Combat
HOW COMBAT IS RESOLVED
When combat situations occur, time and action is broken into Combat Rounds. Each Combat Round it about 6 seconds in real time, so 10 Combat Rounds would be 1 minute. Each creature involved in the combat may perform an Action, such as attacking an enemy, dodging a blow, casting a spell, drinking a potion, etc.
When combat situations occur, time and action is broken into Combat Rounds. Each Combat Round it about 6 seconds in real time, so 10 Combat Rounds would be 1 minute. Each creature involved in the combat may perform an Action, such as attacking an enemy, dodging a blow, casting a spell, drinking a potion, etc.
WHAT YOU CAN DO IN ONE ROUND
One of the following.
ATTACK - one creature, with a melee or missile weapon or unarmed.
DUEL WIELD - attack with two weapons, one in each hand. Reduces Sword Play by 1 level.
WRESTLE - one creature in melee range.
USE AN ITEM - a potion, lantern, door, chest, magical item.
CAST A SPELL - if you have enough Mana.
SEARCH - a body, look around for other opponents.
PICKING UP AN ITEM - and putting it away in a sheath, pocket, belt, back pack.
CHANGE WEAPONS - by putting away an item or weapon and drawing out another.
WEAPON PARRY - use your weapon to block melee or unarmed attacks against you. (Sword-Play)
UNARMED PARRY - try to block melee attacks with your own body. (Brawl)
DODGE - avoid missile and melee attacks by moving out of the way. (Agility)
BLOCK - Block missile and melee attacks with your shield. (Endurance)
You can also do one of the following while performing an Action.
SHOUT WARNINGS - or brief demands or commands to others.
DRAW A WEAPON - from a sheath or belt providing you have an empty hand
DROP AN ITEM - from your equipment to the ground.
MOVE - Run up to your normal Movement rate in metres per Combat Round.
RESIST MAGIC - Attempt resist an a magic spell. (Magic Resistance)
One of the following.
ATTACK - one creature, with a melee or missile weapon or unarmed.
DUEL WIELD - attack with two weapons, one in each hand. Reduces Sword Play by 1 level.
WRESTLE - one creature in melee range.
USE AN ITEM - a potion, lantern, door, chest, magical item.
CAST A SPELL - if you have enough Mana.
SEARCH - a body, look around for other opponents.
PICKING UP AN ITEM - and putting it away in a sheath, pocket, belt, back pack.
CHANGE WEAPONS - by putting away an item or weapon and drawing out another.
WEAPON PARRY - use your weapon to block melee or unarmed attacks against you. (Sword-Play)
UNARMED PARRY - try to block melee attacks with your own body. (Brawl)
DODGE - avoid missile and melee attacks by moving out of the way. (Agility)
BLOCK - Block missile and melee attacks with your shield. (Endurance)
You can also do one of the following while performing an Action.
SHOUT WARNINGS - or brief demands or commands to others.
DRAW A WEAPON - from a sheath or belt providing you have an empty hand
DROP AN ITEM - from your equipment to the ground.
MOVE - Run up to your normal Movement rate in metres per Combat Round.
RESIST MAGIC - Attempt resist an a magic spell. (Magic Resistance)
Fighting One Opponent
This basic sequence is used when a Hero is fighting another creature.
Who Strikes First?
Each Combat Round all combatants act at the same time in a series of Opposed Actions. At the beginning of each Combat Round the GM will announce the intentions of the Heroes' enemy, then the Heroes announce their actions. This gives the Heroes the slight advantage of being able to respond to what their opponents are doing.
It is recommended that the GM resolve missile attacks first, then magical attacks, followed lastly by melee attacks, each combat round.
1. The GM and Hero's Player make an Opposed Skill Test for their Actions. The GM checks to see if either of the rolls are a Mighty Blow or Fumble.
3. If the Opposed Test is a draw then neither combatant is injured, both blows are blocked or parried.
4. If the the Hero wins the Opposed Test then they inflict a Wound on their opponent. (see Getting Wounded)
5. If the Critter wins the Opposed Test then the Hero suffers a Wound.(see Getting Wounded)
6. Adjust Health Points and determine if anyone has been Taken Out Of Action. (see Out of Action)
7. If neither Critter or Hero has been Taken Out of Action, then start a new Combat Round.
Who Strikes First?
