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