There are three steps to resolving combat of each phase.
These steps are summa- rized below.
Step 1 Magic, Archery, and Movement Step 2 Declaration of Attacks and Parries Step 3 Attack Resolution Step 1 Magic, Archery.
and Movement In combat where magic and archery are in use, the order in which spells and projectiles are released is first determined.
Each mage or bowman rolls two six sided dice and adds the sum to his Agility characteristic.
The person with the highest total releases first.
The effects of magic are resolved immediately upon release.
In other words, a mage or bowman with a lower total must remain undistracted (see section 8.2) and survive the effects of any preceeding spells to release their spell or projec- tile.
Due to the time of flight of projectiles, archery damage is resolved after all magic spells.
After magic and archery are resolved, Movement detailed in chapter 5 takes place.
Example:
A bowman and a mage each with AGI 10 are fighting another magic user with AGI 14.
The bowman rolls a 9.
his friend a 4, and the other mage a 3 on two six sided dice giving totals of 19, 17, and 14.
The order of release is therefore:
the bowman (with 19), the othermage (17).
and the bowman's mage (14).
The arrow is released but damage not resolved.
The other mage's spell is then released and takes immediate effect knocking out both the bowman and his comrade.
The bowman's mage was unable to release his spell.
Magic being completed, the results of the archery shot are now resolved.
Movement as detailed in Chapter 5 then takes place.
Step 2 Declaration of Attacks and Parries Target designation is now done.
All players decide how many and what type (Short, Normal, or Long) of offensive blows they will take at which targets.
and how many parries they will use.
judgement, weapon ranges, and Field Of Attack (section 5.2) rules should be used to determine which targets are available.
Once attacks and parries are decided, find the Parry Type for each combatant.
This is done by first totaling all incoming blows that are within the combatant's Field Of Attack.
Next, compare the number of parries for the phase to this number of blows.
If the number of parries is greater than or equal to the number of attacks.
the character has a Full Parry against all of these attacks and the Full Parry Combat Attack Table (4A) would be used to find the chance of hitting.
If the number of parries is less than the number of incoming attacks, the appropriate Partial Parry Combat Attack Table (4B-4F) is used.
Each Partial Parry table 'is used for certain ratios of parries to blows.
These ratios are listed under the table title.
For example, three parries versus four blows would use table (4B), while two parries versus four blows would use table (4D).
If the character takes no parries during a phase, or if the attack comes from outside his Field of Attack, the No Parry Table (4G) is used.
Example:
Derek, not having time to don his shield, grasps his hand and a half sword with both hands to increase the force of his blows.
He gets two Weapon Actions per phase and so can take either one Normal or two Short blows this phase.
Since the guard is wearing only leather armor, Derek knows short blows will penetrate, so he takes two Short blows to increase his Odds of Hitting.
The guard knows that if he can parry both of Derek's slashes this phase he can close to weapon range in the next phase.
Since he has both a shield and a quick shortsword this will give him a great advantage over Derek in a close quarters fight.
To maximize his defense, the guard decides to use both a weapon and shield parry.
This gives him two parries to Derek's two blows, which is a Full Parry.
If he had instead only shield parried, his Parry Type would have been 1 parry for 2 blows, Table (4D), and he would have been much easier to hit.
Step 3 Attack Resolution The chance of hitting is now found.
This chance is based on the defender's Parry Type, the defender's Combat Skill, and the attacker's Attack Level.
There is one Com- bat Attack Table (4) for each Parry Type (Full Parry, Partial Parry, or No Parry).
To determine the Odds Of Hitting, use the Combat Attack Table (4) that corres- ponds to the defender's Parry Type.
On this table cross index the attacker's Attack Level and the defender's Combat Skill Level.
This gives the % chance to hit.
Players now roll percentile dice for each blow thrown to see which blows hit.
If the attacker rolls less than or equal to the Odds of Hitting, he hits.
Ifhe rolls greater than the Odds of Hitting, he misses.
