DragonQuest
Rulebook, version 2.19

V. COMBAT

Table of Contents

16. Combat Terminology
17. Combat Equipment
18. Preparation for Combat
19. Combat Sequence
   Table: Time for miscellaneous actions
20. Actions of Engaged Figures
21. Actions of Non-Engaged Figures
22. Action Choice Restrictions
   [22.7] Action Summary Table
23. Attacking
24. Resolving Attempted Attacks
   Shield Table
   [24.8] Strike Chance Modifier Tables
25. Damage
   Armor Table
   [25.6] Special Damage Table
   [25.7] Grievous Injury Table
26. The Effects of Damage
27. Weapons
   Weapons Tables
28. Unarmed Combat
29. Multi-Hex Monsters
30. Mounted Combat
31. Infection
32. Example of Combat


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In any DragonQuest world, individual combat is an inevitable (and sometimes necessary) occurrence, and the players should be aware of its dangers. Fighting is a deadly process and should be avoided if at all possible. Heroes are made by defeating the dragon, but more graves are dug than heroes made. The DragonQuest combat system reflects these dangers and emphasizes skills and smarts over brawn and brutality.

Combat occurs whenever characters, non-player characters, or monsters attempt to physically overcome or harm other conscious opposing figures while on the Tactical Display or in the Chase Stage (see rule 154). Combat should not occur whenever entities simply encounter one another; rather only when some overtly hostile action has taken place or intentions are made clear.

When combat has begun (whether both sides are aware of each other or not), the GM should set up the Tactical Display and have the players place the pieces representing their characters on the display with the GM being the judge as to their final positioning. The pieces representing the hostile figures are then placed by the GM and the combat sequence begins.

Combat time on the display is divided into 5-second Pulses during which all figures may attempt to take various actions, depending on their positions relative to the hostile figures. The order in which these actions take place is determined by the figures' Initiative Value (for engaged figures) or by an Initiative Die Roll (for non-engaged figures). Attacking is resolved by rolling D100 versus the attacker's modified Strike Chance with his weapon. If a hit results, any damage is generated by rolling D10 and adding modifiers by weapon type.

When all figures occupying the display are either dead, unconscious, incapacitated, or friendly towards each other, combat is over. Combat should never last any longer than necessary to resolve the situation; returning to the Trek/Wait stage (see rule 154) as soon as possible will speed overall play.

16. Combat Terminology

The following terms are used throughout the combat rules.

Action: The movement and/or combat activity a figure may attempt during one Pulse. The number of actions a figure attempts during a Pulse is a function of his modified Agility.

Attacker:The figure taking action in an engagement.

Attack Zone: Any hex into which a figure may Melee or Fire attack.

Base Chance, BC: The percentage chance for one figure to strike another with a weapon; listed for each weapon on the Weapon Chart.

Blocked Hex: Any hex which contains enough solid matter to block any attack. The Attack Zone of a figure cannot extend into a Blocked hex.

Close Combat: Any combat involving figures mutually occupying the same hex.

Combat Action: Any action taken by a figure occupying the display while in combat. Choice of actions may be limited due to position relative to hostile figures.

Damage Check: A roll on a D10 to determine the amount of damage done after a successful hit.

Damage Points, DP: The amount of damage (expressed as a number) done as a result of a damage check.

Defender: The figure on the receiving end of any attacker's action.

Effective Damage: Any Damage Points (to either Fatigue or Endurance) which are actually inflicted on the figure hit; this does not include points absorbed by armor or ignored due to other considerations.

Engaged: Hostile figures occupying adjacent hexes are engaged.

Facing: The placement of a figure on the display such that it unambiguously is oriented towards one hex, termed its front hex. Once this orientation has been performed, a figure's front and rear hexes are determined.

Figure: Any sentient entity occupying the display.

Fire: To throw or fire a weapon or spell in :Ranged Combat:.

Grapple: The act of striking a figure in Close Combat.

Grievous Injury: An injury suffered which results in the maiming or temporary incapacitation of a figure.

Line of Fire: A straight line drawn from the center of an attacking figure's hex to a target figure's hex which passes only through hexes of the attacking figure's Ranged zone and is not blocked.

Melee Zone: The front hexes of any conscious, unstunned figure armed with a weapon rated for :Melee Combat:.

Modified Agility: The figure's Agility after it has been modified due to weight carried (see rule 156.9) and armor worn (see rule 25.1).

Modified Manual Dexterity: The figure's Manual Dexterity after it has been modified due to type of shield carried (see rule 24.5)

Obscured Hex: Any hex into which a figure normally cannot see but which objects may pass through. A figure may attack into an obscured hex but cannot fire through it.

Prepared Item: Any item (weapon, shield, flask, etc.) which a figure has in his hand(s) and can readily use.

Pulse: A five-second increment of game time which regulates actions while on the Tactical Display.

Ranged Zone: The hexes radiating out from a figure's front hexes into which that figure can see and fire a weapon, spell, etc.

Illustration 1: The figure is facing hex #2.

Sheltered Hex: Any hex containing physical objects behind which a figure could take shelter such that approximately half of his body is protected from any attack.

Strike: The act of attempting to hit a hostile figure.

Strike Chance: The chance of hitting a hostile figure with a weapon; it is a combination of the Base Chance, Manual Dexterity and Rank.

Strike Check: The roll on D100 to see if the attack was successful.

Tactical Movement Rate, TMR: A figure's Movement Allowance in hexes per Pulse while on the display.

Weapon: Anything used to strike a hostile figure.

17. Combat Equipment

To aid in the resolution of combat situations, the players and the GM should have a number of items close at hand. If these items are prepared before combat begins, the entire process will take much less time to resolve.

The Tactical Display is used to locate and regulate the movement of the figures involved in combat. It consists of a 1 inch (25mm) hexagonal grid. Each hex represents 5 feet of space from side to side. A number of photocopies of this display should be made and butted together to form large areas. The GM may wish to cover the display with a clear plastic (contact paper or acetate) to allow drawing on the display with china pencils or other erasable markers.

If the GM wishes to use a 1 inch (25mm) square grid instead of hexes he may, but should resolve any rules anomalies himself. (Diagonal movement on such a grid can misrepresent actual distances moved.)

When representing figures on the display, some form of markers must be used. Often lead miniatures (available from most hobby stores) are painted to represent players' characters. Cardboard counters are equally useful, with counters being much less expensive but also much less visually exciting. Beginning players often find the three dimensional quality of miniatures helpful in visualizing what is actually occurring during combat. Game masters will find that trying to collect an arsenal of appropriate monster miniatures grows to become inordinately expensive, and numbered counters may be used. Special monsters, painted and prepared by the GM for a particular encounter, are useful to spice up an adventure.

The GM should have a copy of a completed Adventure Record and the players should have their Character Records. These contain information that will be used continuously during combat, such as strike chances, movement rates, etc. If any non-player characters or monsters are involved in combat, the GM should record their characteristics and information on a piece of scrap paper or index card. This information should be determined prior to the adventure if at all possible. Any damage taken in combat should be recorded on a piece of scrap paper rather than on the Adventure or Character Records.

Percentile dice are used in the resolution of combat, and plenty should be available (one pair for each player and the GM is ideal). Also, copies of all the combat charts and tables should be made so the players may readily refer to them. The GM will often use a screen to hide his die rolls, papers, etc., and the most commonly used charts and tables may appear on it.

Illustration 2: The different combat zones and facings.

18. Preparation for Combat

Whenever it has been determined that combat in some form is an inevitable result of an encounter, the GM must set up all the equipment necessary for the resolution of combat (see rule 17). It is important for the GM to be as organized as possible (have monster or non-player character characteristics and weapons pre-generated, have miniatures or counters ready, have the encounter area mapped to facilitate easy transfer to the display, etc.) so the set-up time for combat goes quickly. Knowing combat is coming, the players will get more excited in anticipation, and now is not the time for the GM to fumble with his notebook. Each player should have his playing piece and Character Record prepared and ready. There should be as little fuss as possible when placing pieces on the display, and the GM has the final word as to the placement of all characters, non-player characters, and monsters.

If the GM has prepared the display to accept either china pencils or markers, he should draw in the details of the encounter location. This may be a hallway in a dungeon, a room in a castle, or whatever—wherever the party may encounter hostile entities is where combat may take place. If the display would be marred by drawing on it, the GM should use dice or some other form of marker to record the locations of important details. Anything the players would be able to see, touch, hear, or smell should be described to them, because inventive players will scrape for any advantage they can find, and are not above using a broken bottle, for example, as a Thrown Weapon if they can find one. The players need to feel as if they know all the details of the encounter location they could know if they were actually there. It is a sloppy GM who suddenly realizes he hasn't told his players about the small window in the northern wall just as the party is frantically scrambling to find an escape route.