Each Combat Round all combatants act at the same time in a series of Opposed Actions. At the beginning of each Combat Round the GM will announce the intentions of the Heroes' enemy, then the Heroes announce their actions. This gives the Heroes the slight advantage of being able to respond to what their opponents are doing.
It is recommended that the GM resolve missile attacks first, then magical attacks, followed lastly by melee attacks, each combat round.
1. The GM and Hero's Player make an Opposed Skill Test for their Actions. The GM checks to see if either of the rolls are a Mighty Blow or Fumble.
3. If the Opposed Test is a draw then neither combatant is injured, both blows are blocked or parried.
4. If the the Hero wins the Opposed Test then they inflict a Wound on their opponent. (see Getting Wounded)
5. If the Critter wins the Opposed Test then the Hero suffers a Wound.(see Getting Wounded)
6. Adjust Health Points and determine if anyone has been Taken Out Of Action. (see Out of Action)
7. If neither Critter or Hero has been Taken Out of Action, then start a new Combat Round.
Getting Wounded
When a Hero or Critter is hit by a weapon (or unarmed attack) in combat, it inflicts a Wound. The Wound is subtracted from the injured combatant's Health Points. The Wound is equal to the Weapon's (or unarmed attack's) Damage, minus the injured combatant's Armour. If the Wound has been reduced to a negative number treat the Wound as Zero (0) as it is only a scratch as no Health Points are lost.
For example: Rastan the Barbarian hit an Ugly Orc with his Battle Axe (14 Damage), the Ugly Orc is wearing Leather Armour (Armour 2). Rastan inflicts a 12 point Wound on the Ugly Orc, who now has to reduce his Health Points by 12.
OPTIONAL RULES - RANDOMISED DAMAGE: Bonus Success
RANDOMISED DAMAGE: Bonus Success
When an attacker wins a combat (opposed or unopposed) the number of successes (or difference between the combat rolls) is added to the attackers damage. GMs can use this optional rule for any damage suffered, falls, ranged combat, spell damage, unarmed and melee combat.
For example: Rastan the Barbarian won the opposed Sword Play roll against an Ugly Orc by 4 points, with his Battle Axe (14 Offense) and inflicts an 18 point wound. The Ugly Orc is wearing Leather Armour (Armour 2). This reduces the wound by 2 and the Ugly Orc now has to reduce his current Health Points by 16.
RANDOMISED DAMAGE: Odds and Evens
When an attacker wins combat, look at the dice rolled for the winning skill roll. If both dice are odd then reduce the damage by one, if both dice are even increase the damage by one. If one dice is even and one is odd then normal damage is inflicted.
RANDOMISED DAMAGE: Damage Dice
When an attacker wins combat, roll a Damage Dice (a d6) and consult the table below.
Roll - Modifer to Damage
1 = -3 to Damage
2 = -2 to Damage
3 = -1 to Damage
4 = +1 to Damage
5 = +2 to Damage
6 = +3 to Damage
For example: Rastan the Barbarian hit an Ugly Orc with his Battle Axe (14 Damage), the Ugly Orc is wearing Leather Armour (Armour 2). Rastan inflicts a 12 point Wound on the Ugly Orc, who now has to reduce his Health Points by 12.
OPTIONAL RULES - RANDOMISED DAMAGE: Bonus Success
RANDOMISED DAMAGE: Bonus Success
When an attacker wins a combat (opposed or unopposed) the number of successes (or difference between the combat rolls) is added to the attackers damage. GMs can use this optional rule for any damage suffered, falls, ranged combat, spell damage, unarmed and melee combat.
For example: Rastan the Barbarian won the opposed Sword Play roll against an Ugly Orc by 4 points, with his Battle Axe (14 Offense) and inflicts an 18 point wound. The Ugly Orc is wearing Leather Armour (Armour 2). This reduces the wound by 2 and the Ugly Orc now has to reduce his current Health Points by 16.
RANDOMISED DAMAGE: Odds and Evens
When an attacker wins combat, look at the dice rolled for the winning skill roll. If both dice are odd then reduce the damage by one, if both dice are even increase the damage by one. If one dice is even and one is odd then normal damage is inflicted.
