Combat Order
Each character takes one or more actions per round. |
1. Roll initiative: Agility + 1d10. |
2. Determine order: Rank the scores from highest to lowest. |
3. Take turns: Each combatant takes a turn. |
a. Roll to hit: less or equal to WS for melee, BS for ranged attacks. |
b. Determine hit location: reverse the attack roll and check the hit location chart. |
c. Roll for damage: 1d10 + weapon damage |
d. Reduce damage: subtract the TB and AP from the opponent. |
e. Subtract wounds: subtract any remaining damage from wounds. |
4. Round Ends: repeat steps 4 and 5 as needed. |
Note: Surprised combatants skip their turn on the first round.
Dodge and Parry
Parry: WS test. If succesfull, no damage is taken. Free action if a weapon is ready in secondary hand or action Parrying Stance was taken. |
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Dodge Blow: Ag test before damage roll. If succesfull, attack misses. |
Note: Only one parry or dodge attempt per round.
A character can't attempt to parry and dodge the same attack.
Ranged attacks can't be dodged or parried.
Unarmed Combat
Unarmed attacks inflict SB -4 damage. |
Grapple with Charge or Standard attack. After hit, opponent must fail an S test to be grappled. |
Grappled character can break the grapple with a full action and by winning an opposed S Test. Grappler may take a full action to maintain the grapple and inflict unarmed damage, if he wins an opposed S Test in his turn. |
Note: APs count double against unarmed attacks.
By grapple attempt, involved characters can't dodge or parry. External melee attacks gain +20% WS against them.
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Hit Locations
Roll |
Location |
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01-15 |
Head |
16-35 |
Right Arm |
36-55 |
Left Arm |
56-80 |
Torso |
81-90 |
Right Leg |
91-00 |
Left Leg |
Ulric's Furry
When a character rolls a 10 on their damage die, roll to hit again. If the second roll is succesful, roll damage again, adding it to the total. Continue rolling until the die comes up under 10. |
Ranged Combat
Must have line of sight to target.
Can not dodge or parry ranged attacks, but -10% BS to hit a shielded target.
Can't make ranged attacks while in melee unless a pistol or hand crossbow is used. |
Note: Use Difficulty modifiers
Long Range: -20% BS.
Extreme Range: Can fire up to long rangex2, but must first aim at -30% BS.
Shooting into melee: -20% BS.
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Note on Actions
No more than one Attack or Cast may be taken per turn. |
Per turn, one character can perform one Full Action, two Half Actions or a number of Free Actions. Extended Actions may require multiple rounds, if interrupted, they must be restarted.
Actions
Aim |
+10% to Standard attack. |
Half Action |
Cast |
If half an action is spend before, caster may make a Channeling Test. |
Extended Action |
Ready |
Ready an item or weapon. |
Half Action |
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All out Attack |
+20% WS but cannot dodge or parry (active round). Melee only. |
Full Action |
Charge Attack |
Move Mx2 in squares (last 2 squares must be in a straight line) and attack with +10% WS |
Full Action |
Guarded Attack |
-10% WS and +10% to dodge and parry (active round) |
Full Action |
Standard Attack |
Single melee or ranged attack |
Half Action |
Swift Attack |
All possible attacks (according to A) |
Full Action |
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Reload |
Reload a weapon, loading time varies. |
Extended Action |
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Delay |
Turn ends immediatly. Half an action is reserved for use any time before your next turn. |
Half Action |
Feint |
Opposed WS test. If succesful followed Standard attack can't be dodged or parried. |
Half Action |
Manoeuver |
Opposed WS test. If succesful foe moves 1 square in the chosen direction. You can advance 1 square as well. |
Half Action |
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Disengage |
Make a normal move without being subject of a free attack |
Full Action |
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Leap/Jump |
Leaping across a distance or jumping down. |
Full Action |
Move |
Normal move (M in squares). Terrain can reduce movement. |
Half Action |
Mount/Stand |
Mount a horse or stand from a prone position. |
Half Action |
Run |
Move in Mx3 in squares. Attaicks against you gain: -20% BS, +20% WS. |
Full Action |
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Use a Skill |
Required time varies by Skill. |
Extended Action |
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