[18.1] Prior to placing the hostile figures on the display, the GM determines whether a surprise situation exists.

See rule 154.2 for the procedure to determine whether surprise exists. Once the determination has been made (this information should be conveyed to the players only if they are the ones who have achieved surprise) the GM then places the hostile figures on the display. If no surprise exists, the distance between the two parties should not be less than 8 hexes, and each group is aware of the other. If surprise does exist, the distance between the groups should not exceed 8 hexes, and can be much less depending on the GM judging the degree of “jump” one group has on the other. In both cases, the GM has the final say as to the distance separating the groups.

If surprise does not exist, Initiative is determined normally for the first Pulse of combat (see rule 19.2). If surprise does exist, the party with the advantage receives one “free” Pulse during which it can take any action it wishes without the surprised group being able to react. After this free Pulse, Initiative for the remainder of combat is determined normally.

[18.2] After placing all the figures on the display, the GM assigns any Fatigue losses the figures may have incurred as a result of their actions prior to combat.

For the characters, the GM should use the system detailed in rule 156. For all hostile figures, he should make a quick estimate relating all presumed activity they may have undertaken up to the instant of combat. The GM may dispense with this procedure if he feels the Fatigue loss would balance out or if he wishes to simply get on with and resolve the encounter. If he assigns penalties from one side, he must make a judgment for the other; he should never treat one party differently from another in this regard.

Assigning hostile figures a high Fatigue loss is one method of balancing a fight so the characters may be able to defeat a foe who, on the surface, may appear vastly superior. This does wonders for party morale.

19. Combat Sequence

The order in which all actions are attempted in a Pulse is called the combat sequence. This sequence should be adhered to by the players and the referee as this will greatly speed play.

Each Pulse, the following events occur in order:

  1. Initiative is determined for all non-engaged figures.
  2. If any Melee or Close Combat is possible, the GM groups the engaged figures into engagements, determines Initiative for each engagement, and resolves combat for each engagement separately prior to proceeding to the next engagement. Each engaged figure may choose one action from the list of actions allowed of engaged figures on the Action Summary (see rule 22.7).
  3. The side that won Initiative in Step 1 now has the option to take action or let the other side take action. All actions of the figures on one side must be resolved before any figures on the opposing side may take action.

Note: It is entirely possible for Ranged, Melee, or Close attacks to occur in this step as non-engaged figures move and attack. Each non-engaged figure may choose one action from the list of actions allowed of non-engaged figures on the Action Summary (see rule 22.7).

After these steps are performed, the Pulse is over and a new one begins. Rule 152.3 has guidelines for the speedy resolution of combat actions.

[19.1] A Pulse is a 5-second increment of time used to regulate all actions in combat situations.

Each action listed in rule 20, and rule 21, takes one full Pulse to accomplish unless the figure performing them has an exceptional Agility (see rule 22.3), in which case two actions may be combined. Magic may also alter the number of actions taken in a Pulse.

Some actions which figures in combat may wish to attempt will require more than one Pulse to complete. The following list is intended as a guide for the GM to be able to judge how long an attempted action will take to perform (remembering each Pulse equals 5 seconds).

Time for Miscellaneous Actions
 
Action Pulses Seconds>
Search for trap in specific place (e.g., door) 4 20
Attempt to remove trap rule 104.3 rule 104.3
Quick search of 10' by 10' room for disguised objects 3 15
Sound wall (floor, ceiling) 1 5
Search 10' by 10' wall segment for concealed objects 18 90
Pick lock rule 104.2 rule 104.2
Force lock 3 15
Spike door (per spike) 2 10
Light torch 5 25
Light lantern 7 35
Exchange wieldy item close to, or in, hand with another being
   1-handed, 1 item 4 20
   1-handed, 2 items 6 30
   2-handed, 1 item 2 10
   2-handed, 2 items 4 20
Take off backpack 5 25
Remove item from backpack
   On ground 6 30
   On back 8 40
Store item in backpack 3 15
Mount horse 1 5
Dismount horse 1 5

For the Alusia campaign: See below for modified initiative procedures.

[19.2] At the beginning of a Pulse, Initiative must be determined for all non-engaged figures.

To determine Initiative, the Leader for each side rolls D10. To the result is added the Leader's (PC+Military Scientist Rank). The side with the highest total has the Initiative for the Pulse (any ties are re‑rolled). When it becomes that side's turn to take action, it may choose to act first or last, as it desires. That decision is made after all engaged actions have been taken.

If the Leader is involved in Melee or Close Combat, Stunned or unconscious, or otherwise incapacitated, some other non-engaged figure must roll for Initiative. Only his PC is added to the D10 roll for Initiative. A non-leader may not add his Military Scientist Rank to the roll.

The Leader for a party is appointed prior to an adventure. An alternate (a “second”) may be designated, but this alternate may not use his Military Scientist Rank, if any. If there is any doubt as to who is the current leader of a party, the GM resolves the dispute.

[19.3] For engaged figures, Initiative is determined by comparing each figure's Initiative Value.

A figure's Initiative Value is equal to his (modified AG+PC+Rank with any prepared weapon). If the figure has no prepared weapon, it is equal to his (modified AG+PC).

In each engagement, the figure with the highest Initiative Value may act either first or last, at his option. All others must act in order of their Initiative Value, from highest to lowest.

If a figure is Stunned, or has any rear hex toward his opponent, the opponent automatically receives the Initiative. Every character, non-player character, and monster should have Initiative Values for all weapons or attack forms determined prior to the adventure and recorded (for characters, on their Character Record).

For the Alusia campaign: The Initiative procedure is replaced with the following procedure:

  1. At the beginning of combat, each character rolls d10 and adds their current Agility, their Perception, their Rank with any prepared weapon, and 2 × their leader's Military Scientist rank (if they have a leader and that leader has the Military Scientist skill) (modified AG+PC+Weapon Rank+2×MilSci Rank). This is their Initiative Value for the entire Combat.
  2. If a character changes weapons, they will need to recalculate Initiative.
  3. If a leader is incapacitated, everyone on that side loses the Military Scientist bonus, if any. In that case, Initiative will need to be recalculated for every character on the affected side.
  4. If a character is Stunned, they automatically act last in the turn order. If multiple characters are Stunned, the GM may sort them by current Agility scores if they wish; however, since a Stunned character can take no other action other than recover from being Stunned (see 26), this is a bit of a moot point.
[19.4] An engagement is defined as any number of figures occupying adjacent hexes, occupying the same hex, or any combination thereof.

Further judgment must be made by the GM as to the intent of each figure. For purposes of determining Initiative Values, each figure should be compared only to other figures who are involved in the same combat, or who mutually mean each other harm (Illustration 3).

Engagements are defined to allow swift, unambiguous resolution of combat situations. The GM resolves each engagement's combat separately, and deals with the individual engagements in any order he finds convenient.

[19.5] When a figure chooses an action, it is assumed to be performing that action until it may choose again.

Thus, if a figure chose to move during the last Pulse, it is assumed to be moving for all purposes of determining combat modifiers, affects, etc.

20. Actions of Engaged Figures

Being engaged imposes certain limitations on the actions which a figure may attempt. A figure who is engaged is defined as one who is adjacent to a hostile figure on the display, and may have his movement and choice of action restricted. The order in which the actions of engaged figures are resolved is determined by each figure's Initiative Value, and any actions taken by engaged figures are not simultaneous. Two or more hostile figures who occupy the same hex are in Close Combat and are considered engaged.

[20.1] An engaged figure may Melee attack any figure within his Melee Zone.

If the figure who wishes to make the attack is within the defender's Melee Zone, he may move only one hex within that Zone, and change facing prior to attempting the attack. He may not move or change facing after the attack.

If the figure who wishes to attack is not within the defender's Melee Zone he may move up to ½ of his TMR, either before or after executing the attack. Any facing changes may be made only after the attack.

[20.2] An engaged figure may Evade.

If the figure who wishes to Evade is within the defender's Melee Zone, he may move only one hex within that Zone and change facing one hex-side while executing the Evade.

If the figure who wishes to Evade is not within the defender's Melee Zone he may move up to ½ his TMR and change facing as he sees fit (within the GM's discretion, see rule 21.1) while executing the Evade.

If a Melee attack is attempted on a figure who is Evading, with a Ranked weapon, he may be able to Parry or Riposte (see rule 24.4).

Note: A figure who is Evading receives defensive benefits versus Melee and Ranged attacks (see rule 24.6).

[20.3] An engaged figure may Withdraw.

If the figure who wishes to Withdraw is within the opponent's Melee Zone and the opponent also occupies at least one hex of the figure's Melee Zone, the figure may Withdraw by backing directly into any of his rear hexes but may not change facing.

