Combat Rules and Fighter Abilities

By Norma Wagner,2014-12-13 12:20
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Combat Rules and Fighter Abilities

have to do with how long the weapons are, in units of Combat about 8 inches.

    To see what is the basic number needed to hit for For beginners, the numbers involved in our combat each weapon against any armor class, just look to the system may look a bit frightening. However, it isn’t that right of the weapon name, to the column under the armor difficult. Here is how it works: class you want. That gives the basic number before Any character or monster has an Attack Level and a adjustments for attack and defense level. Defense Level. The Attack Level of any being is ndThere are 12 columns for various types of armor, to determined by its hit dice (2 dice = 2 level, etc., with be explained below: half dice rounding up) with adjustments for strength, 1 None. This is basic clothing or skin with no protective special skills, or magic. Extremely high or low strength qualities. Robes and fur come under this will add to or subtract from (respectively) attack levels, classification. according to the Strength Table in section 1. The Defense 2A Leather. This is for actual leather armor or padding, Level is also determined by the number of hit dice, with or slightly protective skin in monsters. adjustments for Agility or Magic. Some magical weapons 2B Brigandine. This is to approximate several types of (swords, primarily) add to the attack level in combat. armor: scale, lacquered leather, leather with a Normal magical armor or shields add their bonus to the breastplate, or other types of armor that are half metal defense level. Thus, a seventh level fighter wearing plate and half leather. It is also for use for monsters whose +1 and carrying a shield +2 would be defending as 11th skin is basically hard with many soft spots. level, plate and shield armor class.

    3 Shield. This is for someone unarmored who is The attack matrices, for both weapon and monster

    carrying a shield, or for slightly crusty or roughly attacks, are designed to give the basic chance for a padded skin in monsters. There are two types of specific weapon to hit someone wearing a particular type shields that a person can use, the standard one that of armor. If two first level fighters (with strengths of 9 to weighs 15 pounds, and a smaller one that weighs 6 12) were both wearing chain armor and carrying shields, pounds, called a buckler. The lower weight of a and both were using maces, each would need to roll 20 or buckler adds maneuverability that makes up for its less on a 00-99 die (or pair of dice) in order to hit (cause smaller size, so in melee it protects as well as a damage) with any given blow.

    normal shield. However, against archery a buckler This example tells what happens when both fighters provides no protection at all without special abilities. are the same level. If they are different levels, an A buckler can be worn with a 2-handed weapon (but adjustment must be made. If one of those same fighters gives no benefit while the weapon is in use) and while were second level instead of first, he would be a more using archery (though it gives no benefit while experienced fighter, and would have a better chance to archery is being used). A buckler cannot be used with hit. When the Second level fighter swings at the First double weapons. Non-magical bucklers are generally level fighter, add 3 to the number the Second level destroyed in a single melee, so carry extras. fighter needs to roll, making it 23 or less. The more 4A Leather and Shield. This is for someone wearing experienced fighter also defends himself better, so when leather and carrying a shield, or for rather tough, but the First level fighter swings, subtract 1 from what he not scaly or hard, skin in monsters. needs to roll, so he now needs to rolls 19 or less to hit. 4B Brigandine and Shield. This is for someone in In other words, if person A attacks at a higher level brigandine who is carrying a shield, or for somewhat than person B defends, for each level of difference, add 3 tougher structure than class 2B for monsters. to the number A needs to roll to hit. If person A defends 5A Chain. This is for someone wearing chain mesh or at a higher level than person B attacks, subtract 1 from mail armor, or for basically monsters with scaly hides. the number B needs to roll to hit. An attacker attacking 5B Chain-Plate. This is for someone wearing a at 10th level with a mace against someone in plate and breastplate and otherwise armored in chain, or for shield armor, with a total defense level of 12th, would monsters with a tougher, scaly hide. need to roll between 00-23 in order to hit. Another basic 6A Chain and Shield. This is for someone wearing chain rule is that a roll of 00 always hits, and rolls of 90-99 armor and carrying a shield, or for somewhat more always miss, no matter how far apart the attack and flexible scaly armor on monsters. defense levels are. The wildest blow might hit something 6B Chain-Plate and Shield, or for the toughest flexible occasionally, and even the best fighters miss once in a scales you’ll ever find on a monster (dragons and while.

