Routes and Routs

Fighter ATE the Arrow: Variable Die Size for Weapon Proficiency and a Two-roll System for Hits, Weapon Specials, and Mishaps

One may be amateur ("A", d12), trained ("T", d10), or expert ("E", d8) in the weapon they wield. Those less capable roll larger dice, giving them a greater chance of missing attacks and suffering Mishaps.

ATTACK PROCEDURE

  1. DM declares target number (TN) to hit individual or group. Not dependent on target armour.
    • 2: Very Difficult: Target supremely positioned, attacker's weapon ineffective
    • 3: Difficult: Target within long range. | Bad lighting, target supremely agile or inhumanly large
    • 4: Regular Target within effective range | Target on similar terrain
    • 5: Easy: Target on lower ground, flanked, has ineffective weapon
    • 6: Very Easy: Target mired, surprised, unarmed &c
  2. Attacker rolls d12 (amateur), d10 (trained), or d8 (expert)
    1. if attk roll = 1, Critical hit: Roll damage based on weapon and apply to target HP directly
    2. If attk roll <= TN, hit: Roll damage based on weapon
    3. if attk roll > TN, miss
      1. if attk roll > TN and equal to Mishap value, apply mishap
  3. Damage applied to target
    • Melee and ranged attacks affect AP then HP
    • Magical attacks affect SP then HP
    • Critical hits bypass AP/SP to damage HP directly.
  4. If damage exceeds target HP, target is Downed.
    • Injury severity is determined by excess damage

WEAPONS

MELEE WEAPON damage special Mishap 9 Mishap 10 Mishap 11 Mishap 12 Hands Horse? Weight cost (sp)
Club d4 Downed enemies don’t make Bleed Checks Tgt may DEX tst to grab Off hand No 1 4
Dagger d4 Throwable Dropped and slides away Off hand No ½ 8
Sword d6 On dmg to tgt’s HP, may attack adjacent tgt Drop it Breaks, is now a dagger One Yes 1 40
Axe d6 On 1dmg, STR ctst to pull shield out of tgt’s hand Drop it STR tst or pulled from hand One Yes 1 12
Spear d6 Can reach past front rank String breaks +1 rnd to tie Breaks, is now a club One Yes 2 10
Greatsword d8 On 1-4dmg, tgt or enemy in tgt’s sq must step back or take 1d4 dmg Strain self 1FAT Off balance, move 1sq random direction Both No 3 60
Odachi d8 Deal half as much damage to horse if targeting rider, or vice versa Strain self 1FAT Drop it Both No 3 70
Poleaxe d8 On 1-4dmg, knock tgt off horse. On dmg 1-2, knock prone standing tgt Strain self 1FAT Off balance, move 1sq random direction Both No 3 24
Meteor Hammer d6 Must have no allies in sq. Act during Ranged phase with range of 3. On 1dmg, tgt Entangled Enemy in direction of last attk may DEX tst to grab chain Can’t move or attk next turn d8 for direction to make attk d6 dmg to self Both No 2 18
Sword Breaker d6 On 6dmg, lock sword of enemy: STR ctst, pull out of their hands if successful Dropped and slides away DEX tst or pulled from hand Off hand No ½ 30
Doping Spine d2 On 2dmg, delivers loaded dose Dropped and slides away Breaks Off hand No ¼ 14
Flail d6 On 1-3dmg, bypass shield AP Drop it d6 dmg to self One No 1 16
Hammer/Mace d6 +1 dmg to AP Drop it STR tst or pulled from hand One Yes 1 12
Whip d2 Act during Ranged phase with range of 2. Discourages animals STR tst or pulled from hand One Yes 1 8
Urumi d6 Must have no allies in sq. Act during Ranged phase with range of 2. Can’t move or attk next turn d8 for direction to make attk d6 dmg to self Both No 2 50
Mancatcher d4 On dmg to tgt’s HP, tgt DEX tst or neck/limb caught Drop it Yes 2 20


RANGED WEAPON damage special Mishap 9 Mishap 10 Mishap 11 Mishap 12 Effective Long reload (Rounds) reloadSpeed hands horse weight cost (sp)
Sling (In-situ ammo) d4 Botch aim d8 for direction to make attk String breaks +1 rnd to tie Hurt self d4 dmg 9 21 0 Slow 2 No ¼ 2
Sling (Bullets) d6 Botch aim d8 for direction to make attk String breaks +1 rnd to tie Hurt self d6 dmg 15 27 0 Slow 2 No ¼ 2
Shortbow d6 Break string +2 rnd to reload Hurt self d2 dmg Break bow’s limb 21 27 1 Slow 2 Experts only 1 18
Longbow d8 Strain self 1FAT Break string +2 rnd to reload Hurt self d4 dmg Break bow’s limb 24 33 1 Slow 2 No 2 24
Crossbow d8 +1 dmg to AP Break string +2 rnd to reload Catastrophic failure d6 dmg to self 12 24 2 Immobile 2 No 2 30
Dose Thrower d2 On 2dmg, delivers dose in dart Dose shatters, RCL tst or suffer effect 6 9 1 Immobile 1 Yes ½ 40