Routes and Routs

ARRAYER: Roll One Die for Attack and Damage in a Streamlined, Yet Pleasantly Varied Way

You start with basic proficiency in all intuitive weapons and no specialised weapons. During character creation roll 1d6 and consult the Weapon Types table: Improve that weapon type one level (Unknown --> d12 --> d10 --> d8).

In combat, roll a d8, d10, or d12 to attack based on your Weapon Proficiency. Smaller is better.

A table of results, for quick reference, is available in the Appendix.

ARMOUR Abbr. AC Dodge Modifier Cost (sp) Slots
Unarmoured U 0 +4 Dodge Free -
Light L 1 +2 Dodge 15 2
Medium M 2 75 4
Heavy H 3 -2 Dodge 150 6
Shield +S +1 15 2


# WEAPON TYPE Heavy (+1 damage) Regular Light (-1 damage) Other
1 Blades Greatsword ∗ Axe †, Cleaver ∗, Sword Misericorde ∗, Doping Spine ∗, Dagger † -
2 Polearms Lance ∗¶, Glaive Spear, Pilum ∗†‡ Javelin ∗†‡ -
3 Bludgeons Quarterstaff ∗, Mace Warhammer ∗, Club, Axe †‡ Brass Knuckles, Boomerang ∗†‡ Mancatcher ∗
4 Entangling - Flail ∗ Whip ∗¶ Bola ∗†‡, Net ∗†‡,
5 (cross)bows (S) Longbow ∗‡§ Bow ∗‡§, Crossbow ∗§ Shortbow ‡§, Springdart ∗§ -
6 Slings (S) - Sling ∗‡§¶ - -
7 Centripetal Weapons (S) Meteor Hammer ∗¶ Rope Dart ∗¶ - -
8 Gunpowder (S) Arquebus ∗§≡, Blunderbuss ∗§≡ Pistol §≡ Screw Pistol ∗§≡ -
- Other - - - Garotte∗

(S) Specialised weapon type ∗ Comment or Special Effect † Throwable ‡ Must be discharged standing or crouching § Must be reloaded standing or crouching ≡ Gunpowder weapons ignore armour ¶ Require 4 square metres to wield effectively

Special Effects

All gunpowder weapons ignore armour. They are fired using matchlocks, which glow, smell, and are vulnerable to wind and moisture: If attempting to fire in such conditions they misfire on any even AD result. On an AD result of 8, 10, or 12 they suffer a mishap: Well maintained firearms roll 1d6. Dubious firearms (due to bad maintenance or damage) roll 1d12 instead.

Gunpowder Mishaps

Special Effects

RANGED WEAPONS Reload Munitions/Slot
Longbow 1 Arrows, 20
Bow 1 Arrows, 20
Crossbow 3 Bolts, 10
Shortbow 1 Arrows, 20
Springdart 2 Springdart, 10
Sling 1 Stones or Lead Bullets, 30
Arquebus 4 Ball & Powder, 10
Blunderbuss 5 Ball & Powder, 10
Pistol 3 Ball & Powder, 10
Screw Pistol 3 Ball & Powder, 10


RANGED WEAPONS
Ranged Weapon Thrown Blades, Javelin, Pilum Bow, Shortbow Longbow, Sling Arquebus †
(cont.) Springdart Blunderbuss Crossbow, Boomerang
(cont.) Screw Pistol Pistol
-------------- -------------- -------------- -------------- -------------- --------------
3sq (9m) E E E E E
6sq (18m) L E E E E
9sq (27m) L L E E E
12sq (36m) X L L E E
15sq (45m) - X L L E
18sq (54m) - - X L E
21sq (63m) - - X L L
24sq (72m) - - - X L
27sq (81m) - - - X L
30sq (90m) - - - X L
33sq (99m) - - - X L
36sq (108m) - - - X L
39sq (117m) - - - - X
42sq (126m) - - - - X
45sq (135m) - - - - X
48sq (144m) - - - - X
51sq (153m) - - - - X
54sq (162m) - - - - X
57sq (171m) - - - - X
60sq (180m) - - - - X


COMBAT COMPLICATIONS

MOUNTED COMBAT

Horses have 1HD, warhorses 2HD. Mounted combatants may choose whether to attack horse or rider: Infantry attacking cavalry hit the horse on odd rolls and the rider on even.