    such). The Matrix 7 Plate. This is for someone wearing plate armor or for

    something with a basically hard shell. The Attack Matrix: Hand-Carried Weapons table on 8 Plate and Shield. This is for someone wearing plate page 13 is another thing that may look scary, but isn’t. armor and carrying a shield, or for the hardest of Look at the left side of the table. There is a series of shells. numbers and letters running down the left side. These

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    There is also a column on the matrix for Blows. This modifying circumstances. The next table gives the is the basic number of blows a man able to move at speed modification due to range. Note that for some weapons 12 can take with that weapon during a combat phase. there are additional modifications as listed below this

    Damage Dice is the number of six sided dice of table. The next two tables are similar to the first two, but damage done by that weapon on a hit, before any are for short-range weapons. The next table gives the adjustments for magic or strength. modifications to the base for various circumstances. Note

    The Attack Matrix: Natural Body Weapons table on that it is always necessary to modify for the archer’s page 10dexterity and level. Some of these adjustments are is the same except for the fact that the numbers

    dependent on range, short or long. The dividing line on the left do not indicate length of weapon. Those are

    between short and long range is given in the base roll only indicated by Small, Medium, and Large descriptions.

    tables. Another note for the Natural weapons table is for

    If an archery shot misses, one of several outcomes is Envelopment. These numbers are what is needed to grab

    or engulf a struggling opponent, either for subduing the possible. If the shot only misses by a small amount, then opponent or for more evil purposes. It covers grappling it might have simply missed as a result of armor. as well as the twisting of a python around its victim. Refigure the number that is needed to hit if no armor was

    The rows labeled Small Crushing and Large present. If the shot would have hit if there was no armor, Crushing have a special note for the damage. Small then the shot was stopped by the armor. If the shot would Crushing, if successful, does 3 dice minus the strength of have missed even without armor, then the shot is a the victim being crushed. Large Crushing does 6 dice scatter, and it is necessary to determine where it went.

    Use the Scatter distance table, rolling two dice for each minus the strength of the victim being crushed. This is to

    scatter direction. The first roll is for left - right distance simulate the fact that a stronger man or monster is more

    (a low roll is to the left). The second roll is for high - low difficult to constrict, since he is fighting back. The

    miss distance if the original target is at short range, and strength is only subtracted if the victim is still conscious

    for long - short miss distance if at long range. If there is and struggling.

    another possible target near where the shot ends up Referees should remember a couple of things: the

    (normally within the distance given by the ―6,8‖ column) armor class of a target using a shield should only include

    that shield if he is being attacked from the general then roll a percentile number to see if that target is hit. direction the shield is facing. A person in chain and Include all adjustments except the archer’s level, using a shield would only defend as chain if attacked dexterity, abilities, and for magical bow. from behind. Critical Hits Also, a person using a two handed weapon cannot at

    the same time use a shield or buckler, and so is also Whenever two or more beings are involved in battle, defending as only whatever armor they are wearing, not there is a small chance that one or another will do the armor and the shield. something out of the ordinary on any given blow.

    Sometimes this something is good, sometimes bad. This Blows per Phase is taken care of in our Critical Hit and Fumble system.

    The following section may be treated as optional for As described above, a low number on the 00-99 roll is those of you not familiar with this combat system. It is likely to hit, and a high number is likely to miss. With designed to add realism to the game by taking note of the our system, an extremely low number will score a fact that a fighter who is heavily burdened cannot fight as Critical Hit, and an extremely high number will Fumble. well as one who is carrying little or nothing. A Critical Hit is not always a hit that causes extra

    On the attack matrices, there is a number for each damage, but it is usually something that gives the person weapon that represents the number of blows per melee scoring the Critical Hit an advantage in the melee. A phase that someone wielding this weapon may strike. In Fumble is not always a matter of being clumsy with a actuality, that is the number of blows that someone weapon; it is a matter of giving one’s opponent an loaded so as to be able to move at speed 12 can strike. If advantage.

    someone is loaded to move more or less than this amount, Once you determine what number each person in a it affects the numbers of blows per phase that can be battle needs to hit, take note of any numbers rolled that

    begin with either a 9 or a 0. Numbers in these ranges taken, as shown in the Blows per Phase Table on page 13.

    have a chance to Critical or Fumble. The Critical and Archery Battles Fumble Chance table on page 14 shows, based on what

    numbers needed by an attacker to hit, what extreme Archery is resolved with the ARCHERY Matrix table numbers must be rolled to either Critical or Fumble. For on page 10. The first part of this matrix is much like the example, if a character needs to roll a 25 or less to hit an melee matrix. It gives the basic roll that must be made to opponent, any time the roll is a 01 the dice must be rolled hit for various armor classes at close range with no