RANDOMISED DAMAGE: Damage Dice
When an attacker wins combat, roll a Damage Dice (a d6) and consult the table below.
Roll - Modifer to Damage
1 = -3 to Damage
2 = -2 to Damage
3 = -1 to Damage
4 = +1 to Damage
5 = +2 to Damage
6 = +3 to Damage
Out of Action
When a Hero or Critter gets reduced to Zero (0) Health Points or less, they collapse and loose consciousness and become Out of Action. If a Critter becomes Out of Action they are considered dead.
OPTIONAL RULE: Serious Injuries
OPTIONAL RULE: Serious Injuries
Mighty Blows
Mighty Blows can be caused by unarmed, melee and ranged attacks in combat. If an attacker rolls a double 6 during their skill check, then they are automatically successful and have caused a Mighty Blow. A Mighty Blow cause double damage to an opponent (before random damage is applied, if using that optional rule)
Fumbles
Fumbles can be caused by unarmed, melee and ranged attacks in combat. If an attacker rolls a double 1 during their skill check, then they automatically fail and have caused a Fumble. A Hero or critter must roll on the Fumble Combat Table Below.
d6 Roll Effect
1 Injure self with weapon.
2-3 Injure closest Ally with weapon.
4-5 Loose Hold of weapon - dropping it d6 metres away.
6 Break weapon
d6 Roll Effect
1 Injure self with weapon.
2-3 Injure closest Ally with weapon.
4-5 Loose Hold of weapon - dropping it d6 metres away.
6 Break weapon
Fighting Multiple Opponents
Not all combats will be be between just two combatants. If a Hero (or creature) is fighting against more than one opponent, then they are considered Outnumbered.
When attacking and Outnumbered opponent attackers gain a +1 for to the opposed roll for each extra combatant attacking the enemy.
Eg. Wolfgar the Barbarian is surrounded by three Savage Orcs in combat. The Orcs will gain +2 to their opposed rolls against Wolfgar because he is Outnumbered by three opponents.
When attacking while being Outnumbered, you must select which one opponent you will strike. The combatants roll opposed rolls as normal, with the Outnumbered combatant making just one opposed roll and comparing it against each of the opponents opposed rolls. Failure means you have been wounded by their attacks.
Eg. Wolfgar the Barbarian decides to strike the largest Orc who is brandishing a great axe. Wolfgar rolls a 14 (a 2d6 roll of 8 and Swordplay rank of 6). The large Orc rolls a 13 (a 2d6 roll of 5, a +2 for Outnumbered and a Swordplay Rank of 5). The large Orc takes a 14 point wound and is taken Out of Action. The second Orc attacks with a roll of 10 (a 2d6 roll of 3, a +2 bonus for Outnumbered and a Swordplay Rank of 5), Wolfgar roll of 14 is higher and Wolfgar successfully avoids the blow. The third Orc attacks with a roll of 18 (a 2d6 roll of 11, a +2 bonus for Outnumbered and a Swordplay Rank of 5), Wolfgar is unsuccessful and takes a 9 point wound from the third Orc.
When Parrying or Doding while being Outnumbered, the combatants roll opposed rolls as normal, with the Outnumbered combatant making just one opposed roll and comparing it against each of the opponents opposed rolls. Failure means you have been wounded by their attacks., success meaning the attacks have been avoided.
Eg. Wolfgar the Barbarian is being attacked by two giant rats. He has lost his sword and decides to Dodge their attacks. Wolfgar rolls a 15 (a 2d6 roll of 10 and an Agility rank of 5). The fat giant rat rolls a 12 for it's attack (a 2d6 roll of 7, a +1 bonus for Outnumbered and Brawl rank of 4) and Wolfgar is able to Dodge out of the way. The skinny giant rat attacks with 16 (a 2d6 roll of 11, a +1 bonus for Outnumbered and Brawl rank of 4), and succeeds in inflicting a 7 point wound on Wolfgar's leg.
When attacking and Outnumbered opponent attackers gain a +1 for to the opposed roll for each extra combatant attacking the enemy.
Eg. Wolfgar the Barbarian is surrounded by three Savage Orcs in combat. The Orcs will gain +2 to their opposed rolls against Wolfgar because he is Outnumbered by three opponents.