INJURY

A combatant reduced to negative HP falls prone and is unable to perform any useful action. If not killed outright, shortly after combat they roll a d20: On a result less than or equal to negative HP, they die. On a result twice or more their negative HP, they recover to 0HP during the next short rest. Otherwise they are injured with wounds corresponding to their negative HP. A d20 is rolled to determine the specific location of the wound (optional for NPCs).

NEGATIVE HP Injury Impairment Until Healed Permanent Effect Fac Hnk Thx Abd Urm Lrm Ulg Llg
-1 to -2 Stunned Generally weakened None - - - - - - - -
-3 to -4 Light Wound Unable to fight. Possibly immobile None 1 2-3 4-7 8-10 11-12 13-15 16-17 18-20
-5 to -6 Moderate Wound Bedridden Minor impairment 1 2-3 4-7 8-10 11-12 13-15 16-17 18-20
-7 to -9 Bad Wound Bedridden, unconscious or incoherent Major impairment 1-2 3-5 6-10 11-14 15-16 17 18-19 20
-10 and beyond Instant Death N/A N/A - - - - - - - -

HIT LOCATION

WOUND SEVERITY

HEALING

Each night of rest individuals regain 1HP per HD, and those with any negative HP have a 1in20 chance of dying. Bathing in the blood of a creature heals 1HP per HD, and can be done by multiple people - if bathed immediately after combat ends, the healing takes place before a death check need be made.

COMBAT PHASES

  1. Check Initiative
  2. Movement (Simultaneous)
  3. Reloading (Simultaneous)
  4. Shooting
  5. Melee
  6. Check Morale

INITIATIVE

Initiative is by side: A member of the party rolls a d6, and the party goes before the enemy 4in6 (if the party has better sentiment than the enemy), 3in6 (equal sentiment), or 2in6 (worse sentiment than the enemy).

The side with initiative acts first within each non-simultaneous phase. (e.g. winners shoot, then the losers shoot. Winners melee, then the losers melee.)

Sentiment, here, is belief that winning is likely, the feeling that decisive action can secure unlikely victory, or courage born of despair. Heroic feats improve sentiment. Those who are winning a combat generally have better sentiment and therefore the initiative most rounds.

MOVEMENT

Movement is simultaneous. Interceptions are handled with Dexterity checks.

RELOADING

Gain the listed Reload Chits on discharging a weapon, and only remove if haven't moved or been attacked since firing. (i.e. A weapon with reload 1 can be fired each round, provided one isn't disrupted.)

MORALE

Morale is checked in desperate situations. Roll 2d6: ±1 for minor factors, ±2 for major factors. A ±3 obviates the need for a morale check

MORALE Action
2- Disorganised retreat
3-6 Organised retreat
7+ Morale holds


DAMAGE QUICK REF

DAMAGE QUICK REF H R L H R L H R L H R L H R L
Roll AC0 AC1 AC2 AC3 AC4
---------------- --------- --------- --------- --------- ---------
1 2 1 1 1 1 1 1
2 3 2 1 2 1 1 1 1 1
3 4 3 2 3 2 1 2 1 1 1 1
4 5 4 3 4 3 2 3 2 1 2 1 1 1
5 6 5 4 5 4 3 4 3 2 3 2 1 2 1 1
6 7 6 5 6 5 4 5 4 3 4 3 2 3 2 1
7 0 0 0 0 0
8 0 0 0 0 0
9 0 0 0 0 0
10 0 0 0 0 0
11 0 0 0 0 0
12 0 0 0 0 0

Roll, miss if >6. If hit, damage = [Roll] ± [Weapon Weight] - [Armour] to minimum 1.

Columns are ordered Heavy Weapon, Regular Weapons, Light Weapons. If only one column is present, only that result is possible.