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    again to get two more digits. If these two digits are 30 or (C) This note indicates fast bleeding, and that the less, the target was hit in a critical location. If the roll creature hit will continue to take 1 point of damage was a 00 in this case, no further roll would have been per phase until healing is begun on the damage. necessary, since 00 is obviously less than 01.30%. In this (D) This note indicates that the limb hit by the Critical same case, a roll of 96.30% or higher would fumble. So, Hit cannot be used for 1 to 4 phases after the on the table, for each number needed to hit, the Critical.

    maximum number needed to Critical and the minimum There are also two notes on the Shield Arm row of number to Fumble are listed. the table worthy of notice. The first is the note that says If a Critical is scored, go to the Critical Hit Location (1/2 upper body). This means that if the creature or being Table on page 15. Look at the line that best describes the is not using a shield, 1/2 of the Shield Arm Critical Hits shape and position of the target with respect to the person become Upper Body hits, the other 1/2 remaining Arm striking the Critical. If he is attacking a giant snake from hits. The second note is that a shield may be broken or the rear, the line would be Serpent, Rear. The attacker destroyed by this type of Critical Hit unless the shield is then rolls two six sided dice for location. Suppose he rolls more magical than the weapon or projectile hitting it. a 7. In this case, Serpent, Rear, a 7 is Lower Body. Note that not all creatures are affected by critical hits Depending upon the weapon being used, he goes to the in certain areas, or by certain effects. Non-corporeal appropriate Critical Hit Effects: Impact or Slashing undead will sometimes be unaffected by IKs and can not Weapons and Critical Hit Effects: Archery or Stabbing bleed. Weapons tables on page 17 and rolls a six-sided die for

    Fumbles severity. Suppose he is using a slashing weapon (a

    broadsword, for example) and rolls a 5 for severity. He When a number is rolled that is high enough to score looks at the Slashing Table, Lower Body, 4-5 column. a fumble, refer to the Fumble Table on page 15. No This is a Groin Hit, meaning that he does times 2 location number is necessary. If the fumbler was using a damage to the snake, and the snake loses all blows and sword or other melee weapon, use the Artificial Melee parries for 1 to 4 (randomly determined) phases due to Weapons column. If claws or other body appendages are pain. used to attack, use the Natural/Body Weapons column. In The Slashing table is used for most impact and the case of an Archery fumble, use that column devoted cutting weapons, and the Stabbing table is used for to Archery Weapons. daggers, short swords, narrow falchions, spears, and For each fumble, roll two six sided dice and note the most archery weapons. The referee should use his result for that number. Follow all directions to their discretion in the case of unusual weapons. If it does its natural conclusions. Most of the results are self-damage by impact, use the Slashing table. If it does its explanatory. Use discretion, if the physically impossible damage by puncturing, use the Stabbing table. is rolled just re-roll. On the Critical Hit Effects tables, you will notice that The results of the Break Weapon fumble, or a when a some of the effects have special notes. These are to be weapon could be broken by a parry, can be found in the interpreted as follows: Weapon Breakage Table on the same page. The first part KO This means that the creature is unconscious or of the table gives the basic roll that must be exceeded to otherwise incapacitated for N x (1-10) turns, where avoid having the weapon break. This is then adjusted for N is the damage multiplier for the individual critical any magical armor that the weapon is directed against hit effect. and for the weapon itself being magical or well made. IK This note indicates that the creature is killed outright Adjustments for strength of the attacker, Shields, and or otherwise rendered nonexistent by the critical hit. parrying weapons are described below the tables. For the purposes of determining regeneration If a weapon does break, the percent that it is broken chances or body saving throws, the amount of is equal to the difference between the weapon breakage damage of an IK equals the number of hits of the roll and the roll needed to prevent breakage. target's death level in addition to any other damage A broken weapon can still be used in combat, with done by the blow. the chance that it will hit being reduced by the (A) This note indicates that the creature hit will bleed, percentage the weapon is broken. Also, if the weapon and thus continue to take damage from the wound at tries to break again, the chance that it will do so is a rate of 1 point per turn until healing is begun on increased by the amount it is broken. A broken intelligent the damage, or first aid is rendered. weapon has a chance of losing some of its powers, but (B) This note indicates that the creature hit will bleed not its intelligence or basic attack level. The chance that more heavily, and will continue to take 1 point of it will lose any particular power is the percent of the damage per turn until the creature is completely breakage, rolled separately for each. healed of all current damage.

