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reference_combat

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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.
reference_combat.1574287719.txt.gz · Last modified: 2019-11-20 23:08 by jagoop