Combat
Situation | Skill Modifier |
---|---|
Target is helpless. | Automatic Critical |
Target is prone or attacked from behind. | +25% |
Attacking or defending while on higher ground or on a mount. | +25% |
Attacking or defending while prone. | -25% |
Attacking or defending while on unstable ground. | -25% |
Attacking or defending while underwater. | -50% |
Defending while on lower ground or against a mounted foe. | -25% |
Fighting in partial darkness. | -25% |
Fighting in darkness. | -50% |
Situation | Skill Modifier |
---|---|
Wind* | |
High wind. | -25% |
Fierce wind. | -50% |
Hurricane. | Automatic Failure |
Target Movement* | |
Target has moved 10m or more since attacker's last action. | -25% |
Target has moved 30m or more since last combat round. | -50% |
Target Visibility* | |
Target obscured by smoke, mist, or is in partial darkness. | -25% |
Target obscured by thick smoke, fog, or is in darkness. | -50% |
Target is above SIZ 20. | +25% |
Target Condition* | |
Target is helpless. | +25% |
Target prone. | -25% |
Attacker Condition † | |
Attacker is prone. | -50% |
Attacker is underwater ‡ | -25% |
Attacker is on unstable ground. | -25% |
Attacker is blinded. | -50% |
* Modifiers within these sections are not cumulative. However, modifiers from different sections are cumulative. Therefore, shooting at a target in the mist who has moved more than 10m since the attacker's last action, imparts a -50% penalty.
† Attacker condition modifiers are cumulative.
‡ Only thrown weapons may be used underwater. Bows and other projectile weapons will automatically miss if fired underwater.
Attacker | Defender | Result |
---|---|---|
Fumble | N/A | Attacker fumbles. |
Failure | N/A | Attacker fails to hit defender. |
Success | Fumble | Attacker hits, defender takes damage rolled minus armour points and fumbles. |
Success | Failure | Attacker hits, defender takes damage rolled minus armour points. |
Success | Success | When dodging, defender avoids the attack. When parrying, then if the attacker's weapon is smaller or equal in size to the defender's weapon all damage is avoided. If parrying weapon is a rank smaller, halve the damage taken. If two ranks smaller then no damage can be avoided. |
Success | Critical | Defender avoids attack and takes no damage. If parrying the weapon size penalty does not come into it. |
Critical | Fumble | Attacker does maximum damage and ignores the armour of the defender. Defender fumbles. |
Critical | Failure | Attacker does maximum damage and ignores defender's armour. |
Critical | Success | Attacker does maximum damage and ignores defender's armour. |
Critical | Critical | Attacker hits, defender takes damage rolled minus armour points. |
d10 | Major Wound |
---|---|
1 | Lose an eye. -50% to all Perception rolls. Lose 4 points of DEX and 1 point of CHA permanently. |
2 | Cracked skull & brain damage. Lose 4 points of INT. -25% to all skills involving mental processes, permanently. This includes Perception, Persistence, and all Lore, Culture, Religion and Craft skills. |
3 | Right Leg muscles badly cut/mangled or leg bone shattered and becomes useless. Fall prone & can only crawl at 2m / round. Lose 2 points of DEXand 2 STR permanently. |
4 | Left Leg muscles badly cut/mangled or leg bone shattered and becomes useless. Fall prone & can only crawl at 2m / round. Lose 2 points of DEXand 2 STR permanently. |
5 | Broken ribs. -50% to all skills due to severe pain. |
6 | Slashed stomach. Lose one extra hit point per round from blood loss. Lose 3 points of CON permanently. |
7 | Heart stops in shock! Lose consciousness for the next 1d10 combat rounds. Fall prone and can not move. Lose 2 points of CON permanently. |
8 | Spine broken - character permanently paralysed below the neck (odd result on dice) or the torso (even result on dice). Half DEX permanently. |
9 | Left arm badly broken and becomes useless permanently. Automatically drop any held items. |
10 | Right arm badly broken and becomes useless permanently. Automatically drop any held items. |