While Withdrawing, the figure may adopt one of two postures: Offensive Withdrawal or Defensive Withdrawal. If he chooses the Offensive Withdrawal posture, he may strike at his opponent (at −20% to his Strike Chance) before executing the Withdrawal action. To adopt a Defensive Withdrawal posture, a figure must have a prepared shield (Ranked or Unranked). While in this posture, he may interpose the shield between himself and any attack. This adds 20% to his Defense, in addition to any other modifiers already in his favor.

If the figure who wishes to Withdraw is within the opponent's Melee Zone but the opponent does not occupy any hexes of the figure's Melee Zone, he may move and change facing normally (see rule 21.1).

If the opponent is able to Melee attack the figure, the opponent automatically receives Initiative for the attack.

A figure may Withdraw from one hostile figure's Melee Zone into another hostile figure's Melee Zone. If the figure wishing to Withdraw does not occupy a hex within the defender's Melee Zone, he may move normally.

Illustration 3: All three figures in Group A are engaged, as are both figures in Group B. Note that figure 4 in Group B is technically engaged with figure 3 in Group A, but the GM concluded that figure would more likely attack figure 2, whom figure 3 faces. If, however, figure 4 turned his back on figure 5 to attack figure 3 in Group A, he would then become engaged with that Group. In Group C, figures 6 and 7 are engaged, even though 7 faces away from 6; in this case, 6 automatically has the Initiative.

[20.4] An engaged figure may take any Pass action.

If the figure wishing to Pass is within a hostile figure's Melee Zone, he may move one hex within that Zone and change facing while Passing.

If the figure wishing to Pass is not within a hostile figure's Melee Zone, he may move up to two hexes and change facing while Passing.

A Pass action is a generic term for any non-attacking action a figure may do. Typical Pass actions include: preparing an item; preparing a weapon; putting an item or weapon away; picking up a dropped weapon or item; mounting or dismounting a riding beast; loading a missile; dropping to one knee or prone; rising up, etc.

All of these actions are mutually exclusive; that is no two can be attempted during the same Pass action.

[20.5] An Adept who is engaged may attempt to cast a spell.

If the Adept wishing to cast a spell is within a hostile figure's Melee Zone, he may not move or change facing, and, if attacked, will have to perform a Concentration Check (see rule 45.5).

If the Adept wishing to cast a spell is not within a hostile figure's Melee Zone, he may change facing after the Cast Check is per-formed. An Adept who is in Close Combat may not cast a spell, but may activate Talent Magic (see rule 42).

[20.6] An engaged figure may attempt to Close and Grapple.

If the figure who wishes to Close and Grapple is within the Melee Zone of the defender, the defender may attempt to Repulse the attacker's Close attempt. If the defender wishes to Repulse, he rolls D10 and compares the result to his Rank with any Prepared weapon. If the result is less than or equal to his Rank, the attacker may not enter the defender's hex and must cease all action for that Pulse. If the result is above the Rank, the attacker may enter the defender's hex and execute a Grapple attack immediately.

If the figure who wishes to Close and Grapple is not within the Melee Zone of the defender, the defender may not attempt to repulse the Close attempt and the attacker may immediately enter and Grapple. Figures that are larger than one hex treat this action differently (see rule 29).

Note: Any figure who enters Close Combat must immediately drop any Prepared shield and any Prepared weapon not rated for Close Combat.

[20.7] A figure engaged in Close Combat may attempt to Grapple, Pass or Withdraw.

A Grapple is an attack in Close Combat against any figure who occupies the same hex as the attacker. It is assumed any figures engaged in Close Combat are rolling around on the ground, struggling with each other. Grappling may only be attempted with a weapon rated for Close Combat.

The figure who wishes to Pass while in Close Combat may take any Pass action he wishes (at the GM's discretion).

The figure who wishes to Withdraw while in Close Combat must first attempt to “break contact.” The figure rolls D10, and adds his PS, and that of any other friendly figures in the hex, and subtracts the total combined PS of any hostile figures in the hex. If the modified result is 10 or above, the figure may Withdraw into any adjacent hex and is assumed to be prone. In addition, an unmodified roll of 10 always allows Withdrawal.

21. Actions of Non-Engaged Figures

A non-engaged figure is one who is not adjacent to any hostile figure on the display. There are certain minor restrictions which result from this, but non-engaged figures may generally take any action they wish. All figures who are considered on the same side or members of the same party take their actions together and in any order they find convenient. In case of disagreement, the GM has final say as to the order of actions. No actions are considered simultaneous, and all actions of non-engaged figures occur after all the actions of engaged figures have been resolved.

The determination of which side acts first is resolved by the Initiative die roll (see rule 19.2).

[21.1] A non-engaged figure may move any number of hexes up to its Tactical Movement Rate (TMR).

A figure's TMR equals the number of hexes he may move In one Pulse, and he expends one point of the TMR for each normal, unobstructed hex he enters. For characters and all non-player characters, this total is determined by their modified AG (see rule 5.6). For monsters, it is listed with their other characteristics (see rule 134 through rule 144).

During movement, a figure may change facing as it desires within the judgment of the GM and the fellow players. Any complicated maneuver the figure attempts may result in a penalty being applied by the GM in the form of a reduction in the figure's TMR for that Pulse. For instance, turning three hex-sides (180o) within one move is a fairly complex maneuver. The GM may decide if the figure wishes to change facing to that degree, it may move two less hexes during the Pulse. At the end of movement, a figure must unambiguously face one hex-side (in the case of multi-hex monsters, one hex vertex).

The TMR assumes a flat surface with little or no hindrance to movement. The GM is allowed to assign a penalty for movement attempted over terrain not conducive to quick traversal. In any case, a figure may always (if not Stunned, etc.) move one hex during a Pulse, no matter how difficult the terrain.

If a figure enters the Melee Zone of any hostile figure, he must stop movement but may change facing. If in the midst of executing a Charge and Close action, he may then be able to enter the defender's hex, depending on the results of the defender's Repulse attempt.

If a figure wishes to jump during his movement, the GM may allow this with a penalty of one hex for every 5 feet (or part thereof) jumped (horizontally or vertically) and make the figure who jumped attempt a roll versus his modified Agility (with an appropriate difficulty factor) to see if he landed cleanly.

Often two, or more, friendly figures will wish to pass through a hex at the same time, or need to squeeze past another figure in the same hex. The GM must judge whether circumstances will allow or prevent the move, and if it is hindered, to what degree. Thus, a halfling should be able to squeeze past a human without too much trouble, but for one human to move through a hex containing another human will result in at least a TMR penalty of two hexes, and possibly be disallowed if the human is currently engaged in some fairly active situation (such as preparing a bow to be fired).

A figure may crawl at a rate of ¼ of his TMR (round down).

Note: Giant characters have their TMR calculated according to the monster section pertaining to them (see rule 138.1). The average TMR listed is used as the midpoint of a chart the GM creates similar to the one in rule 5.6, with the appropriate giant's TMR replacing the average human TMR of 5, with modification above and below that occurring in a similar manner according to modified Agility as for humans.

Example: A Cloud Giant with a modified Agility of 19 has a TMR of 14 (average TMR of 13+1 for Agility=14).

[21.2] A non-engaged figure may move up to ½ (round down) of his TMR and attempt to Melee attack with a non-Pole weapon. and this action is a Charge.

At the end of the figure's movement, if he is adjacent to any hostile figure, he may Melee attack him (with a negative modifier; see rule 24.6). The destination hex is counted when figuring ½ of the TMR.

Consult the Weapon Tables (see rule 27) for listings as to which weapons are Pole weapons.

[21.3] A non-engaged figure may move up to his full TMR and attempt to Melee attack with a Pole weapon, and this action is a Charge.

This action is in all ways similar to rule 21.2, except the movement is greater and using a Pole weapon gives the attacker a bonus to his Strike Chance (see rule 24.6). Some Pole weapons use this attack form from two hexes away (see the Weapon Tables, rule 27.2).

[21.4] A non-engaged figure may move up to ½ of his TMR (round down) and attempt to Grapple, and this is a Charge and Close.

This action is in all ways similar to rule 20.6, except the charging figure has moved into the adjacent hex from outside that hex. No facing changes are allowed during this action, and the destination hex (the hex the defender occupies) is counted when figuring ½ of the TMR.

[21.5] A non-engaged figure may move up to ½ (round down) of his full TMR and Evade as he moves.

The figure must obey all rules of movement (see rule 21.1) and while moving is much harder to hit (see rule 24.6).

If a figure who is evading while moving is Melee attacked he may, if he has a prepared Ranked weapon, be able to Parry or Riposte (see rule 24.4).

[21.6] A non-engaged figure may move up to two hexes directly backward, and this is a Retreat.

The action functions in all respects as a Withdraw (see rule 20.3) except the figure may not adopt an Offensive posture since there are no adjacent hostile figures to attack.

[21.7] A non-engaged figure may fire a Missile or Thrown Weapon. or loose a Spell, and these are all Fire actions.