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    If the difference between the attacking weapon and Parrying the parrying weapon is greater than is stated above, the It is possible to decrease the chances of being hit by attacking weapon may not be successfully parried. an opponent by parrying his blows. This is done by Further, neither a hand axe nor hatchet may parry a maul. (simplified somewhat) striking at his weapon rather than Due to the way a weapon is used to parry, there is a at your opponent directly. This is reflected in the combat better than normal chance that the parrying character system as follows: may break or drop his weapon. This is handled as follows: A character may use his own weapon to parry any if the attacker rolls a number 1 higher than he needs to blow coming from the direction he is directly facing, hit while being parried (i.e. needs to roll 19 or less and within the limits stated below. rolls a 20), the person parrying must check to see if his For each blow the character attempts to parry, he weapon has been broken. This is done by consulting the uses up 1 offensive blow with that weapon for that phase. same rules used to check for weapons breaking due to He may not attempt to parry more blows than he could fumbles. Simply roll a breakage chance number for the take offensively. weapon as if it had hit an opponent in chain armor, using The ability of a weapon to parry a blow is based on your opponents strength rather than your own in the its length, with the special exception of quarterstaff (11). percentage check. If your weapon’s roll falls within its In the following descriptions the quarterstaff may be used percentage chance of breaking, the weapon breaks, and to parry as length 3, due to its mobility, or 11. cannot be further used to parry or attack. His opponent may be using any artificial weapon If the attacker rolls a number from 2 to 5 higher than except a morningstar or flail, which cannot be parried or what he needed to hit through the parry, he has disarmed any natural weapon except large mouth, tail or tentacle, the parrying person. The person parrying then loses 1-4 or butt ram, which also cannot be parried. blows drawing out another weapon for fighting or For purposes of determining length of weapons, the parrying, although a physical saving throw can retain a following exceptions should be noted: when attacking, a two-handed weapon and only lose 1-2 blows. During the Quarterstaff is treated as length 5. Monster attack classes time taken up by these lost blows, the attacking labeled Small should be treated as length 2. Monster opponent's blows are, of course, unparried unless our attack classes labeled Medium should be treated as length beleaguered defender had another weapon in the other 5. Monster attack classes labeled Large should be treated hand. as length 9. At the discretion of the referee, extremely

    Using Two Weapons large monsters may be treated as greater lengths or as totally unparryable by normal means. It would be hard, It is possible for humanoid or similar beings to use a for example, to parry the foot of a Brontosaurus, just weapon in each hand, with certain limitations and from sheer mass. Monster attack classes 11 to 14, penalties. While this normally refers only to 2 hands, a envelopment and crushing attacks, may only be parried being with more than 2 hands might be able to use more by spear or quarterstaff, and only if the attacking monster than 2 weapons, at the discretion of the referee. has a solid, substantial body. In those cases, the attacks First, the use of 2 weapons normally means that you may be parried as if the monster were using a length 6 are not using a shield defensively, and this may reduce weapon. the armor class of the wielder of the 2 weapons. The effect of a parry is calculated as follows: if the Second, only weapons with lengths 1-5 may be used attacking weapon has a length 3 or less longer than the together, as follows: any two weapons of lengths 1-4 may parrying weapon, and no more than 1 shorter than the be used together, or any weapon of length 5 may be used parrying weapon, the number that the attacker needs to with any length 1-4 weapon. (These lengths are as roll (00-99) to hit is reduced by 1/2. Thus, if a 25 had indicated on the Attack Matrix for hand-carried weapons.) been needed to hit, the attacker now needs a 12 or less Third, any person using 2 weapons in this manner (round fractions down, this takes into account that rolling loses 4 attack levels from his attacks with either weapon. 00 will hit in an approximate manner). Fourth, the person using two weapons loses 1 blow If the attacking weapon is either 4 or 5 longer than from the number of blows he would normally take with the parrying weapon, or 2 shorter, the parry reduces the each weapon each phase. That is, if using a 4-blow chance to hit by 1/3. Thus, if the attacker had needed a weapon and a 3-blow weapon in conjunction, he would 29 or less to hit, he would now need to roll 19 or less to take 3 and 2 blows, respectively. hit (29 x 2/3, rounded down = 19). He may use 1 weapon to strike and 1 weapon to If the attacking weapon is 6 or 7 longer than the one parry blows of an opponent, with whatever restrictions being used to parry, or 3 shorter than the parrying the parrying weapon may have, or both weapons to strike, weapon, the parry reduces the chance to hit by 1/4. Thus, or both weapons to parry blows coming from the same if the attacker had needed 35 or less to hit, he would now need to roll 26 or less to hit.

