Combat and Injury

Combat
Combatants state their intentions.
Combatants roll their weapon skills.
If either side fails, he is done for the round.
If both succeed, the higher success number wins.
If both fumble, both take 1d6 damage (dealt by their own weapons) and drop or break their weapons.
Critical success always wins a normal success.
A fumble indicates a broken weapon, or a dropped sword.
A tie means that both combatants take 1d3 damage, and a sword always breaks a non-sword.
A successful & winning weapon roll means the winner gets to roll for damage.
A critical success doubles damage.

Optional tactics

  • Unburdened: Knights with light or no armor receive +5 modifier to all weapon and Awareness rolls.
  • Multiple foes: The combatant divides his weapon skill for each target, allocating as many points as he wishes. Bonuses or penalties are added after this. Even with multiple successes, only one opponent may be damaged.
  • Berserk: The berserker lets his opponent make an unopposed weapon roll, suffering the possible damage. If the berserker remains on his feet, he makes an unopposed weapon roll with a +10 modifier.
  • Dodge: The combatant makes an unopposed DEX roll, and if succesful, avoids his aggressor's attack completely. A failure or a fumble means that the character falls down.
  • Horseback: Characters on horseback receive a +5 to weapon rolls against foes who are afoot. The opponents on the ground also receive a -5 penalty to their weapon rolls against mounted characters. Two-handed weapons may not be used from horseback.
  • Lance Charge: The character must be on horse and build up a sufficient speed (he needs about 6 yards of straight line movement) to strike. If made against anything else than a character with a great spear or another lance charger, the charger gets +5 to his Lance skill. The damage is rolled according to the horse's damage statistic. If the weapon roll was an odd number, the lance breaks after doing damage. If the charger fumbles, the lance breaks before doing damage.
  • Ranged Weapons: The attacker makes an unopposed weapon roll. If the target has a shield, the attacker takes -5 penalty to his roll. Awarded Glory is 1/10th of normal.

Injuries

  • Recording injuries & hitpoints: Characters should record the type and number of injuries they suffer in addition to hit points lost.
  • Light wounds: Any damage less than the character's Major Wound statistic.
  • Major wounds: Damage from a single source equal to or greater than the character's Major Wound threshold. The character checks "chirurgery needed" box. The character makes a roll against his current hit points to stay conscious. The character rolls for lost statistics. Then the character makes a Valorous roll to keep on fighting (if he doesn't retreat immediately). The wound may worsen if further actions are taken.
  • Mortal wounds: Damage that is equal to or greater than the character's current Hit Points. First aid must be successfully applied within 1 hour or the character dies. If he is brought back to 1 hit point or more, he lives and suffers three rolls on statistics lost. The character is unconscious and in need of Chirurgery.
  • First Aid: First Aid rolls can be made once for every wound. A succesful First Aid roll heals 1d3 hit points. A critical success heals 1d3+3 hit points. A failed attempt means the condition stays the same, and no further rolls may be attempted. A fumbled attempt means that the target loses 1d3 hit points and the patient's condition worsens. A succesful First Aid roll can never heal more damage than was suffered, and can never remove the "Chirurgery needed" condition.
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