A figure may not move or change facing in the same Pulse as a weapon is Fired or a spell is loosed, with two exceptions:

  1. Once a cross-bow is prepared and loaded, a figure may carry it around and fire whenever he wishes. In this instance, movement of up to two hexes prior to, or after, firing is allowed.
  2. If an Adept or his mount is flying and the Adept is in all other ways eligible to cast a spell (has his hands free, is not out of Fatigue, etc.) he or his mount may move up to ½ of his or his mount's TMR (round down) and attempt to cast the spell prior to, during, or after his movement. This also applies to all flying magic-using monsters.

Only targets who occupy one or more hexes of a figure's Ranged Zone may have a Missile or Thrown Weapon Fired at them.

For the Alusia campaign: Modification to 21.7, 22.3, Weapons Table note G

Normally a missile weapon needs one Pass action to load and a Fire action to fire, meaning it can only be fired once every other turn on combat. However, if a character has Rank 3 or higher with a missile weapon, or the character has a modified AG of 26 or higher (see 22.3), that character may load in one fewer action, meaning:

  1. The character may load and fire most missile weapons in the same action.
  2. The character may load a crossbow in one Pass action instead of two.
  3. The character may load a crossbow using a crannequin in two Pass actions instead of three.
[21.8] A non-engaged figure may move up to two hexes and perform any Pass action.

Typical Pass actions are listed in rule 20.4. A figure who is Passing may also change facing while executing a Pass. The actions listed in rule 19.1 may require a number of consecutive Pass actions to complete.

22. Action Choice Restrictions

Normally figures occupying the Tactical Display may only attempt one permissible action per Pulse. Figures with a modified Agility of 8 or less are restricted in the amount of movement they may combine with other actions. Figures with a modified Agility of 22 or above gain extra movement and may be able to combine two actions in one Pulse.

Figures who become stunned or otherwise incapacitated will have their choice of actions drastically curtailed. The type of attack a figure may attempt against a hostile figure is limited by his position on the display relative to the hostile figure and the degree of visibility which exists.

The use of magic in combat is subject to restrictions and may, in some circumstances, be impossible.

[22.1] Figures with a modified AG of 8 or less are allowed one less hex of movement when executing any of the following actions: Melee attack, Evade, Retreat, Pass, and Charge with a Pole Weapon.
[22.2] Figures with a modified AG of 22 through 25 are allowed one extra hex of movement when executing any of the following actions: Melee attack, Evade, Withdraw, Pass, and Retreat.
[22.3] Figures with a modified AG of 26 or greater may combine any two of the following actions in a single Pulse: Melee attack, Evade, Withdraw, Pass, Close and Grapple, Grapple, Charge, Charge and Close, Retreat, and Fire.

The actions may be combined in any order. If a figure with this option chooses not to combine two actions, it may increase its movement (see rule 22.2) by two hexes.

[22.4] A figure who becomes Stunned may attempt no other action except to try to recover from being Stunned.

See rule 26. for details concerning Stun and Stun recovery. A figure who becomes incapacitated can do nothing until he recovers.

[22.5] A figure's choice of combat actions is limited by his position relative to the intended target of his attack.

A figure may only Melee attack a hostile figure he is adjacent to and who occupies at least one hex of his Melee Zone. A figure may only Grapple a hostile figure in the same hex. A figure may only Fire at a hostile figure who occupies at least one hex of his Ranged Zone.

If a figure is attempting to Melee attack a hostile figure who occupies a hex which is obscured (due to smoke, magic, etc.), he may attempt to strike if he first rolls less than or equal to his Perception × 4. If the roll is above this result, the attack may not take place and the figure may take no other action that Pulse.

[22.6] If an Adept attempts to cast a spell while either being Ranged attacked or Melee attacked, he must perform a Concentration Check (see rule 45.5).

This check may need to be done twice, once while Preparing the spell and once before Loosing it. If either check results in the Adept's concentration being broken, the spell may not be cast. No spell work of any kind is allowed in Close Combat, but Talent Magic may be activated at any time and does not require the expenditure of a Pass action to do so.

[22.7] Action Summary Table

This table lists all actions and their restrictions.

Actions Allowed of Engaged Figures
• Melee Attack
• Evade
• Withdraw
• Pass
• Prepare or Loose a Spell
• Close and Grapple
If in Close Combat…
• Grapple
• Withdraw
• Pass
Actions Allowed of Non-Engaged Figures
• Move up to full TMR
• Move up to ½ TMR and Melee Attack
• Move up to ½ TMR and Charge and Close
• Move up to ½ TMR and Evade
• Move up to full TMR and Charge with a Pole Weapon
• Retreat
• Fire
• Pass
• Prepare or Loose a Spell

23. Attacking

A hostile figure may be attacked by Ranged, Melee, or Close Combat while on the display. To attack via Ranged Combat, a figure must be armed with a Prepared weapon rated for Ranged Combat and the target must occupy at least one hex of the figure's Ranged Zone. To attack via Melee Combat, the figure must be armed with a prepared weapon rated for Melee Combat and the target must occupy at least one hex of that figure's Melee Zone. To attack via Close Combat, the figure must be armed with a prepared weapon rated for Close Combat and share the same hex as the target.

Note: Empty bare hands are always considered a prepared weapon.

The order of all attacking actions is determined by the Initiative procedure as detailed in rule 19.2 and rule 19.3. Combat involving engaged figures is always resolved prior to any combat involving non-engaged figures. An attacker's weapon is always assumed to be held in his Primary hand (see rule 6.2) unless he states otherwise. Optionally, a figure may attempt to use two weapons at once, or attempt to strike more than one target with one weapon.

Special types of attacks are allowed, and these include attempting to Trip, Entangle, Restrain, Knockout, Shield Rush, or Disarm.

[23.1] A figure may attempt to attack a hostile figure he is not adjacent to via Ranged Combat by executing a Fire action.

The attacker declares his target, determines and applies any Ranged Combat modifiers (see rule 24.6), and executes a Strike Check. The only weapons eligible for use in Ranged Combat are those rated for Ranged Combat on the Weapon Tables (see rule 27.2).

To fire a weapon, the attacker must have a Line of Fire (see rule 16) to the target. In addition, the attacker may fire into but not through an obscured hex. The weapon fired always travels in a straight line, and if not stopped by striking an object, it will travel 1.5 times the maximum range of the weapon, then fall to the ground.

Whenever a fired weapon enters a hex occupied by a figure (other than a solid wall, tree, or pillar which automatically breaks the weapon), there is a chance the weapon will hit the figure instead of continuing its flight. The weapon's flight is always stopped when it strikes a figure and remains in that figure until withdrawn.

A Strike Check must be resolved for all figures occupying any hex along the Line of Fire until the weapon hits something, or loses momentum and falls to the ground.

A figure may never check a Line of Fire without executing the Fire action, whether or not the weapon is actually loosed.

[23.2] A figure may attempt to Melee attack any hostile figure who occupies at least one hex of his Melee Zone.

The attacker declares his target, applies any Melee Combat modifiers (see rule 24.6), and executes a Strike Check. The only weapons eligible for use in Melee Combat are those rated for Melee Combat on the Weapon Tables. The attacker may have moved adjacent to the target during that Pulse and this combination of movement and Melee is a Charge (see rule 21.2).

The normal melee attack is intended to do as much damage to the target as possible, but other forms of specialized attack exist and are detailed in rule 23.5.

[23.3] A figure may attempt to attack any figure who occupies the same hex only via Close Combat by executing a Grapple action.

The attacker declares his target (there may be more than one figure in the hex), applies any Close Combat modifiers (see rule 24.6), and executes a Strike Check. The only weapons eligible for use in Close Combat are those rated for Close Combat on the Weapon Tables. The attacker may have moved into the target's hex during that Pulse, and this combination of movement and Grappling is detailed in rule 20.6 and rule 21.4.

[23.4] A figure who is armed with either two prepared weapons or one two-handed class B weapon may attempt a Multiple Strike.

A figure may attempt to strike one or more targets more than once as part of the same attack with two different weapons (one in each hand), but suffers a negative attack modifier (see rule 24.6). The attacks need not be directed at the same hostile figure, but must be of the same type (Grapple, Melee, or Fire). Some non-humanoid monsters could attack three, four, or more times in one Pulse using this option.

A figure may attempt to strike more than one target one time each if the prepared weapon is Class B and the attacker is Rank 4 or above with the weapon. Each figure thus attacked must be in adjacent hexes within the attacker's Melee Zone. Thus, the maximum number of attacks available via this option is three. This attack may only occur in Melee Combat, and the attacker suffers a negative attack modifier (see rule 24.6).

