DEFENSE TOTAL
Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
DAMAGE TOTAL
Strength + Weapon Damage Modifier + Attack Advantage
SOAK TOTAL
Stamina + Armor Soak Bonus
ATTACK ADVANTAGE
Attacker’s Attack Total – Defender's Defense Total
RECOVERY TOTAL
Stamina + Medic's Chirurgy or Medicine score+ Magical Aid + Stress Die
NON-COMBAT DAMAGE TOTAL
Damage Bonus + Stress Die
NON-COMBAT SOAK TOTAL
Soak Total + Stress Die
COMBAT SEQUENCE
I. Roll initiative and calculate initiative order.
II. Party with highest initiative attacks.
a. Attacker rolls and generates an Attack Total.
b. Defender rolls and generates a Defense Total.
c. Calculate Attack Advantage: Attack Total – Defense Total.
d. If Attack Advantage is 0 or less, the attack missed. Move on to step 3.
If it is 1 or greater, calculate Damage Total.
e. Calculate damage taken by defender.
III. Repeat attack sequence (II. a. – e.) for party with next highest initiative.
Once all parties have acted once, return to step II. Note that initiative is not re-rolled.
ARMOR
| Partial Armor | Full Armor | ||||
|---|---|---|---|---|---|
| Material | Protection | Load | Protection | Load | Cost |
| Quilted or fur | 1 | 2 | n/a | n/a | Inexpensive |
| Heavy leather | 2 | 3 | n/a | n/a | Inexpensive |
| Metal reinforced leather | 2 | 2 | 4 | 4 | Standard |
| Leather scale | 3 | 3 | 5 | 5 | Standard |
| Metal scale | 4 | 4 | 7 | 7 | Standard |
| Chain mail | 6 | 4 | 9 | 6 | Expensive |
WEAPONS
| Weapon | Ability | Init | Atk | Dfn | Dam | Str | Load | Cost |
|---|---|---|---|---|---|---|---|---|
| Dodge | Brawl | 0 | n/a | 0 | n/a | n/a | 0 | n/a |
| Fist | Brawl | 0 | 0 | 0 | 0 | n/a | 0 | n/a |
| Kick | Brawl | –1 | 0 | –1 | +3 | n/a | 0 | n/a |
| Gauntlet | Brawl | 0 | 0 | +1 | +2 | –3 | 0 | Inexpensive |
| Bludgeon 1 | Brawl | 0 | +2 | 0 | +2 | –2 | 1 | Inexpensive |
| Dagger | Brawl | 0 | +2 | 0 | +3 | –3 | 0 | Inexpensive |
| Knife | Brawl | 0 | +1 | 0 | +2 | –6 | 0 | Inexpensive |
| Axe | Single | +1 | +4 | 0 | +6 | 0 | 1 | Standard |
| Club | Single | +1 | +2 | +1 | +3 | –2 | 1 | Inexpensive |
| Hatchet | Single | 0 | +3 | 0 | +4 | –2 | 1 | Inexpensive |
| Lance | Single | +2 | +4 | 0 | +5 | 0 | 2 | Standard |
| Mace 2 | Single | +1 | +3 | 0 | +8 | 0 | 2 | Standard |
| Mace and Chain | Single | +2 | +3 | 0 | +7 | 0 | 2 | Standard |
| Spear, Short | Single | +2 | +2 | 0 | +5 | –1 | 1 | Inexpensive |
| Sword, Short | Single | +1 | +3 | +1 | +5 | –1 | 1 | Standard |
| Sword, Long | Single | +2 | +4 | +1 | +6 | 0 | 1 | Expensive |
| Shield, Buckler | Single | 0 | 0 | +1 | 0 | –2 | 1 | Standard |
| Shield, Round | Single | 0 | 0 | +2 | 0 | –1 | 2 | Inexpensive |
| Shield, Heater | Single | 0 | 0 | +3 | 0 | 0 | 2 | Standard |
| Cudgel | Great | +1 | +4 | +1 | +7 | +1 | 2 | Inexpensive |
| Farm Implement | Great | +1 | +3 | +1 | +5 | 0 | 2 | Inexpensive |
| Flail | Great | +1 | +3 | +1 | +8 | 0 | 2 | Inexpensive |
| Pole Arm | Great | +3 | +4 | +1 | +8 | 0 | 2 | Standard |
| Pole Axe | Great | +1 | +5 | 0 | +11 | +1 | 2 | Standard |
| Spear, Long 3 | Great | +3 | +3 | +1 | +7 | 0 | 3 | Inexpensive |
| Sword, Great | Great | +2 | +5 | +2 | +9 | +1 | 2 | Expensive |
| Staff | Great | +2 | +3 | +3 | +2 | –1 | 2 | Inexpensive |
| Warhammer | Great | 0 | +6 | 0 | +12 | +2 | 3 | Standard |
1 Any improvised bashing weapon such as a rock or hand tool
2 Includes spiked clubs, military hammers, and other bashing weapons
3 Includes the lance, if used dismounted.
Ability: The Weapon Ability needed to use this weapon.
Init: The modifier to Initiative.
Atk: The modifier to Attack.
Dfn: The modifier to Defense.
Dam: The modifier to Damage.
Str: The minimum strength score needed to use the weapon. The minimum strength requirements for a weapon and a shield must be met separately.
Load: The contribution that the weapon makes to Encumbrance (page 178).
Cost: A general indication of the cost of the weapon. More expensive weapons are better