Resolving Combat

Initiative

Particular rules apply to actions during combat to establish who makes an attack first in any particular round and when missiles are fired. A round of combat does not represent a single exchange of blows but represents as a series of manoeuvres, feints and exchanges taking place during one second in which each of the combatants may press home an attack. The character that has the option of making the first attack against another in any round is said to hold the initiative.

The skill modifier is rolled for each character for every weapon used or missile to be fired in each round of combat to determine what weapon skill level is appropriate for any attack or defence made by that weapon in that round.

In general, manoeuvring up to initial contact in combat will be at a orced march pace, for humans that is 6’ per round or 30mm for a 5mm to 1 foot scale. Individuals not actually engaged in combat may move up to the full extent of their movement allowance.

Each close combat weapon (including natural weapons, fists, claws etc.,) has an effective minimum and maximum combat range. Where miniature figures are used this range is measured from base to base of the figures engaged or about to engage in close combat. A weapon may only be used to attack if the bases of the combatants are within that weapon’s combat range. A weapon may only be used in defence if the base of the opponent is at least the minimum range away. In a potential combat situation, individuals move simultaneously round-by-round up to their full movement allowance until they come within combat range of an opposing weapon. The individual who comes into combat range with a weapon checks his initiative score and compares it to the initiative of the individual he intends to attack.

Initiative = weapon skill + weapon initiative - armour initiative penalty - encumbrance

Any additional encumbrance is determined by GM e.g. 1 for wearing a pack for example.

An attack from the individual with the highest initiative total is resolved first including missile fire. If this individual is out of weapon range they must first move into weapon range, this represents part of the manoeuvring within the round of combat.

If initiative totals are equal the attacks and the results of the attacks take place simultaneously.

The initiative score of a character with a particular weapon is effectively the portion of the round in which that weapon can be used to attack. The GM counts down from the highest initiative resolving each weapon attack as he reaches its initiative number. Some weapons will become useable before their initiative number is reached as a result of previous attacks. Some weapons will become unusable as a result of manoeuvring and previous attacks.

An individual may hold initiative against a maximum of two opponents in a round (this must be with different weapons) although any number of opponents may hold initiative against him. All attacks are resolved in order of initiative score.

Missile weapons may be used during close combat. When a missile attack occurs within the round is determined by the initiative rules.

In combat, the difference of 1 in skill between characters is very significant. The character generation should have ensured that PCs are individuals with extraordinary abilities. Expert-level PC warriors will often have weapon skills of 7, 8 or even 9. This means that they will have almost automatic success in a face-to-face combat even with an NPC combat veteran with similar weaponry. However the results of combat are often deadly or debilitating. Even a 90%+ chance of success can seem risky if the PC’s life is on the line. Players will usually be unaware of the skills of NPCs that they face in combat. The GM should do everything she can to build tension and expectation so that players do not take combat lightly. Eventually, they should come up against major NPCs with skills similar to their own.

Ranged combat can be particularly deadly even for highly skilled PCs. An arrow from an unexpected quarter is just as deadly no matter what the skill of the target.

Armour

Armour Table...Armour acts to increase the difficulty of Feat rolls required to hit and inflict damage to a particular body area. Different types of armour increase the difficulty of inflicting different types of damage in different proportions. The damage profile of the striking weapon in a particular type of damage is deducted from the armour rating for that type of damage.

Weapons

Weapons Tables...The damage inflicted by a successful close or missile combat hit depends in part upon the weapon type. Each weapon has a set of numerical characteristics for game purposes. At the GM’s discretion weapons may exist of superior quality with enhanced characteristics.

Combat may be divided into close combat and missile combat. The results of close combat and missile combat are determined simultaneously. Close combat is resolved on a round-by-round basis and close combat weapons may be used several times in a round, whereas missile combat requires the reading/loading, aiming and firing which may take several rounds.