[23.5] A figure attempting to attack may specify any one of the following special attacks:

Trip: The attacker must be armed with a quarterstaff, spear, halberd, poleaxe, or glaive and be in Melee Combat. The Base Chance is 40% and the Damage is D10. If the attack is successful, the target must attempt to roll less than or equal to his (modified AG × 3). If the target's Agility roll is successful, he keeps his footing; if he fails the roll, he falls prone. This only works against human size or smaller targets.

Entangle: The attacker must be armed with a Net, Whip, or Bola. The Base Chance is listed with the individual weapons. If entangled, the target suffers D10−4 damage. If the attack is successful, the target must attempt to roll less than or equal to his modified Agility × 3, falling prone if he fails. The target must disentangle himself before rising, and to do so requires the target to execute a Pass action for two consecutive Pulses.

Restrain: A figure may attempt to restrain another figure by executing a Grapple. A successful attack results in the hostile figure being restrained (pinned). The Base Chance equals ((attacker's PS+modified AG)-(target's PS+modified AG)) × 3. No damage is done to the target. A restrained figure is treated as incapacitated, and remains restrained until the hold is broken by an attack from outside the hex which does at least one point of effective damage to the restraining figure. Several figures may combine their PS and AG to attempt to restrain a hostile figure.

Knockout: The attacker must be armed with any weapon except Missile Weapons, Entangling weapons, darts, grenades, lances, or pikes. The attack is successful if the Strike Check result is equal to or less than 15% of the modified Strike Chance. No damage is done and the target is knocked unconscious for D10+5 minutes, with the results of the time roll being kept from the players. This attack may not be attempted on larger than human-sized monsters.

Note: The sap is a weapon especially designed for this purpose and is detailed on the Weapon Tables (see rule 27.2).

Shield Rush: The attacker must be armed with any shield except a Main Gauche or Tower Shield. The Base Chance is 40% and the Damage is D10−2. Rank with the shield will increase the Base Chance, as with any weapon. If the attack is successful, the target must attempt to roll less than or equal to his (modified AG × 3), falling prone if he fails. If this attack is occurring at the termination of a Charge attack, the Base Chance is increased by 20%.

Disarm: The attacker must be armed with any weapon rated for Melee or Close Combat. 20% is subtracted from the modified Strike Chance before the attack is resolved. If the attack is successful, the target is forced to drop one weapon or item of the attacker's choice and also suffers 1 point of Endurance damage.

24. Resolving Attempted Attacks

Every weapon and attack form is assigned a Base Chance. This percentage chance may be modified due to weapon skills, attack type, posture of the combatants, defense of the target, etc. The Base chance with all modifiers applied is the Modified Strike Chance. The attacker rolls D100; if the result is less than or equal to the Modified Strike Chance, the attack has been successful; above and the attack has missed. Rolling a 99 may result in the weapon being broken and rolling 100 may result in the weapon being dropped. Once a successful hit has been made, a Damage Check is conducted.

If the target is Evading, the attacker suffers a negative modifier to his Strike Chance and, if he misses, his swing may have been Parried, leading to a Disarm or Riposte.

[24.1] The Strike Chance of an attacking figure is a combination of the Base Chance of the weapon or attack form plus modifiers for Rank and Manual Dexterity.

To attack with any Ranked weapon, the Strike Chance is equal to (Weapon BC+modified MD+[4 × Rank]). To attack with any unranked weapon, the Strike Chance is equal to the unmodified Weapon BC. The Strike Chance of either a Ranked or unranked attack will be further modified (see rule 24.6).

In any natural attack form such as teeth, claws, etc., for monsters, their (MD+[4 × Rank (if any)]) is always added. For all characters and other figures, the Strike Chance should be calculated prior to an adventure and recorded on the Character Record.

[24.2] An attacker's Modified Strike Chance is equal to its Strike Chance minus the target's Defense plus any modifications for attack type and attack conditions.

If the attacker rolls less than or equal to the Modified Strike Chance, a successful hit has been scored and a Damage Check must be performed (see rule 25).

Attack types include Ranged, Melee, and Close Combat. Attack conditions include lighting conditions, which hand the weapon is used in, and other miscellaneous modifiers.

[24.3] Whenever the Strike Check results in a roll of 99 or 100. the attacker may have either dropped or broken his weapon.

If the roll is 99 the attacker may have broken the weapon; on 100 the attacker may have dropped his weapon. In either case, the attacker then rolls D100: if the roll is less than or equal to his (modified MD × 3), he has avoided either misfortune, otherwise the appropriate result occurs.

A dropped weapon may be picked up by any figure at any later time, but a broken weapon may not be used. When this result occurs to an attacker to whom it would not apply (a dragon's bite attack really cannot be dropped), the GM may, at his discretion, announce the attacker has fumbled and may not attack during the next Pulse due to his clumsiness.

[24.4] Whenever the Strike Check result is 30 or more above the Modified Strike Chance, the target may have Parried the attack.

Only figures who are currently Evading and are being Melee attacked may Parry.

The defender rolls D10, adds the Rank of any prepared weapon, and subtracts the Rank of the attacker's weapon. If the result is 3 or less, the attack has been successfully Parried, but in so doing, the defender has been thrown off balance and must execute a Pass action next Pulse. If the modified result is 4−7, the attacker has been Disarmed per the attack of the same name (see rule 23.5). If the modified result is 8 or above, the attack has been Parried to the extent that the attacker has become Disarmed and the target may execute a Melee attack instantaneously against him without any need to perform an attack action. This is called a Riposte.

A Riposte may never itself be Parried and may occur as many times during a Pulse as the evading target was Melee attacked. A target may even Parry attacks which do not come through his Melee Zone (e.g., from behind him). An unarmed figure may Parry if he is Ranked in Unarmed Combat (see rule 28).

[24.5] A figure's Defense Rating is a combination of his modified Agility plus any defense afforded by a prepared shield.

A figure's Defense Rating is subtracted from an attacker's Strike Chance. The defense of a shield is a function of the Rank the target has with the individual shield types (see the Shield Table).

If the attack comes through any of the figure's rear hexes, the addition of the shield defense is ignored, but the modification for Agility remains in effect.

Optionally, the shield defense may only be included for attacks which come through the target's front hex and the hex facing the side of the target in which the shield would actually be carried (normally in the target's secondary hand).

The Defense Rating is not subtracted from any attacks if the defending figure is Stunned or incapacitated. Also, any shield defense is ignored for Close Combat. Any shield except the Main Gauche is automatically dropped upon entering into Close Combat.

The characteristics for each shield are:

Weight: The weight of the shield in pounds.

Defense per Rank: The percentage by which the figure's defense is increased per Rank while that shield is prepared.

MD Loss: The number of points the figure's Manual Dexterity is reduced by, for all purposes, while that shield is prepared.

Cost: The cost in silver pennies for a shield of average workmanship.

Shield Table

 
Shield Type Weight Defense
per Rank
MD
Loss
Cost
Buckler 3 2% - 5
Small Round 5 3% −1 8
Large Round 10 4% −3 10
Kite 15 5% −4 15
Tower 25 6% −6 20
Main-Gauche* 1 2% - 20

*The Main Gauche does not subtract defense from any Fire attack, and cannot make a Shield Rush attack (see rule 23.5). The Main Gauche functions both as a weapon and a shield, and only one Experience Point expenditure is used to rise in Rank in both, that of the weapon (see rule 161.8).

Note: When a shield is not prepared, it is considered slung on the back of the figure carrying it. All shields except the Tower Shield are constructed of wood and hides and do not affect the flow of mana in regard to Adepts.

[24.6] Each attack type (Ranged, Melee, or Close) has its own list of Strike Chance modifications.

After calculating the attacker's Strike Chance and subtracting the defender's Defense, the Strike Chance Modifier Tables (see rule 24.8) should be consulted to see if any situations exist which could further modify the Strike Chance.

[24.7] The charts listing modifiers used in calculating the Modified Strike Chance of any attack include the Shield Table, Ranged Combat Chart, Melee Combat Chart, Close Combat Chart, Lighting Conditions Chart, and the Miscellaneous Conditions Chart.

See the Strike Chance Modifier Tables (see rule 24.8) for these listings. Although these listings may appear lengthy, few are used often, and those will soon be committed to memory after a few Melee Combats. The GM is encouraged to invent any other modifiers he sees fit to add in any combat situation. He is the final arbiter as to what modifiers are used and when they apply. Any situations not specifically covered by these listings must be judged individually by the GM.

