Combat Actions
Each character can perform a single action on their turn. These given options certainly do not contain an exhaustive list of possible actions. The Referee has the final say in what can or cannot be done in one Round.
Move
A character can move their full movement rate at any round using either normal movement speed, or running one. In case the Character is running through reach of any opponent who did not yet act that turn, they may perform an attack against the Character. That attack can be declared as a wrestling attempt.
If the Character moves their normal combat distance, they can perform a usual Attack afterwards.
Note
Attack or other action always end the Character's Round, and they cannot move afterwards.
Flee!
When one character or party is running from another, it is not merely a matter of movement rate which decides the outcome unless the chase is over open territory. Otherwise, both sides in a pursuit roll 1d20 and add their movement rate divided by 10. For example, characters with 120' movement roll d20+12. The higher roll wins. Individual rolls for those with different movement rates can be used at the Referee's discretion. You do not have to outrun the enemy, you just have to outrun your slowest ally!
No mapping or other record keeping is allowed during a pursuit. The Referee will declare in general terms where the character goes. "You run down the corridor, past two doors, and duck to the left in a passageway," is a perfectly fine description in a dungeon, with the character not being told details along the way. After all, the character has been running for his life with a flickering light source through hostile territory! Wilderness pursuit will be rather less mysterious of course.
Dropping items or money or treasure or food might make pursuers break off pursuit, depending on why they are pursuing. If a character drops valuable goods, or treasure, in the path of treasure-seeking enemies, those enemies must make a Morale check to stop pursuit. If an unintelligent creature is pursuing, then food is what it wants, and the appropriate food dropped causes a Morale check, with failure meaning the creature stops to eat the food. Dropping an obstacle, such as flaming oil, will normally stop pursuit as well.
Long pursuits: in case the parties are divided far enough, the Referee may decide on an initial chase distance. In that case, rolls are compared, and the difference applies to the distance number changing it to appropriate side. Once the distance reaches 0, the chasing side wins. Fleeing side wins once the distance reaches any number assigned by the Referee. Chase can also end for many other reasons: one party might not be able to continue moving due to dead end or a forbidden territory, or the time and resources may come to an end in Wilderness.
Attack
When a Character makes an attack, follow these steps:
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Declare and Move
- The Character may move up to their normal combat speed.
- They may make an attack against one enemy within range at any point during their movement.
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Determine Opponent's AC In Melee add the following statistics of the Opponent:
- 6 (Base AC)
- Agility Bonus
- Weapon Skill
- Armour Rating
- Shield or off-hand modifier
In Ranged use the following: - 11 (Base AC) - Agility Bonus - Armour Rating
Most non-human opponents do not use any arms and armour, but their base AC may vary greatly from very high for small agile creatures to almost zero for colossal ones.
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Check for a Counterattack Your enemies don't stand still while you cut them. If the Opponent's Weapon Length is at least equal to the Attacker's and they have not yet acted this Round, they may attempt a Counterattack. This option is only available to Trained Characters: those with at least Weapon Skill 1.
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Roll for Attack
- The attacking player rolls d20.
- Add Weapon Skill to the roll in Melee or Ballistic Skill in Ranged
- Apply Strength Bonus to the roll in Melee or Agility Bonus in Ranged
- Apply Weapon Length modifier
Weapon Length vs. Opponent To Hit Bonus Longer weapon -2 Equal length 0 Shorter weapon +2 Unarmed +4 - Compare the result to the Opponent's AC. If the roll is higher, the attack lands.
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Calculate Damage
- Roll the Weapon Damage die to determine damage dealt.
Damage rules are detailed in Damage Section.
Example
Attacker — Kurt: Weapon Skill 4, Strength Bonus +1, Short sword (S tier, 1d8)
Defender — Hans: Weapon Skill 2, Agility Bonus +2, Rapier (M tier), Light Armour (AR 2)
Hans's AC: 6 (base) + 2 (Agility) + 2 (Weapon Skill) + 2 (Armour Rating) = 12
Hans has a longer weapon and has not yet acted, so he may Counterattack before Kurt's blow resolves, he goes for parade riposte and does not act before the Kurt's Attack.
Kurt rolls d20 and adds Weapon Skill (4) + Strength Bonus (+1) + Weapon Length (-2) = +3:
- Roll = 5: total 7 — miss. Does not exceed AC 12.
- Roll = 9: total 12 — hit. Exactly AC 12. Kurt rolls 1d8 for damage.
- Roll = 18: total 21 — hit. Kurt rolls 1d8 for damage.
| Special Condition | Effect |
|---|---|
| Attacking an Unaware Opponent | +2 to attack roll; target only retains Armour Rating and Base AC |
| Attacking a Prone Opponent | +4 to attack roll in Melee; −4 to attack roll in Ranged |
| Trained Opponent has longer or equal weapon | Opponent may Counterattack (see below) |
| Attacking a Helpless Opponent | Automatically deal maximum weapon damage in Melee |
| Outnumbering two-on-one | +2 to attack roll |
| Outnumbering three-on-one | +4 to attack roll |
| Wrestling in Team | +1 per additional attacker; only the best roll applies |
| Firing into Melee | −4 to attack roll; if the penalty causes a miss, a random engaged character is hit instead |
| Firing into a Crowd | +1 to attack roll per target after the first; hit target is determined randomly |
| Attacking after an Aiming Round | +2 to attack roll; Attacker's Agility Bonus does not apply to their own AC while Aiming |
| Ranged attack against quarter cover | +2 to target's AC |
| Ranged attack against half cover | +4 to target's AC |
| Ranged attack against three-quarter cover | +8 to target's AC |
| Ranged attack against full cover | +10 to target's AC |
| Fighting in darkness | −4 to attack roll; ranged attacks miss; all incoming attacks treat the target as Unaware |
| Mounted combat | −4 to ranged attack rolls; +1 to melee attack roll and −1 to Opponent's AC; double damage after running |
Counterattack
When a Trained Character is attacked by an Opponent wielding a weapon of shorter or equal length, and has not yet acted this Round, they may perform a Counterattack: they strike first, before the Attacker's blow resolves.