Use the following table to determine how long a weapon takes to reload.
Thrown weapons1 round
Bows5 round
Slings5 round
Crossbows10 round

Shields

Add any shield defence modifier if the target has a shield and can use it to defend the body area targeted (i.e. not being targeted from behind, right flank etc.).

Shield TypeFeat Modifier
Targe+1
Medium Shield+2
Large Shield+3

Target Areas

Target Area Tables...Armour acts to increase the difficulty of Feat rolls required to hit and inflict damage to a particular body area. Different types of armour increase the difficulty of inflicting different types of damage in different proportions. The damage profile of the striking weapon in a particular type of damage is deducted from the armour rating for that type of damage.

Combat Resolution

  1. Each combatant declares the type of strike and the body target area.
  2. Each combatant declares the type of defence they wish to make against any strikes, a parry with a weapon or a dodge.
  3. Deduct the attacker’s skill from the defender’s skill plus the defender’s weapon defence modifier.
  4. Add a modifier for the specific body area targeted, if no specific area is being aimed at, the body area modifier is not applied and a random area is rolled.
  5. Add the difference between armour protection and weapon damage.
  6. This is the Feat level for the attack.
  7. The attacker rolls a d100 and d8s as prescribed by the feat table.
  1. Each combatant rolls d100 to determine if their skill, and initiative will be increased in this combat round.
  2. Each combatant declares the type of defence they wish to make against any strikes, a parry with a weapon or a dodge.
  3. The GM determinesthe order in which actions will be resolved using initiative, and any other factors.
  4. Each combatant in turn declares the target, the type of strike and the body target area they will try to hit.
    • The GM will determine the feat level of each attack as:
    • Deduct the attacker’s weapon skill from the defender’s weapon skill, and add the weapon defence modifier.
    • Add a modifier for the specific body area targeted, if no specific area is being aimed at, the body area modifier is not applied and a random area is rolled.
    • Add the greatest difference between the three types of protection and damage given by armour and weapons: slash, crush or pierce.
  5. Each attacker rolls a d100 and d8s as prescribed by the feat table.

If this roll fails the attack is dodged, evaded, parried or blocked. A success means that a minor wound has been caused. To cause a serious wound the Feat Level is one greater and to cause a mortal wound two Levels greater than that. In practice, a hit and the level of wound can be determined by rolling one set of d8s.

Close Combat Attack Sequence Summary

Initiative = weapon skill + weapon initiative - armour initiative penalty - encumbrance

Feat level to hit = defenders skill – attacker’s skill + weapon defence + body area modifier + greatest(armour protection – weapon damage)

[fail = parry/block or evade/dodge; succeed = wound minor/serious/mortal]

Attack Outcomes

The outcome of a successful hit is determined by comparing the dice roll to the next two higher Feat Levels on the Feat Table. If the dice roll results in a hit but would miss if the feat had been one level higher, then the outcome is a minor wound. If the dice roll results in a hit even if the feat is one level higher, but a miss of the feat is two levels higher, then the outcome is a serious wound. If the dice roll results in a hit even if the feat is two levels higher, the outcome is a mortal wound.

The outcome of a miss is determined by comparing the dice roll to one lower Feat level on the Feat Table. If the dice roll results in a miss but would hit if the feat had been one level lower, then the outcome is a block or dodge (depending on the defence used). If the dice roll results in a miss even if the feat is one level lower, then the outcome is a parry or evade.

Two combatants fight with long swords, they both have skill level 6. At the start of round one, Combatant A succeeds in rolling over his skill modifier but Combatant B does not, so Combaant A has skill seven for this round and holds the initiative over Combatant B. Combatant A swings his long sword at the left arm of Combatant B which is protected by leather armour. The attack feat is determined as:

Feat level to hit = defenders skill – attacker’s skill + weapon defence + body area modifier + greatest(armour protection – weapon damage)

= 6 – 7 + 1 + 0 + 1 – 1 = 0

Combatant A rolls the following numbers on 3d8 dice: 5, 8, 7. This is a hit for a level 0 feat, however, because the order the dice are rolled in is significant it is a miss for a level 1 feat so the hit achieves a minor wound. Consulting the damage table a minor slash wound to the arm results in bleeding.