[24.8] Strike Chance Modifier Tables
Close Combat Modifiers
Advantage For…
+1% Each point attacker's PS is greater than target's PS
+20% Target has 0 Fatigue Points remaining
+20% Target is Stunned
Penalty For…
−1% Each point target's PS is greater than attacker's PS
−20% Attacker has 0 Fatigue Points remaining
Melee Combat Modifiers
Advantage For…
+10% Target has 0 Fatigue Points remaining
+15% Target being attacked through a Flank hex
+15% Target is Stunned
+20% Target is kneeling or prone
+20% Attacker is Charging with a Pole Weapon or Shield
+30% Target being attacked through a Rear hex
Penalty For…
−4% Each Rank the target has with prepared weapon if
Evading
−10% Target is currently Evading (in addition to above)
−10% Attacker has 0 Fatigue Points remaining
−15% Attacker is Charging with a non-Pole Weapon
−20% Attacker is Melee attacking while Withdrawing
Ranged Combat Modifiers
Advantage For…
+10% Target being attacked through a Flank hex
+10% Target is Stunned
+10% Attacker is kneeling
+20% Target being attacked through a Rear hex
Penalty For…
−3% Every hex through which a Thrown Weapon travels
−3% Each five hexes (or fraction) after the first five hexes
through which a Missile Weapon travels
−5% Target is currently moving
−10% Target is kneeling or prone
−20% Target is currently Evading
−20% Target occupies Sheltered hex
Lighting Condition Modifiers
Penalty For…
−10% Starry night or shadowy interior
−20% Cloudy night
−30% Cave or unlit interior
−40% Pitch blackness
−50% Target is invisible or similarly undetectable
Miscellaneous Modifiers
Penalty For…
−20% Striking weapon held in attacker's Secondary hand
−10% Multiple Strike; attack with weapon in Primary hand
−30% Multiple Strike; attack with weapon in Secondary hand
−10% Multiple Strike; attack with each weapon if
ambidextrous
−20% Multiple Strike with Class B two-handed weapon

Note: Each modifier is added to the Strike Chance of the attacker in each instance where it applies. All modifications are cumulative.

25. Damage

Whenever a figure is hit by a weapon or magic, a Damage Check is performed. Each attack type has a damage modifier which is added to a D10 roll, and the result is the amount of damage points inflicted on the figure. Armor may absorb some or all of the damage up to the armor's Protection Rating, and any damage points not absorbed are inflicted on the figure and subtracted from either Fatigue or Endurance. Any damage points actually inflicted on the figure (not absorbed by armor) are termed Effective Damage.

There are three types of damage possible from a successful strike, depending on how low the attacker rolled on the Strike Check: Damage affecting Fatigue; affecting Endurance; and Grievous Injury. When the Strike Check result is above 15% of the Modified Strike Chance, any effective damage is subtracted from Fatigue (Endurance when Fatigue reaches zero). When the Strike Check is 15% or less of the Modified Strike Chance, any damage directly affects Endurance and is not absorbed by armor. If it is 5% or less of the Modified Strike Chance, a Grievous Injury may also result, in addition to Endurance damage. These percentages are summarized on the Special Damage Chart (see rule 25.2).

Any Damage Checks modified to a result less than 1 are treated as 1 (see rule 2.7).

[25.1] Damage affecting Fatigue is absorbed by armor.

Each type of armor has a Protection Rating, which indicates the amount of damage points subtracted from every successful attack. When a figure's Fatigue reaches 0, any further damage affecting Fatigue is subtracted from Endurance in stead. However, a figure cannot lose both Fatigue and Endurance as a result of a single Strike Check.

The Armor Table lists all types of armor and their Protection Ratings. The GM should feel free to invent other types of armor if he wishes.

The characteristics for different armor types are:

Weight: The number by which a figure's size is multiplied to find the weight of the armor in pounds. Size numbers for the character races are: Halfling (3); Dwarf 5 (4); Elf (5); Orc (5); Human (6); Giant (15). For female figures, 0.5 should be subtracted from the multiples.

Protection: The number of Damage has his Points the armor absorbs.

AG Loss: The number of points the figure's Agility is reduced for all purposes when that armor is worn. Does not include possible additional Agility loss for the weight of the armor (see rule 156.9).

Cost: The cost in silver pennies for the armor. Cost assumes average workmanship and man-sized armor; larger or smaller armor should cost proportionally more or less.

For the Alusia campaign: Scale the cost by the following factor to get the cost for other races:

Race Factor
Halfling 0.5
Dwarf 0.66
Elf 0.83
Orc 0.83
Giant 2.5

The GM may adjust the cost (rounding off etc.) as he or he sees fit.

Stealth Adjust: The amount by which a figure wearing that type of armor has his Stealth percentage adjusted.

Armor Table

Armor Type Weight Protect AG
Loss
Cost Stealth
Adjust
Cloth Alone* (or
Heavy Furs, etc.)
1 1 0 10 +5%
Leather 3 4 −1 20 0
Scale 4 5 −3 100 −5%
Chainmail 7 6 −2 200 −10%
Partial Plate 6 6 −2 250 −15%
Full Plate 8 7 −3 300 −20%
Improved Plate 7 8 −3 350 −20%

*Cloth armor is worn underneath all other armors and its protection weight is factored into the weight.

[25.2] A Strike Check of 15% or less of the Modified Strike Chance results in damage directly affecting Endurance which is never absorbed by armor, and the stricken figure always takes the full amount of the damage.

The Special Damage Table (see rule 25.6) lists modified Strike Chances and their damage directly affecting Endurance range.

[25.3] Grievous Injuries may result if the successful Strike Check is 5% or less of the Modified Strike Chance.

If a possible Grievous Injury has resulted, the damage to Endurance is first calculated and applied. The attacker then rolls D100 and consults the Grievous Injury Table (see rule 25.7). If the roll falls within the range specified for the class of weapon he is attacking with, a Grievous Injury has resulted and the effects of the resulting injury are applied to the unfortunate target immediately. If the roll falls outside the indicated range, no Grievous Injury occurs.

Weapons are classed on the Weapon Tables (see rule 27.2) according to type: thrusting weapons are Class A; slashing weapons are Class B; and crushing weapons are Class C. The Grievous Injury Table lists the ranges for each class of weapon. A figure may suffer any number of Grievous Injuries in a Pulse.

Whenever a figure suffers a Grievous Injury, there is a possibility he has dropped whatever he is holding, and the procedure outlined in rule 24.3 is used to resolve this occurrence.

A figure who suffers a Grievous Injury while wearing armor has the Protection Rating of that suit of armor reduced by 2 until repaired. Optionally, a figure who is also carrying a shield can choose to have the shield cloven and spare his armor. A cloven shield is useless.

[25.4] Damage incurred as a result of a magical attack is applied differently.

Many spells attack figures with purely magical energy, while others inflict damage as a result of changes in the physical surroundings of the target (windstorms, falling rocks, and the like). When purely magical energy is involved, any damage is subtracted first from Fatigue (Endurance only when Fatigue is exhausted), but is not absorbed by armor. Other damage types, also subtracted from Fatigue, are absorbed by armor.

When being attacked by the breath weapon of a monster, treat the damage as if magical energy, as above, but allow every target a Passive resistance roll before applying the damage. If the target does Passively resist, the damage is halved (round down). No Active resistance is allowed versus breath attacks.

[25.5] (Optional Rule) The damage done with a particular weapon may be increased due to exceptional Physical Strength or Rank.

If using this rule, add 1 to the damage modifier of a weapon for every full 5 points of Physical Strength above the minimum necessary to wield the weapon the attacker possesses.

Example: A figure with a PS of 20 through 24 would do D10+5 damage when wielding a broadsword.

However, for every +1 of damage the figure receives, an extra 6% is added on to the chance of the weapon breaking during combat.

Example: The previous example figure with PS of 20 would have a chance to break a broadsword on rolls of 93 through 99, inclusive.

This increase in breakage chances precludes any Modified Strike Chances which would conflict with it.

Example: If the above figure had a Modified Strike Chance of 97%, it would actually be 92% since rolls of 93–99 would result in a possible break and 100 would result in a possible drop.

This damage increase does not apply to Thrown or Missile Weapons.

If wishing to allow increased damage for Rank attained with a weapon, give a +1 bonus for every full 4 Ranks. This rule will increase damage down by Thrown or Missile Weapons, and does not increase breakage chances.

It is recommended only one of these systems be used with any one particular weapon, not both.

[25.6] Special Damage Table
Modified
Strike
Chance
Possible
Grievous
Injury
Damage
Directly
Affecting
Endurance
01–09 01
10–16 01 01–02
17–23 01 01–03
24–28 01 01–04
29–36 01–02 01–05
37–43 01–02 01–06
44–49 01–02 01–07
50–56 01–03 01–08
57–63 01–03 01–09
64–69 01–03 01–10
70–76 01–04 01–11
77–83 01–04 01–12
84–89 01–04 01–13
90–96 01–05 01–14
97–103 01–05 01–15
104–109 01–05 01–16
110–116 01–06 01–17
117–123 01–06 01–18
124–129 01–06 01–19
130+ 01–07 01–20

Note: Though this table lists Modified Strike Chances greater than 100, these are useful only in determining the range of Damage Affecting Endurance and Possible Grievous Injuries. The highest possible Strike Check is 100. A figure who rolls 99 must check to see if his weapon has broken. A figure who roll 100 must check to see if he dropped his weapon. Both checks are modified MD × 3, or less, on D100.