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    general direction. Note that the percentage chance to the now-flat edge along a pole. That's the shape) rather

    parry drops by 1 parry class when using 2 weapons. than a single cutting edge.

    Morning Star: This is a metal ball attached to a Weapon Descriptions

    handle by a short chain. It is used by whirling the ball to Some of the weapons in our combat table are not swing it at the enemy. familiar to most people, or might lead to some confusion Flail: This is a two-handed weapon similar to the due to the terms being used. We suggest you read the morning star. Usually consists of two or more balls with following descriptions in order to familiarize yourself chains, or one heavier ball. with just what some of the weapons are. Maul: This is similar to a dwarvish hammer, but Kris: This is a wavy-bladed Malayan dagger (there scaled up in size, and swung with both hands. is also a sword version, but not here). The blade is Great Hammer: This a larger version of a maul. designed to cause a wider wound than a normal dagger, Fauchard: This is a type of polearm with a sharp and it is heavier and more difficult to use, which is why it curved edge (sort of a cross between a scythe and a razor). causes more damage and gets less blows per phase than a Like other polearms, it can be used from the second row dagger. of a battle, if you're careful and have room to swing it. Short Sword: This is normally a stabbing type of Lucerne Hammer: This is a Swiss invention, sort of sword with a rather narrow blade, about 18‖ long (not a beaked hammer on a pole. It was designed for use from scale inches, real ones). the second row of a battle, or with pikes. Warhammer: This is normally a hammer similar to

    those of dwarvish make, with basically a brick-shaped Japanese Weapon Descriptions head attached to a short handle, balanced for throwing. Some people are interested in the Japanese-style Beaked hammer: This is a weapon that looks medieval setting, but the relevant weapons are less somewhat similar to a carpenter's claw hammer, but familiar to most of us. Here are descriptions of most much larger. It has a narrow beak on one side for weapons of significance. Remember that these puncturing armor, and a spike at the end for slashing implements were designed in an environment without against light armor. Its point means that it is not plate armor and for the most part without shields. considered a weapon for lawful clerics. Bo: This weapon is comparable to the European Broadsword: This is the standard knight's one-quarterstaff. All special quarterstaff parry rules apply. handed weapon. It is not particularly sharp, but it is Boken: This is a wooden practice sword, shaped basically good against almost anything. Most magical like a katana but with a round cross section. swords are of this type. Chigiriki: The Japanese flail, this is a long stick Longsword: This is a longer, sharper, slightly with a ball and chain. It may be used to entangle as well curved saber-like blade. The scimitar can be used as as to strike for damage. being this type also. Chinese mace: Called the Suan-tou-Fung, this is at Narrow Falchion: This is a straight, narrow blade its simplest a ball on a stick. Pricier versions are quite designed for forcing its way through the chinks in armor, artistically carved to resemble little men or animals. primarily a stabbing weapon. It is not useful against Fang: This Chinese weapon is a short sword with a natural body armor, which does not have as many weak "thumb" running parallel to the blade. spots at joints. Han-Dachi: This is a short broadsword. Staff sling: This weapon requires a 10-foot high or Helmet-breaker: The Hachiwara is a short heavy higher ceiling to be used. rod fixed to a handle. Wide Falchion: This is a thick, broad-bladed sword Hoko: This polearm has an in-line blade and a designed for chopping through armor. sharp "thumb". Samurai Sword: This is actually only one of the Jitte: This is primarily a parrying and disarming types of sword used by Japanese samurai, the longer of tool. It is shaped like a finger of metal with a short thumb the two basic one-handed swords (the Katana). They beside it, creating a slot for catching sword blades. should not be common unless you play in an oriental Jo: This is a three-foot stick, usually wielded in world. pairs. Battle Ax: This is a long-handled ax designed for Kama: This is a long straight-bladed sickle. chopping with distinct strokes, usually with a blade on Kama Yari: This is a polearm with three blades, only one side of the pole. It is a two-handed weapon. the outer two curving away from the straight central one. Great Ax: This is a broad, twin-bladed ax that is Katana: This is a slightly curved hand-and-a-half very heavy and very deadly. It is a two-handed ax with sword with one sharp edge. more blade and less handle than a battle ax. Kiseru: This is an iron smoking pipe, three feet Bullova: This is a type of two-handed ax with four long, used by Yakuza as a makeshift weapon. points (Take a five-pointed star, cut off one point, and lay