Declaring strikes

A combatant making a strike must declare the type of strike (some weapons have more than one strike capability, e.g. slash or pierce).

If ultiple opponents are interacting with each other each strike is declared in descending order of attack skill or, if equal, simultaneously.

Weapons used to attack against one opponent may not be used to defend against another opponent in the same round.

Declaring defence

The defending combatant declares which weapon he is defending with against each attack against him in that round. If a defender ignores an attack find a Feat level by deducting the attack skill and weapon damage from the armour rating and adding the modifier for the body target area, do not consider defence skill. Any weapon not being used to attack may be used to defend against any or all attacks in one round. The defending character may opt to Dodge, in which case the Dodge skill is used as the Defence skill.

Block and Dodge

A block or dodge (successful defence results where the attacker fails by only one Level) throws the defender off balance for one round forcing the defender back a distance of one attacker’s base depth, typically 4’ for a human on foot, (each defender may only be pushed back once in any round regardless of the number of blocks, the distance and direction is determined by the attacker with the greatest base depth). A block gives the defending weapon a chance of breaking. The attacker may follow up and maintain distance if his movement is not otherwise restricted. Initiative for the following round is determined as before and will usually remain with the previous attacker.

Parry and Evade

A parry or evade (successful defence results where the attacker fails by more than one Level) of an attack throws the attacker off-balance for one round and automatically allows the defender to attack. An off-balance former attacker may not hold initiative against any other opponents in the remainder of the round. A defender who successfully evades or parries may manoeuvre closing with the opponent or move away within the round.

The GM must keep track of aiming and loading times to assess when missiles may be fired during combat. If a missile weapon is ready to fire at the beginning of a round when it is fired during the round is determined by the initiative rules.

Missile attack sequence summary

To hit roll: range factor + tactical factors + body area modifier + shield modifier – firer’s skill + armour – damage.

The level of wound is determined by comparing the result to the next two higher Feat Levels.

Missile Combat Resolution

When an attack is declared with a particular weapon against a particular target area the armour values of that area are compared to the various categories of weapon damage of the attacking weapon. The type of damage that is most effective against the armour type is subtracted from the armour value and the result is added to the Feat level, along with the target area modifier.

The result of these modifiers to the Feat level gives the Feat level required to cause a minor wound. To cause a serious wound the Feat level is one Level greater and to cause a mortal wound two Levels greater than that. A hit and the seriousness of the wound can be determined by rolling one set of d8s.

Active shield or dodge

If a character is aware of a thrown missile attack (stone, dagger, francisca, spear, javelin/dart) where the firer is more than 10’ distant and the target character is not otherwise engaged (or mounted), he may opt to use an active shield or dodge defence. If the firer makes a successful hit the target character makes a feat roll of 8 – (Dodge/shield skill + range factor). Success indicates that the missile has been successfully deflected by the shield or dodged.

Multiple opponents

An individual character may make two attacks in a round against different opponents. These attacks must be made by different weapons. He may be attacked by, and defend against, as many individuals as can bring weapons into combat range. A single weapon may be used in defence against all attacks but a weapon used to attack in one round may not also be used in defence in that same round.

Attacks from the rear and helpless opponents

Feat Table...

When attacking a helpless or unaware opponent from the rear, a hit to the selected target requires a Feat roll where the Level is determined by body target area modifier – skill level of attacker + armour value – weapon damage. i.e. the skill of the unaware/helpless target character is not used.

If an aware opponent is attacked from the rear but is unable to turn to present a front or flank they may only use half their skill (rounded down) in defence.

Striking blind or in darkness

Blind combatants are hit as from the rear (half of skill level rounded down) but may opt to flail if they gain initiative or can counterattack. A flail attack is always to a random target area and is at half (rounded down) of the usual attack skill. If a flailing combatant is attacked his defence rating is half (rounded down) his usual defence rating.

