Routes and Routs

Combat System - Hit Categories, No HP

How do you do. Observe:

COMBAT

  1. 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.
  2. Roll Bleed SDIE or Downed SDIE.
  3. 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
  4. Monsters act
  5. Those failing initiative act
  6. Those Stunned the previous round recover
  7. NPCs check Morale

INITIATIVE & TRACKING ACTION

Round 1 Round n
MONSTERS MONSTERS

MELEE ATTACKS

  1. Attack Die size is determined based on Attack Difficulty Table
  2. 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.
  3. Other combatant attacks
  4. Effects (S, B, D) are applied
ATTACK DIFFICULTY Attk Die Examples
V. Difficult d30 Target supremely positioned, attacker's weapon ineffective &c
Difficult d24 Bad lighting, target supremely agile. Tgt on horseback.
REGULAR d20 Two equally armed fighters on flat ground
Easy d16 Target flanked on lower ground, has ineffective weapon, known vulnerability &c
Very Easy d10 Target mired, surprised, unarmed &c
Execution N/A Target helpless
ATTACK RESULT & HC HC 9 HC 8 HC 7 HC 6 HC 5 HC 4
1. I I I I I I
2. II II II II II II
3. III III III III III III
4. III III III III II II
5. III III II II I -
6. II II II I - -
7. II II I - - -
8. I I - - - -
9. I - - - - -
>=10 - - - - - -
MELEE WEAPONS Damage Cat I Cat II Cat III Length Range (sq) Weight Remarks
Spear* Piercing Stn/Out Bld/Dmg Dow/Dst Long 1 2
Improvised * Varies varies varies varies Varies 1 Varies Breaks after odd-numbered hit
Club* Bludgeoning Stn/Out Stn/Out Dow/Dst Short 1 1
Whip* Other Stn/Out Stn/Out Stn/Out Varies 2 1
Sword Slashing Stn/Out Bld/Dmg Dow/Dst Med 1 1
Flail* Bludgeoning Stn/Out Bld/Dmg Dow/Dst Med 1 1
Dagger Piercing Stn/Out Bld/Dmg Dow/Dst Short 1 1
Stilleto* Piercing Bld/Dmg Bld/Dmg Dow/Dst Short 1 1
Hammer/Mace* Bludgeoning Stn/Out Stn/Out Dow/Dst Med 1 1
Dread Strike* Varies Stn/Out Dow/Dst Kil/Dst N/A 1 N/A Monster ability, eg. Dread Claws
Axe Slashing Stn/Out Bld/Dmg Dow/Dst Short 1 1
Battle Axe Slashing Stn/Out Bld/Dmg Dow/Dst Med 1 2
Glaive Piercing/Slashing Stn/Out Dow/Dst Dow/Dst Long 1 2
Urumi/Whip Sword Slashing Stn/Out Bld/Dmg Dow/Dst Varies 2 1 Ineffectual at close range, square must be empty to use
Sword Breaker Slashing Stn/Out Bld/Dmg Dow/Dst Short 1 1 After sword/dagger wielding target misses in melee, DEX TST to disarm
Hands, Striking Bludgeoning - Stn/Out Stn/Out V.Short 1 N/A
Hands, Grappling Other N/A N/A N/A V.Short Grapple N/A
Garotte Other N/A N/A N/A V.Short Grapple 1

Note: By default, I=Stunned, II=Bleed, and III=Downed. Weapons which vary from this are called 'Special' and marked with *.

INJURY HIT TYPE Long Name Injury Effect ARMOUR HIT TYPE Long Name Armour Hit Effect
Kil Killed Fatal injury or instant death Dst Destroyed No HC or sunder til remade
Dow Downed Take Downed SDIE 14. Prone and unable to fight Dst Destroyed No HC or sunder til remade
Bld Bleeding Take Bleed SDIE 14. Dmg Damaged No HC or sunder til jury rigged
Stn Stunned Cannot act until next round. Out Outsmarted No HC or sunder current combat
- No Effect No effect - - -

RANGED ATTACK PROCEDURE

  1. Select starting Ranged Attack Die:
    • If target within Effective Range, d20
    • If within Long Range, d30
  2. SU or SD according to circumstances
    • SD (beneficial): Turn spent aiming, target stationary
    • SU (harmful): Shooter or target on unstable surface, target obscured
  3. 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
  4. 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.
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

STUNNED, DOWNED, & INJURED

FATIGUE & INFECTION

INJURIES

  1. Die instantly from catastrophic damage to 1.Brain 2.Neck/Spine 3-4.Heart.
  2. Die in SDIE6 Rds.
  3. 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
  4. Take 4 FAT + 1d4 INF. Disfigurement: 1.Jaw smashed 2.Eye blinded 3.Deafened 4.Nose & smell 5.Scalp & Brow
  5. Take 2 INF 1 FAT. Lose 1d6 fingers (6: Roll for other hand too)
  6. Take 6 FAT. Unconscious. WIL TST each hour to regain consciousness. After 3 failures, die.
  7. Take 2 INF to start: Armour, clothing, and debris in injury. DEX+RCL TST to get everything while cleaning wound; On failure, additional 1d4 INF.
  8. Take 2+1d4 FAT and random item destroyed (sturdy artefacts excepted). Generally pummelled.
  9. Take 1d4 FAT. Stomach hit, cannot run & 50% chance of not being able to eat rations.
  10. Take 1INF + 1 FAT. Disfiguring but non-debilitating injury to 1.Brow 2.Scalp 3.Ear 4.Eye 5.Nose 6.Lips&Teeth 7.Jaw 8.Throat.
  11. Take 2 FAT. Concussed. When insulted, WIL TST or enter furious rage.
  12. Take 2 FAT. Massively sore, can only travel 1 qhex/day. Can't drag items. WIL TST to put on armour.
  13. Take 2 FAT. Frightened. WIL TST or, in terror: 1.Flee 2.Freeze
  14. Take 2 FAT. Tremble uncontrollably, fine motor skills badly impaired.

MONSTROUS FOES & NESTED HC

Werewolf: MOR6

Tunnel Hulk: MOR11, Move 2x