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     Magari Yari: This trident polearm has three Whip chain: The Kau Sin Ke is a set of oblong

    straight blades forming a plus sign where they meet the weights linked in a jointed chain and fixed to a handle. haft. Yari: This entry represents many types of Japanese

     Manrikigusari: This is several feet of heavy chain spear. The yari is always used as a polearm and never fitted with two handles. It may be used to strike or thrown.

    entangle. The chain (kusari) is also a component of many Miscellaneous Combat Rules composite weapons. Thus, a chain ending in a sickle is a

    kusari-gama, etc. A character is considered in melee if, at the end of Masakari: This is a single-edged axe fitted with a movement, she is in melee range of an opponent, and point, but otherwise it is very much like a hand axe. either she or the opponent is preparing to take blows on Nagamaki: This is a shorter version of the the other. Naginata. Any time a character is attacked from behind while

    Naginata: This is a polearm consisting of a sword in melee already, he loses 2 defense levels against the blade on a shaft. attacker from the rear.

     Nata: This is a short one-handed version of the Any defense levels that come from magical defenses Kama. built into a shield do not apply against any attacker that

     Nekode: These are artificial claws that strap to the is attacking from a direction not faced by the shield. Thus, hands. if a character has a shield on his left arm, the shield

     Ninjato: This is the ninja version of the katana, defense levels do not guard against an attack coming smaller and with a straight blade. from his right or behind him.

     Nodachi: This is a true two-handed sword, much If a character cannot see her opponent, then her lighter than the various European versions. attack and defense levels are halved vs. that opponent.

     Nunchuku: These are two short rods linked with a Levels derived from magic are not halved. Examples are short chain. being flashed, the melee is in darkness, or the opponent

     Ono: This is the Japanese battleaxe. is invisible.

     Sai: The sai is also a parrying weapon like the jitte. Whenever a character is on the ground his attack It is shaped like a trident with the middle tine lengthened. and defense levels are halved as above.

    Anytime a character is completely immobile or in no Sang Kauw: This is a Chinese parrying weapon. It

    way expecting an attack, he defends at level 0, adjusted looks like a boat hook with a handle in the middle

    only by any magical armor or protective devices or spells. bridged by crescent knife. One hand holds the straight

    In some of the rules that follow ―defend at 0‖ is as end of the hook, the other fits under the bridge.

    defined here. Sodegarami: The "sleeve catcher" is a long pole

    To change weapons when a character is engaged in with the business end covered in barbs and hooks. It is

    combat takes an amount of time equal to 1 to 4 blows meant to catch clothing, but works just as well on the

    (rolled randomly) with the new weapon being drawn. rings and joints of some armor types. Sodegarami may

    This includes voluntarily changing weapons, or replacing strike as Fast Envelopment.

    ones lost or broken during the melee. If a character is not Sword-staff: The Bisento is a heavy curved blade

    engaged in melee at the time of the weapon exchange, it on a pole.

    takes only an amount of time equal to 1 blow with the Tachi: This is a slightly longer katana. It is always

    new weapon. used two-handed.

    It takes an amount of time equal to 2-12 blows of the Tanto: This and the Hamidashi are types of dagger.

    recovered weapon to recover a weapon that has been Tau-kieu: This Chinese weapon is a rod with a

    dropped in the middle of a melee, if that weapon is in the handle.

    immediate vicinity (1‖) of the continuing melee. The Tessen: This is a lady's folding fan backed with

    melee can be moved by one of the combatants by iron and used as a weapon of last resort or a hold-out

    retreating, or the fighter ability Force Melee. weapon.

    Normally, two combatants must be within 1‖ of each Tetsubo: The tetsubo is an asymmetric staff. One

    other in order to fight in melee. If a monster or other end is thicker and studded or bound in iron. A Monster

    creature has an abnormally long reach or weapon, the Tetsubo is a larger version used mainly by legendary melee range is at the discretion of the referee. beings. It requires Strength 25 or greater to wield. When combat is first joined, the character or being Tonfa: This is a forearm-length wooden stick with who charges into the melee takes his first blow first, if a cross-handle. the weapon lengths are equal. For unequal length Wakizashi: This is the Japanese short sword. A weapons, the longer weapon strikes first on the first blow. Samurai will wear this sword with the katana. The In subsequent phases, the shorter, more maneuverable Kodachi is a similar sword.