[25.7] Grievous Injury Table

Class A weapons inflict Grievous Injuries on rolls of 01 through 20;
Class B weapons inflict Grievous Injuries on rolls of 21 through 69;
Class C weapons inflict Grievous Injuries on rolls of 70 through 100.

D100 Grievous Injury Inflicted
01–05 Congratulations! It's a bleeder in your primary arm! Take 1 Damage Point from Endurance and 1 per Pulse thereafter until the flow is staunched by a Rank 0 Healer or better, or you die.
06–07 Oh no! Your opponent's weapon has entered your secondary arm's elbow joint and the tip has broken off. Take 2 Damage Points from Endurance and that arm is useless until the sliver has been removed by a Rank 3 Healer or better. Increase the chance of infection by 30%.
08 A vicious puncture wound in your groin! Take 3 Damage Points from Endurance and reduce your TMR by 2 until fully recovered, which will take two months. Increase the chance of infection by 30% (assuming you live long enough for such things to matter).
09–10 You have been stabbed in your secondary arm. Drop whatever you were holding in it and take 2 Damage Points from Endurance. It will take a full week for the arm to be of any use to you whatsoever.
11 Your aorta is severed and you are quite dead. Rest assured your companions will do their best to console your widow(er).
12 A stomach puncture. Nasty. You suffer 3 Damage Points from Endurance and lose 2 from your TMR until fully recovered, which will take two months. Also, you are automatically Stunned for the next Pulse (if you aren't already), after which you will recover. Increase the chance of infection by 20%.
13 Your opponent's weapon has entered your eye; roll D10. On a roll of 1, the weapon has entered your brain and you are dead. On a roll of 2–5, your left eye is blinded; on a roll of 6–10, your right eye is blinded. If you are lucky enough to be blinded instead of killed, you suffer 2 Damage Points from Endurance. In addition, a figure who is blind in one eye suffers the following subtractions: 2 from Physical Beauty; 4 from Perception; 1 from Manual Dexterity. A figure blinded in one eye reduces his Base Chance with any Missile or Thrown Weapon by 30%.
14–18 A wound of the solid viscera. Usually fatal. Take 3 Damage Points to Endurance and 1 per Pulse thereafter until the bleeding is stopped by a Rank 2 Healer or better, or you die. Increase the chance of infection by 30%.
19–20 Take a stab in the leg (your choice as to which one) resulting in a deep puncture of the thigh muscle. Suffer 1 Damage Point to Endurance and reduce your TMR by 1 until you heal, which will take 4 weeks.
21–25 A chest wound. Take 2 Damage Points to Endurance and reduce your TMR by 1 until recovered (about 2 months). Look on the bright side, though. Your attacker's weapon is caught in your rib cage and has been wrenched from his grasp.
26–27 Bad luck! Your secondary hand has been severed at the wrist. Take 2 Damage Points to Endurance and subtract 1 point per Pulse from Fatigue thereafter (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Rank 0 Healer or better. If you live, reduce your Manual Dexterity by 2.
28–30 Worse luck! Your primary hand has been severed. See result 26–27 for effects.
31–34 A minor wound. Your face is slashed open, ruining your boyish good looks and causing blood to spurt into your eyes. Reduce your Physical Beauty by 4 permanently.
35 Your secondary arm is sliced off at the shoulder. Take 5 Damage Points from Endurance and 1 per Pulse thereafter from Fatigue (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Rank 1 Healer or better. Reduce your Manual Dexterity by 2 and your Agility by 1.
36 The same as 35, except it's your good primary arm that has been lopped off.
37–40 You have been eviscerated! Take 4 Damage Points from Endurance and 1 point per Pulse from Fatigue thereafter (Endurance when Fatigue is exhausted) until you are unconscious. Increase your chance of infection by 40%.
41–42 A glancing blow lays open your scalp and severs one ear (your choice as to which one). Take 2 Damage Points from Endurance. Reduce your Perception by 2.
43 A savage slash rips open your cheek and jaw. Take an automatic Pass action next Pulse due to the shock of the blow. Your Physical Beauty is increased by 1, since your disfigurement will bring out the maternal/paternal instincts in the opposite gender.
44–50 A slash along one arm, and it's a bleeder! Take 2 Damage Points from Endurance and lose 1 point from Fatigue (Endurance when Fatigue is exhausted) each Pulse until the bleeding is stopped by a Rank 1 Healer or better, or you die.
51–52 Hamstrung! Roll D10. On a roll of 1–4, it is your left leg. On a roll of 5–10, it is your right. Take 4 Damage Points from Endurance and fall prone. You may not stand unassisted until the wound is healed (which should take three months). Reduce your Agility by 3 permanently.
53–60 Your primary arm is crippled by a wicked slash! Take 2 Damage Points to Endurance and drop anything you have in your primary hand. The arm is unusable until healed, which should take 2 months.
61–67 Your secondary arm is crippled; see 53–60 for details.
68–69 A nasty slash in the region of the shoulder and neck. Roll D10. On a roll of 1–3, your head is severed and your corpse tumbles to the ground. On a roll of 4–6, your secondary collar bone is crushed; on a roll of 7–10, your primary collar bone is crushed. If your collar bone is crushed, the results are identical to 53–60, except you suffer 4 Damage Points to Endurance.
70–74 A crushing blow smashes your helmet and causes a concussion. Take 3 Damage Points from Endurance and suffer a reduction of 4 in both Manual Dexterity and Agility lasting for 3 days.
75–80 A massive chest wound accompanied by broken ribs and crushed tissues. Very ugly, this. Take 5 Damage Points immediately from Endurance. Reduce your Manual Dexterity and Agility by 3 each until this wound heals (should take about 4 months). Increase your chance of infection by 10%.
81–84 A crushing blow smashes tissue and produces internal injuries. You suffer 2 Damage Points from Endurance and 1 per Pulse thereafter to Fatigue (Endurance when Fatigue is exhausted) until unconscious or you receive the attention of a Rank 2 Healer or better.
85–87 A jarring blow to your primary shoulder inflicts 2 Damage Points to Endurance. Roll D10; the result is the number of Pulses the arm is useless. You immediately drop anything held in that hand.
88–89 Similar to 85–87 except it is your secondary shoulder.
90–92 Your right hip is smashed horribly. Take 5 Damage Points to Endurance and fall prone. You will be unable to walk until the damage has healed (takes about 6 months). Good fun. When healed, you will still have a limp which will reduce your TMR by 1 and your Agility by 2.
93–94 The same as 90–92 except it is your left hip that is smashed.
95–97 Your opponent's weapon has come crashing down on your head and fractured your skull. You fall prone and are unconscious, and take 8 Damage Points to Endurance. If you survive, you lose 2 from Agility, 2 from Manual Dexterity, and 2 from Perception. It will take a year in bed to recover.
98–00 Crushing blow to your pelvis breaks bone and tears tissue. Take 7 Damage Points to Endurance and fall prone. Try to roll under your Willpower on D100 to avoid falling unconscious. If you survive, you will be unable to move for D10 months.

Note: The suggested recovery times are a guideline for GMs to use in determining how long characters should be kept out of action. The actions of a competent Healer may alter these times in some instances. These Grievous Injuries are designed for combat between human-sized opponents. Any injuries sustained involving larger monsters should be applied judiciously by the GM, taking into account size and mass differences, etc. Simply stated, a halfling would be hard put to drive his dagger into the eye of an elephant, and in situations such as these, the GM may have to disallow the Grievous Injury or change its effects. Any damage which results from a Grievous Injury is in addition to the Endurance damage already determined.

26. The Effects of Damage

The ultimate result of incurring damage for any figure is death; this arrives when the figure's Endurance reaches 0. When a figure's Endurance reaches 3, he falls unconscious, and can only be revived by time or the arts of a Healer.

Whenever a figure suffers effective damage greater than (EN÷3), rounded up, from a single strike, he becomes Stunned. The figure may not take any other action except attempt to recover from Stun until he has recovered.

A figure who becomes Stunned may drop anything he is holding. The procedure outlined in rule 24.3 is used to resolve the outcome. The check is only performed once, at the moment the figure becomes Stunned.

A Stunned figure who is currently engaged automatically has the lowest Initiative Value of the engagement. Likewise, an unengaged Stunned figure acts last among all of his fellows.

To recover from being Stunned, a figure must roll less than or equal to his ([WP × 2]+current FT*).

*Current FT is the figure's Fatigue total at the instant the roll is made.

Every Pulse after becoming Stunned, the figure may attempt to recover but may do nothing else, including move.

