapon, with no damage modifier, to the limb he is using. This is in addition to the normal effect of the parry.


[h=5]Natural Weapons[/h] Natural weapons such as the teeth and claws of monsters are counted as weapons and not unarmed attacks. The damage they deal is listed in the monster’s description. They may parry other natural weapons or unarmed attacks, but not crafted weapon attacks.


[h=3]Grappling[/h] A grapple attack is made in the same way as a normal unarmed or natural weapon attack but must be declared as such before any dice are rolled.


Should the attacker hit with his grapple attack, no damage is initially caused. Instead, the attacker then opposes an Unarmed Skill test to the target’s Unarmed skill, Shield skill or Dodge skill (target’s choice). The attacking and defending players then look up their results on the Grapple Table.


Grapple Table




Attacker’s Result




Critical
Success
Fail
Fumble
Defender’s Result
Critical
Impasse.
Grapple fails.
Grapple fails. Defender may Riposte
Grapple fails. Defender may Riposte. Attacker rolls on Natural Weapons Fumble Table.
Success
Grapple succeeds.
Impasse.
Grapple fails.
Grapple fails. Attacker rolls on Natural Weapons Fumble Table.
Fail
Grapple succeeds. Attacker may Immoblise or Throw defender.
Grapple succeeds.
Grapple fails.
Grapple fails. Attacker rolls on Natural Weapons Fumble Table.
Fumble
Grapple succeeds. Attacker may Immoblise or Throw defender. Defender rolls on appropriate Fumble Table.
Grapple succeeds. Defender rolls on appropriate Fumble Table.
Grapple fails.
Defender rolls on appropriate Fumble Table.
Both combatants roll on Appropriate Fumble Table.
Impasse: The attacker has achieved a partial hold. The defender is not considered grappled but the attacker gains a +20% modifier on his next combat skill test against the defender.


Grapple Fails: The grapple attempt fails and the attack is considered to have missed.


Grapple Succeeds: The grapple attempt is successful and the two combatants are now grappling.


Attacker may Immobilise or Throw Defender: The grapple is a phenomenal success. The two combatants are now grappling and the attacker may immediately follow up on this success by attempting a free Throw or Immobilise manoeuvre.


Defender may Riposte: The grapple fails badly. The attack is considered to have missed. The attacker has also left himself wide open for a Riposte, which the defender may immediately take advantage of. See above.


[h=3]Martial Arts[/h] A character with Martial Arts may use his Martial Arts Skill rather than any other skill in the grapple rules.


[h=4]Grappling Combatants[/h] Grappling combatants will remain locked together until one combatant breaks free or is thrown out of the grapple. Grappling combatants suffer a –20% penalty to any tests that do not target or directly respond to their grapple partner. Grappling combatants may not use Reactions.


A grappling combatant is restricted to the following special Combat Actions


Break Free:To break out of a grapple, the character makes a grapple attempt, designating himself as the defender. The character may only use the Unarmed Skill or a Natural Weapon skill in this case. Compare the opposed results on the Grapple table – a result of ‘grapple fails’ means the character has succeeded in breaking free and the combatants are no longer grappling, though they will be adjacent.


Immobilise: While immobilised, enemies are considered helpless. It takes a successful Unarmed skill test to immobilise an opponent – this test suffers a penalty equal to the opponent’s DEX+STR. An immobilised character may only use his Combat Actions to attempt to escape. Escape requires a successful Unarmed skill test with a penalty equal to the opponent’s STR+SIZ.


Inflict Pain: It takes a successful Unarmed Skill test to inflict pain – this test suffers a penalty equal to the opponent’s DEX+CON. If this skill test succeeds, the damage is 1D6 + damage modifiers and applies to a random location.


Throw: It takes a successful Unarmed Skill test to throw an opponent – this test suffers a penalty equal to the opponent’s DEX+SIZ. If this skill test succeeds, the opponent is thrown 2 metres and suffers 1D6 damage, applied to a random location. The grapple ends in this case.


[h=2]Hero Points[/h] Hero points can be used in a variety of ways. One Hero Point is deducted form the character’s total every time one of the following options is taken.


Second Chance: A character can re-roll any dice roll that affects his character. This can be a skill test, damage roll or anything else that has some effect on him.


Glancing Blow: A character who suffers a Major Injury may spend a Hero Point and downgrade that injury to a Serious Injury. This simultaneously reduces the damage so that it is at a negative score equal to its starting hit points.


Luck of the Heroes: A Hero Point may be spent to alter the storyline of the current scenario in some minor way. This may only be done with the approval of the Games Master and allows a character to become truly lucky for a short period of time.


Legendary Abilities: The character may spend Hero Points to acquire a Legendary Ability he has qualified for.


[h=2]Combat Fumbles[/h]

Close Combat Fumble Table
1D20
Result
Effect
1-3
Falter
Lose next Combat Action.
4-6
Drop Weapon
Weapon falls 1D4 metres away.
7-9
Lose Balance
Lose next 1D3 Combat Actions.
10-12
Damage Weapon
Weapon takes damage from opponent’s parrying weapon. Else weapon strikes an inanimate object (tree, wall, ground, etc) and does damage to itself.
13-14
Stumble
Trip and fall prone. Forfeit next 1D3 Combat Actions. All defensive actions at a –20% penalty.
15-16
Lose Armour
Roll for hit location to determine where the armour fell from. If not armoured, roll again.
17
Hit Ally
Accidentally strike a nearby companion for normal rolled damage. If no ally within reach, hit self instead.
18
Break Weapon
The weapon strikes the ground, a wall, or a similar surface capable of causing damaging. The weapon takes 1D10 points of damage, plus the user’s Damage Modifier, but reduced by the AP of the weapon. Roll three times.
19
Hit Self
Inadvertently hit own hit location for normal rolled damage, plus Damage Modifier.
20
Unlucky
Roll twice on this table.
Natural Weapon Fumbles
1D20
Result
Effect
01-03
Hesitate
Lose next Combat Action.
04-06
Numb Limb
Limb is temporarily paralysed until a successful Resilience roll is made, starting next Comabt Action.
07-09
Entangle Self
Lose next 1D3 Combat Actions.
10-12
Damage Limb
Limb is injured from striking opponent’s parrying weapon, armour or an inanimate object (tree, wall, ground, etc) and does damage to itself.
13-14
Sprawl
Trip and fall prone. Forfeit next 1d3 Combat Actions. All defensive actions at a –20% penalty.
15-16
Break Limb
Limb is reduced to –1 hit points (a Serious Wound).
17-18
Hit Ally
Accidentally strike a nearby companion for normal rolled damage. If no ally within reach, damage is done to self instead from wrenching a random location.
19
Fated
Roll twice on this table.
20
Cursed
Roll three times on this table.
Ranged Weapon Fumbles
1D20
Result
Effect
1-2
Disoriented
Attacker loses next Combat Action.
4-6
Drop Weapon
Weapon falls 1D2 metres away.
7-9
Snare Weapon
Lose next 1D3 Combat Actions.
10-12
Lose Weapon
Weapon string either snaps or weapon is lost when thrown.
13-14
Damage Weapon
Weapon when fired or thrown suffers rolled damage to itself.
15-16
Hit Ally
Accidentally strike a nearby companion for normal rolled damage.
17-18
Misfire
Inflict normal damage on self.
19
Bedevilled
Roll twice on this table.
20
Damned
Roll three times on this table.
 

log in or register to remove this ad

Remove ads

Top