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    Revised 12/13/2010 12:20:00 PM Combat Rules and Fighter Abilities weapon strikes first. Blows are spaced out based on the number of blows per phase with each weapon, all blows being spread evenly throughout the phase.

    While in melee, casting a magical or clerical spell, or activating an item costs one blow per weapon in the following melee phase. The spell must be cast on yourself, at, or through your opponent, else you defend at 0 for your opponents’ first blow with each weapon. If a magic

    user (not a cleric) throws his highest level spell, he cannot take any blows that melee, and defends at 0.

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    Blows vs. Dexterity Count Table

     Dexterity Count

     5 4 3 2 1 0 -1 -2 -3 -4 Blows 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

     0 1 1

     25 -25 2 1 2

     33 0 -33 3 1 2 3

     38 13 -12 -37 4 1 2 3 4

     40 20 0 -20 -40 5 1 2 3 4 5

     42 25 8 -8 -25 -42 6 1 2 3 4 5 6

     43 29 14 0 -14 -29 -43 7 1 2 3 4 5 6 7

     44 31 19 6 -6 -19 -31 -44 8 1 2 3 4 5 6 7 8

     44 33 22 11 0 -11 -22 -33 -44 9 1 2 3 4 5 6 7 8 9

     45 35 25 15 5 -5 -15 -25 -35 -45 10 1 2 3 4 5 6 7 8 9 10

     45 36 27 18 9 0 -9 -18 -27 -36 -45 11 1 2 3 4 5 6 7 8 9 10 11

     46 38 29 21 12 4 -4 -12 -21 -29 -38 -46 12 1 2 3 4 5 6 7 8 9 10 11 12

     46 38 31 23 15 8 0 -8 -15 -23 -31 -38 -46 13 1 2 3 4 5 6 7 8 9 10 11 12 13

     46 39 32 25 18 11 4 -4 -11 -18 -25 -32 -39 -46 14 1 2 3 4 5 6 7 8 9 10 11 12 13 14

     47 30 33 26 20 13 7 0 -7 -13 -20 -27 -33 -30 -47 15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

     47 41 34 28 22 16 9 3 -3 -9 -16 -22 -28 -34 -41 -47 16 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

     47 41 35 29 24 18 12 6 0 -6 -12 -18 -24 -29 -35 -41 -47 17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

     47 42 36 30 25 19 14 8 3 -3 -8 -14 -19 -25 -30 -36 -42 -47 18 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

     47 42 37 32 26 21 16 11 5 0 -5 -11 -16 -21 -26 -32 -37 -42 -47 19 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

     48 43 38 33 28 23 18 13 8 3 -3 -8 -13 -18 -23 -28 -33 -38 -43 -48 20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

     48 43 38 33 29 24 19 14 10 5 0 -5 -10 14 -19 -24 -29 33 -38 -43 -48 21 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

    2-8 ; Combat Rules

    Revised 12/13/2010 12:20:00 PM Combat Rules and Fighter Abilities

     48 43 39 34 30 25 20 16 11 7 2 -2 -7 -11 -16 20 -25 -30 34 -39 43 -48 22 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

     48 43 39 35 30 26 22 17 13 9 4 0 -4 -9 -13 17 -22 26 30 -35 39 43 -48 23 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

     48 44 40 35 31 27 23 19 15 10 6 2 -2 -6 -10 -15 19 23 27 31 35 -40 44 48 24 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

    5 4 3 2 1 0 -1 -2 -3 -4 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

Charging gets first blow advantage and opponents blows are those that will come after the attackers first blow. A defenders blow can be simultaneous if it is longer that the

    attacker is able parry successfully.

     ? 5 dexterity counts is considered simultaneous blows. Blow Formula: First Blow = 50 ((100 / N) / 2). Subtract 100 / N to get each blow after the first blow. Round to nearest integer. If fraction is exactly ? round to nearest

    even integer (i.e.: 12.5 becomes 12 and 13.5 becomes 14).

    Note: Use the extra blank entries for unusual cases not in this chart.