When attacking while being Outnumbered, you must select which one opponent you will strike. The combatants roll opposed rolls as normal, with the Outnumbered combatant making just one opposed roll and comparing it against each of the opponents opposed rolls. Failure means you have been wounded by their attacks.
Eg. Wolfgar the Barbarian decides to strike the largest Orc who is brandishing a great axe. Wolfgar rolls a 14 (a 2d6 roll of 8 and Swordplay rank of 6). The large Orc rolls a 13 (a 2d6 roll of 5, a +2 for Outnumbered and a Swordplay Rank of 5). The large Orc takes a 14 point wound and is taken Out of Action. The second Orc attacks with a roll of 10 (a 2d6 roll of 3, a +2 bonus for Outnumbered and a Swordplay Rank of 5), Wolfgar roll of 14 is higher and Wolfgar successfully avoids the blow. The third Orc attacks with a roll of 18 (a 2d6 roll of 11, a +2 bonus for Outnumbered and a Swordplay Rank of 5), Wolfgar is unsuccessful and takes a 9 point wound from the third Orc.
When Parrying or Doding while being Outnumbered, the combatants roll opposed rolls as normal, with the Outnumbered combatant making just one opposed roll and comparing it against each of the opponents opposed rolls. Failure means you have been wounded by their attacks., success meaning the attacks have been avoided.
Eg. Wolfgar the Barbarian is being attacked by two giant rats. He has lost his sword and decides to Dodge their attacks. Wolfgar rolls a 15 (a 2d6 roll of 10 and an Agility rank of 5). The fat giant rat rolls a 12 for it's attack (a 2d6 roll of 7, a +1 bonus for Outnumbered and Brawl rank of 4) and Wolfgar is able to Dodge out of the way. The skinny giant rat attacks with 16 (a 2d6 roll of 11, a +1 bonus for Outnumbered and Brawl rank of 4), and succeeds in inflicting a 7 point wound on Wolfgar's leg.
Multiple Attacks
Heroes (and enemies) may fight with a weapon in each hand, each must be a usable one handed weapon and at least one of them must be a short-sword or a dagger.
When attacking while dual wielding, a single Swordplay Opposed Roll is made with a -1 penalty
If the Hero is attacking one opponent, a successful opposed roll will inflict damage from both weapons. If the Hero is fighting two or more enemies, the Hero may designate two enemies that will take a wound from each weapon if his opposed rolls are successful. This of course means the Hero cannot use a shield. Any other successful opposed rolls means the dual-wielder has successfully parried any incoming attacks.
When attacking while dual wielding, a single Swordplay Opposed Roll is made with a -1 penalty
If the Hero is attacking one opponent, a successful opposed roll will inflict damage from both weapons. If the Hero is fighting two or more enemies, the Hero may designate two enemies that will take a wound from each weapon if his opposed rolls are successful. This of course means the Hero cannot use a shield. Any other successful opposed rolls means the dual-wielder has successfully parried any incoming attacks.
Ranged Combat
When firing or throwing at a target, get the player to make an Unopposed Marksmanship Test, by rolling 2d6 and adding the Hero's Marksmanship Rank.
The Level of Difficulty of the test starts out as Easy TN 8
Medium Range +2 TN
Long Range +4 TN
Target Moving +1 TN
Target Moving Very Fast +2 TN
Target Small +1 TN
Target Very Small +2 TN
Firer Moving +2 TN
Firer Under Attack +2 TN
Target Obscured +1 TN
Firing into Combat +4 TN *
Throwing into Combat +2 TN *
* If the hero misses their target, then roll again (with the same TN) at the next closest target, friend or foe.
If the Hero attempts to fire or throw in melee combat, it is nearly impossible and the Hero is considered unarmed.
The Level of Difficulty of the test starts out as Easy TN 8
Medium Range +2 TN
Long Range +4 TN
Target Moving +1 TN
Target Moving Very Fast +2 TN
Target Small +1 TN
Target Very Small +2 TN
Firer Moving +2 TN
Firer Under Attack +2 TN
Target Obscured +1 TN
Firing into Combat +4 TN *
Throwing into Combat +2 TN *
* If the hero misses their target, then roll again (with the same TN) at the next closest target, friend or foe.
If the Hero attempts to fire or throw in melee combat, it is nearly impossible and the Hero is considered unarmed.