Mounted combat

The Combat range to a rider may be different than the combat range to the mount. For example, when combat is joined with a human opponent mounted on a horse from the front the combat range is +2’ to the distance from the front of the horse. Horse-mounted opponents facing each other would add 4’ to the total combat range for striking each other. Prone opponents add 3’ to combat range when engaging an opponent on a horse.

Strikes may be directed at the rider or mount if both are within combat range. A rider may only defend flank attacks to his mount. The mount may make attacks or defences if allowed to do so in its creature description (see Bestiary).

Trotting walking and galloping horses all turn aside if forced towards an unbroken line of infantry in close order after one round of combat. Trotting or galloping cavalry must continue on past an individual opponent after the first round of combat.

If a mount becomes a casualty and falls the rider must make a Feat roll of 6 – Vigour or take fall damage, failing by two Levels causes the rider to become trapped beneath the mount in addition to damage.

standing or walking mount treat as0’-10’ fall height
trotting mount treat as11’-20’ fall height
galloping mount treat as21’-30’ fall height

Impales

Any pierce hit causing a serious wound from the following weapons automatically impales; spears, barbed javelins, lances, darts, arrows, and quarrels.

Serious wound pierce hits from bladed weapons impale 50% of the time.

The weapon is lodged in the wound until withdrawn by the attacker or defender and this takes one round. If the weapon is left in the wound and the attacker continues to hold it he may twist and roll an attack at +1 provided that he holds the initiative. If the defender can grip the weapon and resist a Vigour vs Vigour Feat roll must be made to determine control of the weapon.

Unarmed combat

Unarmed combat covers all combat with natural weapons, fists, horns, claws, teeth, tusks etc. Unarmed Combat skill reflects training, size, strength and the effectiveness of a natural weapon.

Unarmed combat is divided into two areas, strikes and grapples.

Strikes

Unarmed strikes are resolved in the same manner as weapon strikes and may be used in combination with weapon strikes. Striking limbs may be damaged if parried or blocked and defending limbs may be damaged if used to parry or block.

Feat Table...

If an edged weapon blocks or parries a striking body part or a limb is used to block a slash, damage is rolled against the limb. i.e. Feat Level = armour value –weapon damage.

Grapples

If a limb is successful in parrying a strike from another limb a defensive grapple may be specified instead of rolling again to inflict damage on the striking limb.

An offensive grapple may be specified instead of a successful strike by a limb.

In each case the type of grapple must be specified, for example; wristlock, arm lock, strangle hold, bear hug, throw. The type of grapple must be possible in the circumstances (GM’s rule).

If a grapple is successful the hold specified has been established or the throw specified takes place. Damage for a throw is as for a 0’-10’ fall with contact broken.

Before damage is inflicted by a hold the defender may attempt a counter. The counter is resolved as for a second attack by the successful grappler. If the counter fails damage is inflicted by the hold, minor damage for the first round. The counter-attempt may be repeated each round and additional damage (serious and then mortal) inflicted if it fails. This sequence is repeated until the grappled character breaks free or the grappler releases.

Berserkers

Feat Table...

A player may choose to make their warrior character a berserker. A berserker character must make a successful Feat roll when any close combat commences or when they feel threatened or they become berserk. The GM must determine the level of provocation. Generally, the Feat level will be 8 – Mettle, but the GM may decide that the level of provocation warrants more or less than 8, i.e. the greater the provocation the higher the number. Alternatively, the player may choose to make the character go berserk with 30 rounds of preparation. The GM may rule that circumstances are such that a berserk rage is triggered and not allow any roll.

A berserk character will always immediately attack the nearest enemy. They will continue to attack until no further enemies are in sight. They do not suffer from stun or shock. If required to make a Mettle roll they are assumed to be successful. A berserk character may not use thrown missile weapons. A berserk rage will end after Mettle minutes at which time any fatigue or wounds will take full effect.