    Combat Rules ; 2-9

Combat Rules and Fighter Abilities Revised 12/13/2010 12:20:00 PM

    Archery Matrix


     1 2A 2B 3 4A 4B 5A 5B 6A 6B 7 8 S D

     N L B S L B C C C C P P H I D

     O T R H & R H P & P L & O C A

     Range Range Special N H I L S & N S & T S T E M

    Weapon (Close/Max) Table Modifiers E R G D S S S G

    Short Bow 25/100 A -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 2 1

    Horse Bow 30/125 A -5 over 25‖ 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 2 1

    Composite Bow 45/175 A -5 -10 -20 -15 -20 -30 -20 -25 -30 -35 -30 -40 2 1

    Longbow 45/175 A 0 -5 -20 0 -5 -20 -15 -20 -15 -20 -25 -25 2 1 3Light Crossbow 30/150 A -5 over 50‖ 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2(-2) 11Heavy Crossbow 40/200 A +10 under 50‖ 0 -5 -10 0 -5 -10 -10 -15 -10 -15 -15 -15 /2 3

    +5 under 100‖ 21Ballista 50/250 A +10 under 50‖ 0 -5 -10 0 -5 -10 -10 -15 -10 -15 -15 -15 /3 6

    +5 under 100‖

    Staff sling 25/100 A -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 1 1

    Sling 25/100 A Use 3x Range -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 1 1

    Javelin 10/40 A Use 3x Range -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 1 1

    Dagger 6/12 B 0 0 -20 -10 -10 -30 -30 -30 -40 -40 -40 -50 1 1 3Short Sword 4/9 B 0 0 -20 -10 -10 -30 -30 -30 -40 -40 -40 -50 1 2(-2) 3Hatchet 6/12 B 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2(-2)

    Hand Axe 4/9 B 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2

    Spear 4/9 B 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2

    Warhammer 4/9 B -20 -20 -20 -30 -30 -30 -20 -20 -30 -30 -15 -25 1 2 1 Heavy Crossbow: Shoot 1 phase, reload the next. Shoot every phase if 2 crossbows and second person winding. 2 Ballista: Shoot 1 phase, reload the next 2 phases. Reload in 1 phase if second person helping. 3 When adjusting do not allow total damage to be less than the minimum natural roll. 2(-2) is 2D6 minus 2 with a

    minimum of 2 as the result. So the possible values are 2 to 10 for a weapon doing 2(-2).

Range (A) 6 9 12 15 18 21 25 30 35 40 45 50 60 70 80 90 100 120 140 160 180 200

    Base Chance 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 10 5 0 -5 -10 -15 -20 Range (B) 3 4 5 6 7 8 9 10 11 12 -5 per additional 20‖

    Base Chance 60 50 40 30 20 10 0 -10 -20 -30 -10 per additional 1‖ Archer Modifiers Target Modifiers

     Bow or Sling Thrown At Close Range At Long Range

    General (Archer Only) Level (max of 20) + Natural Dexterity + Abilities + Special Bonuses 4Movement -2 per 1‖ -1 per 1‖ -2 per 1‖ -3 per 1‖ 4In Melee -20 -10 -20 -30 1212Concealed -20 for /3; -30 for /3 -20 for /3; -30 for /3

    Dodging No archery -20 -30

    Surprised or Unaware No archery +20 5Passive Shield No archery No Effect 0 -10 5,6Active Shield No archery -10 -30 4 Movement and melee modifiers are mutually exclusive. Use whichever has the greater effect. 5 A shield is effective over a 180 degree arc, centered on the shield. A buckler has no effect on archery, unless

    special abilities or skills are used.

    6 Active shielding requires the character to perceive the missile(s) and attempt to block or cover up. Scatter Distance (roll 2D6)

     2, 12 3, 11 4, 10 5, 9 6, 8 7 1 1-6 1‖ ? ? ? /8 0‖

    R 7-12 2‖ 1? 1‖ ? ? 0‖

    a 13-24 4‖ 3‖ 2‖ 1‖ ? 0‖

    n 25-48 9‖ 6‖ 4‖ 2‖ 1‖ 0‖

    g 49-96 14‖ 9‖ 6‖ 4‖ 2‖ 0‖

    e 97-192 21‖ 14‖ 9‖ 6‖ 4‖ 0‖ A roll of 00 always hits. A roll of 95+ always scatters. Roll once for each direction in which scatter can occur.

     Projectile bounces off armor if it missed by the amount of the armor adjustment. Any other miss is a scatter. Distances are in game inches. All scatters are measured from the point of aim. Allow for the arc of the missile.

    2-10 ; Combat Rules

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