Example:
Derek, at Attack Level 3, tries to slash the guard who has a Combat Skill Level of2.
Referring to the Full Parry Table (4A), this means that Derek must roll less than or equal to a 33 to hit with each blow.
He rolls a 40 on the first blow to miss, but rolls a 29 on the second to hit.
A hand and a half sword does (10) + 4 Impact Damage points when used in two hands in a Cutting stroke.
Since Derek was using Short strokes the Impact Damage is half the normal value.
Derek rolls a 10 which is added to 4 to give 14.
Halving gives 7 Impact Damage points.
Damage Tables If the attacker hits, he uses the Damage Tables (S) to find the Hit Location and Physical Damage (PD) inflicted.
These tables are divided into four basic types:
Cut- ting, Stabbing, Flange, and Blunt.
Whenever slashing with an edged weapon or axe, refer to the Cutting table (SA).
The Stabbing table (SB) covers thrusts with an edged weapon, spear, and archery attacks.
Damage from attacks with a Flange Mace are covered on the Flange table (SC), and attacks by weapons such as a ball mace, club, fist, or stick are done on the Blunt table (SD).
Each table is divided into eight anatomical Hit Locations, modeling damage by the weapon cutting into the target.
Armor protects the target by resisting penetration, as measured by the Armor Class.
The resistance of the target to cutting depends on whether bone, cartilage, or flesh is cut.
To use these tables simply roll a 00-99 percentile number.
Find the number rolled on the top line of the appropriate Damage Table (5).
This shows the Hit Location (head, body, arm, etc).
Now cross index the blow's Impact Damage (ID) on the left hand column with the target's Armor Class to find the Physical Damage (PD) points inflicted.
This damage measures the severity of the wound.
The player should keep a running total of the PD as it determines if the character has been knocked out, and later his chance of survival.
Note that a PD entry followed by an ,.
H“ is in hundreds of points, “K” in thousands, and by “T” in ten thousands (e.g.
2H = 200, 3K = 3000, and 7T = 70000 points).
Disabling Injuries and Knockout If a character takes over 5 PD from a single blow to an arm or 10 PD to a leg, that limb has been disabled and cannot be used for the remainder of the fight.
Each time a character is wounded he may fall unconscious or become dazed.
If this occurs the character is down and out of combat;
if it doesn't.
he may continue fight- ing.
restricted only by the disabling injuries mentioned above.
The chance of a char- acter being knocked out is dependent on his Knockout Value (KV) and is given on the Knockout Table found below and on the blank character sheet at the back of this book.
The player rolls a 00-99 percentile number.
If the roll is less than the number on the Knockout Table, the character has been knocked out.
Knockout Table % Chance Of Total PD Knockout under KV/10 00 over KV/10 10 over KV 25 over 2 x (KV) 75 over 3 x (KV) 98 Example:
We now check to see where Derek hit the guard.
Referring to the Cutting Damage Table (5A).
he rolls a percentile number of72.
so the blow hits the guard's right arm.
Entering the arm damage column.
7 Impact Damage points do 6 Physical Damage points.
This disables the guard's weapon arm.
The guard has a Knockout Value of11.
so this blow has a 10% chance of knocking him out.
He rolls a 38 and stays con- scious.
but with his weapon arm disabled he is effectively out of the fight.
, Each player follows the Attack Resolution rules for every attack made.
Upon com- pletion of all blows play proceeds to the next phase.
Special Notes The simple damage tables of this book are the result of detailed computer gener- ated anatomical models.
These models provide fast and realistic representations of physical damage.
You may notice that values on the tables show large jumps in physical damage.
This models the cutting of arteries and penetration into vital areas such as the heart.
For the player who wants the ultimate in realism.
we provide a Hand-to-Hand Damage Supplement.
In that supplement not only is the physical damage given but also the penetration depth and description of what bones.
arteries.
and organs have been cut.
For details on this supplement see the last page of this book.
06.02-combat_sequence.txt