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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
| 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 | Inexp. |
| Bludgeon* | Brawl | 0 | +2 | 0 | +2 | –2 | 1 | Inexp. |
| Dagger | Brawl | 0 | +2 | 0 | +3 | –3 | 0 | Inexp. |
| Knife | Brawl | 0 | +1 | 0 | +2 | –6 | 0 | Inexp. |
| Axe | Single | +1 | +4 | 0 | +6 | 0 | 1 | Std. |
| Club | Single | +1 | +2 | +1 | +3 | –2 | 1 | Inexp. |
| Hatchet | Single | 0 | +3 | 0 | +4 | –2 | 1 | Inexp. |
| Lance | Single | +2 | +4 | 0 | +5 | 0 | 2 | Std. |
| Mace|Single|+1|+3|0|+8|0|2|Std.| |Mace|and|Chain|Single|+2|+3|0|+7|0|2|Std.| |Spear, Short|Single|+2|+2|0|+5|–1|1|Inexp.| |Sword, Short|Single|+1|+3|+1|+5|–1|1|Std.| |Sword, Long|Single|+2|+4|+1|+6|0|1|Exp.| |Shield, Buckler|Single|0|0|+1|0|–2|1|Std.| |Shield, Round|Single|0|0|+2|0|–1|2|Inexp.| |Shield, Heater|Single|0|0|+3|0|0|2|Std.| |Cudgel|Great|+1|+4|+1|+7|+1|2|Inexp.| |Farm|Implement|Great|+1|+3|+1|+5|0|2|Inexp.| |Flail|Great|+1|+3|+1|+8|0|2|Inexp.| |Pole|Arm|Great|+3|+4|+1|+8|0|2|Std.| |Pole|Axe|Great|+1|+5|0|+11|+1|2|Std.| |Spear, Long* | Great | +3 | +3 | +1 | +7 | 0 | 3 | Inexp. |
| Sword, Great | Great | +2 | +5 | +2 | +9 | +1 | 2 | Exp. |
| Staff | Great | +2 | +3 | +3 | +2 | –1 | 2 | Inexp. |
| Warhammer | Great | 0 | +6 | 0 | +12 | +2 | 3 | Std. |