Committing to an immediate offensive response leaves the Defender exposed: their Weapon Length provides no defence for the remainder of the Round. The Attacker's Weapon Length bonus is unaffected.
Note
The Counterattack finishes the actions of both the Attacker and the Defender for the Round. The Attacker still resolves their attack afterwards, unless they are slain by the Counterattack.
Change Weapons and Attack
If a character is not holding the weapon that he wants to use, he can drop what is in his hands and draw a weapon (assuming the weapon is in an accessible place such as on a belt scabbard). There is a –2 penalty to their attack roll during the Round that this happens.
Wrestling
A character may attempt to wrestle another character to either immobilize or take something out of that character's hands. The attacker must have both hands free or wield a weapon effective for grappling. The defender, if he is armed and has not yet acted during the Round, can immediately make an attack against the aggressor before the wrestling attempt is resolved.
Wrestling is resolved with a contested roll. Both parties roll 1d20 and apply both their Weapon Skill and Strength modifier. Ties are decided by Agility modifier, or a die roll if both are still tied. The winner decides whether the loser is immobilized, if he will attempt to disarm the loser of the contest, or if he releases the loser. An immobilized opponent can usually take no action other than attempting to escape on his next action, but can instead attack a grappling opponent with natural or minor weapons. Resolve this with another wrestling roll. Any character immobilized for three successive wrestling contests is considered pinned and helpless — no further attempts to escape can be made. If disarmament is attempted (and this includes snatching any held object, not just taking away weapons), the defender must make a save versus Paralyzation to keep hold of the object that his attacker is attempting to take.
If there are multiple opponents attempting to wrestle a single defender, all attackers make their rolls as normal, but only the best roll is used with a +1 bonus for each additional attacker. Creatures whose physiology or special abilities suggest that they have an advantage when grappling (tentacles, adhesive, multiple limbs) gain a further +1 bonus to their wrestling roll per Hit Die.
Full Defence
Characters can decide to focus entirely on defence at the expense of all other activity. A player is free to declare Full Defence at any point during the Round, even out of Initiative sequence, provided that the character has not yet acted. This adds +2 to the Character's AC for the Round, or +4 AC if the Character is Trained in Weapon Skill.
Mounted Combat
Mounted characters receive +1 to their melee attack rolls (unless using Minor or Small weapons) and reduce the Opponent's AC by 1 when in melee combat against enemies on foot. Mounted characters suffer a −4 penalty to ranged attack rolls while mounted. A Mounted Charge with a polearm deals triple damage.
Ranged
Ranged attacks follow the same steps as melee but use Ballistic Skill + Agility Bonus and a base AC of 11. Several conditions specific to ranged combat are described below.
Aiming
If using a missile weapon, a character can decide to take a full Round to aim. While Aiming, the Character's Agility Bonus does not apply to their own AC. On the following Round, the Character gains +2 to their attack roll when firing. Aiming time is in addition to normal reload times.
Cover
Cover is protection behind something that can actually block incoming attacks. Each tier adds to the target's AC, making them harder to hit:
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Quarter cover (+2 AC): Bushes, curtains — obscures vision more than it blocks projectiles.
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Half cover (+4 AC): Shallow trenches, thin wooden hedges — partially blocks line of sight or presents moderate protection.
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Three-quarter cover (+8 AC): Deep trenches, mantlets — conceals most of the body or stops serious projectiles.
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Full cover (+10 AC): Arrow slits, murder holes in stone — virtually no line of attack remains.
Firing into Melee
Firing into melee with a missile weapon is a very uncertain thing. The Character suffers −4 to their attack roll. If the attack misses solely because of this penalty, it still hits — but the target is determined randomly among all engaged characters.
Significantly larger characters or monsters in a mêlée count as two characters for random targeting purposes, and truly gargantuan creatures can be fired upon using the normal rules.
Firing into Crowds
A Character may choose to fire into a group of targets standing together. They gain +1 to their attack roll for each target after the first. If the attack hits, the target is determined randomly among all characters in the group.
Significantly larger characters or monsters in a mêlée count as two characters for random targeting purposes, and truly gargantuan creatures can be fired upon using the normal rules.
Cast a Spell
Casting a spell during combat is a very risky proposition because the caster leaves himself completely helpless and open to attack while doing so. Magic-Users must be able to speak freely to cast a spell. Clerics must also have their holy symbol in one hand for the entire Round.
Spells take effect at the beginning of the next Round before the Initiative is rolled. If a character has taken any damage earlier in a Round, the character cannot cast a spell that Round.
Use an Item
Character might want to use some item in their possession, taking time according with the item availability:
| Item availability | Time to get ready |
|---|---|
| In hands or on the belt | None |
| In a pouch | 1d3 Rounds |
| In a sack or a backpack | 3d6 Rounds |
During this time, the Character can be attacked as an Unaware Opponent; if the Character defends themselves with their normal AC, the Round does not count as searching for an item as they are concentrating on avoiding being hit rather than readying the desired item. It is not a good idea to sit there and rifle through one's pack while somebody is trying to kill you.
Hold Action
Sometimes winning the Initiative over a foe is not all that advantageous because it is important to know what the opponent is going to do before deciding for oneself. Any action can be held until the end of the Round, and at the time the action is taken, it happens simultaneously, not before other actions are taken. For instance, if waiting for an enemy to close later in the Round before attacking, when that enemy closes both attacks happen simultaneously; the one holding his action does not act first.