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reference_combat

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

reference_combat.txt · Last modified: 2019-11-20 23:16 by jagoop