Hit Chance (HC) determines how difficult a combatant is to hit in combat. Lower is better. It is rendered HC[BASE]-[ARMOUR], eg "HC9-2" (written) "HC seven" (spoken). Base HC comes from level.
Each Member rolls Initiative, d6 <= Space to go before monsters
If most foes are particularly slow SD, if particularly fast SU
If sections have varying Space, the median member rolls.
Roll Bleed SDIE or Downed SDIE.
Those passing initiative act. They may take 1 major action, 1 minor action, and a reasonable number of Free Actions.
Major Action: Attack, cast spell, rally, apply bandage, remove armour piece, perform any Minor Action &c
Minor Actions: Move 3sq, retrieve item from inventory, drop pack (all non-held, non-readied, unworn items), reload bow &c
Free Action: Shout brief message, drop held item &c
Monsters act
Those failing initiative act
Those Stunned the previous round recover
NPCs check Morale
INITIATIVE & TRACKING ACTION
Within their initiative block members can act in any order
An initiative diagram helps track action. Add initials above or below the monsters as appropriate and cross out when they have acted
Round 1
Round n
MONSTERS
MONSTERS
MELEE ATTACKS
Both members of a combat are able to fight, meaning mutual kills are possible, but an individual may only defend themselves LVL times per round outside of their own turn.
Attack Die size is determined based on Attack Difficulty Table
Attacker rolls Attack Die, <= target's HC to hit.
If miss, no effect
If hit and target armoured and sundering skill present: Target negates hit, adjusts HC, and armour is affected according to hit category.
else: Index of target HC and attacker Attack Die result will be applied to target.
SU (harmful): Shooter or target on unstable surface, target obscured
Target cover determined:
Cover 1: Half of body protected. Boulder, low wall &c
Cover 2: Most of body covered. Battlements &c
Cover 3: Arrow slit or firing hole
Attacker rolls Attack Die, <= target's HC and > Cover to hit.
If miss, no effect
If hit and target armoured: Target negates hit and rolls Armour Die
If hit and target unarmoured: Index of target HC and attacker Attack Die result will be applied to target.
Reloading is either a minor or major action. At the table, indicate a weapon is empty by placing as many reload chits as its Reload on the character chit. Remove one each time a reload action is taken.
Ranges are given in metres for individual targets with massed targets (over a dozen fighters in close formation) in parenthesis.
RANGED WEAPONS
Damage
Cat I
Cat II
Cat III
Effective Range (m)
Long Range (m)
Reload
Remarks
Sling (Bullet)
Bludgeoning
S
S
D
45
60
2 minor
Sling (Rock)
Bludgeoning
S
S
D
20
30
2 minor
Bow
Piercing
S
B
D
30
45
3 minor
Crossbow
Piercing
S
B
D
20
30
2 MAJOR
Pistol
Ballistic
S
D
D
15
20
4 MAJOR
Arquebus
Ballistic
B
D
K
60
70
5 MAJOR
After Killing or Downing hit, make additional attack against person behind target
Meteor Hammer
Bludgeoning
S
B
D
2
-
1 minor
Square must be empty to use ranged. Can be wielded as dagger or garotte at close range.
Chain Whip
Piercing
S
B
D
2
-
1 minor
Square must be empty to use ranged. Can be wielded as dagger or garotte at close range.
Dart
Piercing
S
B
D
9
12
-
Javelin
Piercing
S
B
D
15
20
-
Can be wielded as an Improvised spear
ARMOUR & SUNDERING
Up to three pieces of armour may be worn. Each piece of armour reduces HC by 1
Each piece of armour can also negate a hit at the cost of being destroyed or disabled, this is called Sundering. Reference ATTACK RESULT TABLE
Sundering requires the sundering skill (many NPCs lack)
Outsmarted armour provides no HC and will not negate future hits during the current combat. Your enemies have figured out how to get past it, or perhaps you're bruised and unable to move in it as usual. With 10 minutes of practice after combat you can learn to compensate.
Damaged armour provides no HC and will not negate future hits. It can be jury rigged to work again with SDIE12*10 minutes of effort.
Destroyed armour provides no HC and will not negate future hits. A professional could remake it for 2d8*10% its base value.
STUNNED, DOWNED, & INJURED
Stunned individuals cannot act. They stumble passively. They can be shoved or guided by active members.
Bleeding does not impair action, and multiple Bleed SDIE can be had simultaneously.
Bandaging stops bleeding: It takes an action and an improvised or medical bandage.
When a Bleed SDIE applies, the individual is Downed
Downed casualties gain Downed SDIE14 and are prone and unable to fight or take useful action. They can be executed with an action (though most humanoid enemies would far prefer prisoners to ransom or sell). They recover sufficiently to fight after a 10 minute rest.
When the Downed SDIE applies, immediately reroll it and take the numbered injury.
ex. Player rolls Downed SDIE14: Result 1. a d14 injury die is rolled, result 5, corresponding to the loss of fingers.
Downed casualties can be 'stabilized' by allies with an action. Roll for injury with ADV with the current size of the Downed SDIE.
FATIGUE & INFECTION
Fatigue (FAT) and Infection (INF) fill inventory slots like items.
Annotate the injury associated with the fatigue and infection: That injury persists until all have been removed (unless the injury is clearly permanent).
If fatigue gain would cause inventory to be exceeded, fall prone: Unable to move or take action until items are removed to take reduce inventory to its maximum fill or below. If inventory full of fatigue, unconscious.
Infection: see [REST & HEALING]
INJURIES
Die instantly from catastrophic damage to 1.Brain 2.Neck/Spine 3-4.Heart.
Die in SDIE6 Rds.
Take 2+1d6 INF. Arm or leg amputated at 1.Shoulder/Hip 2.Bicep/Thigh 3.Elbow/Knee 4.Forearm/Shin 5.Wrist/Ankle 6.Longitudinally split to elbow/knee