Note: Certain monsters begin with an Endurance of 5 or less. These monsters never become unconscious; they are either alive and alert, Stunned, or dead.

27. Weapons

Any instrument used to inflict damage on a figure is called a weapon. Weapons may include the figure's hands, claws, talons, feet, teeth, breath weapon, etc. All normal weapons are listed on the Weapon Tables along with their characteristics. The only limits to the number of weapons a character may have in his possession are the weight and bulk of those weapons. The GM should carefully examine each character, checking for the location of the character's weapons. Any odd or unlikely method of carting weaponry around should be disallowed. Any humanoid figure may never have more than two one-handed weapons or one two-handed weapon prepared at any one time. Carrying a prepared shield replaces one one-handed weapon and disallows a two-handed weapon for this purpose. Figures with more than two appendages may use as many weapons as they are able. It is always assumed when a figure is armed with a one-handed weapon it is carried in his primary hand, unless stated otherwise.

A figure may attempt to envenom any Class A or B weapon and thus poison the figure it strikes. An Assassin is trained in the use of envenomed weapons (see rule 27.3).

[27.1] A figure need not use any normal weapon to attack.

A figure may attempt to strike barehanded (see rule 28.), but only if one hand is free. Any figure may attempt to use an item not normally assumed to be a weapon (furniture, books, glasses, dishes, etc.) at the GM's discretion, who assigns Base Chance, damage modifiers, and so forth.

[27.2] The Weapon Tables list all normal weapons and their characteristics.

All normal weapons which would appear within a typical DragonQuest world are detailed in the Weapon Tables. If the GM wishes to add more exotic weapons to the list, he should feel free to, and should assign characteristics for those weapons based on the examples given.

The characteristics for each weapon are:

Weight: The weight of the weapon in pounds (or ounces, if so noted).

PS (Physical Strength): The minimum PS a figure needs to wield the weapon properly. A figure without the PS to meet this minimum inflicts 1 less point of damage for each point of PS he is below the required minimum. A figure may never achieve Rank in a weapon he does not have the PS to wield.

MD (Manual Dexterity): The minimum modified MD a figure needs to maneuver the weapon properly. A figure without the MD to meet this minimum has the weapon BC modified by −5% for every point he is below the minimum. A figure may never achieve Rank in a weapon he does not normally have the MD to wield normally.

BC (Base Chance): The basic unadjusted chance of the wielder to score a successful hit on an opponent with that weapon.

DM (Damage Modifier): The modifier added to the D10 die roll when performing a Damage Check. The modified damage total may never be reduced to less than 1 due to this modifier (see rule 2.7).

Range: The distance, in hexes, the weapon may be fired or thrown. P means prohibited (i.e., weapon cannot be fired or thrown).

Class: A letter representing the type of damage done by the weapon. Class A weapons inflict thrusting damage. Class B weapons inflict slashing damage. Class C weapons inflict crushing damage. Used for determining Grievous Injuries (see rule 25.7).

Use: A letter representing the type(s) of attack the weapon may be used in. R indicates Ranged Combat. M indicates Melee Combat. C indicates Close Combat. A weapon may not be used in an attack type for which it is not rated.

Cost: The cost, in silver pennies, to purchase the weapon. At the cost listed, the weapon is of normal quality.

Max. Rank: The highest Rank attainable with that weapon.

Weapon Tables

Swords
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Basilard 24 oz 10 10 40 +1 P A MC 20 6
Broadsword 3 15 15 55 +4 P B M 50 6
Claymore (1–2) 5 16 13 50 +4 P B M 80 7
Cutlass 5 16 12 50 +3 P B M 40 7
Dagger A 10 oz 7 10 40 D 8 A RMC 10 9
Dirk 2 11 13 45 +2 P A M 25 5
Estoc 2 15 17 45 +5 P A M 65 9
Falchion 4 12 11 50 +2 P B M 35 8
Flamberge(1–2) 6 16 15 50 +5 P B M 90 6
Knife 1 8 10 40 +1 12 B RMC 15 9
Hand-and-a-Half(1–2) 6 17 16 60 +5 P B M 85 7
Longsword (A) I 3 14 16 45 +4 P A M 75 8
Longsword (B) I       55 +3 P B M    
Machete 3 12 13 50 +2 P B M 35 6
Main-Gauche 1 8 15 45 +1 P A MC 20 10
Poignard 1 9 14 45 +1 P A M 15 9
Rapier 2 11 18 45 +3 P A M 35 10
Sabre 3 14 15 60 +3 P B M 40 7
Schiavone (1–2) 3 15 12 50 +3 P B M 70 7
Schlaeger 3 14 17 55 +3 P B M 80 8
Scimitar 4 11 15 50 +3 P B M 60 8
Short Sword 2 10 12 45 +3 P A M 40 6
Tulwar 4 13 15 50 +4 P B M 65 8
Two-Handed Sword (2) 9 22 14 55 +7 P B M 100 5
Hafted Weapons
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Battle Axe (1–2) 5 14 14 60 +4 6 B RM 20 7
Crude Club 4 16 10 45 +2 6 C RM 3 2
Flail 4 14 15 50 +2 P C M 15 5
Giant Axe 25 29 12 65 +10 6 B RM 50 7
Giant Club 10 25 9 50 +8 9 C RM 10 5
Giant Mace 25 27 10 50 +7 8 C RM 40 5
Great Axe (2) 6 19 17 65 +6 P B M 30 7
Hand Axe 2 8 11 40 +1 8 B RMC 15 4
Mace 5 16 9 50 +4 5 C RM 15 5
Mattock (2) 6 19 14 55 +6 P C M 18 5
Morningstar (1–2) 5 18 15 60 +4 P C M 20 5
Quarterstaff (2) 3 12 16 55 +2 P C M 3 9
Sap C 1 9 11 40 +1 P C MC 2 3
Sickle 2 11 14 45 +1 P B M 8 5
Scythe (2) 8 16 15 50 +4 P B M 14 4
Torch B 3 8 12 40 +1 P C M 1 -
Truncheon 3 15 14 50 +3 P C M 30 5
War Club 3 14 10 50 +2 7 C RM 5 5
War Hammer 4 15 13 45 +3 6 C RM 14 5
War Pick (1–2) 5 17 13 45 +4 P C M 20 5
Thrown Weapons
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Throwing Dart H 3 oz 9 15 40 D 12 A R 1 10
Boomerang J 1 11 15 40 D 20 C R 2 7
Grenado K 2 9 15 40 V 15 - R V 4

The following weapons also function as Thrown Weapons: dagger, hand axe, battle axe, giant axe, crude club, war club, giant club, mace, war hammer, javelin, spear, giant spear, net, bola, and rock.

Weapons are normally wielded one-handed, and the exceptions are noted with a (2) after the name of the weapon. Some may be used either one or two-handed, and these are noted with a (1–2). When weapons of this type are wielded two-handed, modify their base DM by +1.

- indicates that a weapon has no Class for purposes of Grievous Injuries; when a possible Grievous Injury is rolled, only damage affecting Endurance results. V indicates that the characteristic is variable.

*The damage done by a blowgun dart depends upon the substance which coats the tip (poison, for instance; see rule 93.8 and rule 27.3).

Pole Weapons
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Javelin D 3 12 15 45 +2 12 A RM 4 10
Spear (1–2) 5 15 14 50 +3 6 A RM 10 5
Giant Spear (1–2) 15 22 16 55 +7 12 A RM 20 5
Pike (2) E 8 18 16 45 +5 P A M 15 5
Lance F 7 16 18 45 +6 P A M 4 5
Halberd (2) 6 16 16 55 +3 P B M 15 5
Poleaxe (2) 6 18 15 55 +4 P B M 20 5
Trident (1–2) 5 14 16 45 +2 5 A M 8 5
Glaive (2) 7 16 18 55 +5 P B M 15 9
Giant Glaive (2) 14 22 18 65 +9 P B M 30 9
Missile Weapons
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Sling (2) G 1 7 15 40 +1 60 C R 1 8
Short Bow (2) G 4 14 15 45 +2 60 A R 20 8
Long Bow (2) G 6 16 15 55 +4 180 A R 25 8
Composite Bow (2) G 8 17 15 55 +4 225 A R 30 8
Giant Bow (2) G 14 25 17 55 +7 45 A R 80 8
Crossbow (2) G 7 18 14 60 +3 80 A R 15 5
Heavy Crossbow (2) G 10 20 14 60 +4 90 A R 20 5
Spear Thrower (2) G 4 11 14 50 +2 15 A R 5 10
Blowgun (2) G 1 7 16 30 * 7 - R 3 10
Entangling Weapons
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Net L 2 11 16 30 −5 5 - RMC 4 4
Bola M 2 11 15 35 −3 10 - RC 5 6
Whip N 3 10 16 40 −3 P - MC 6 10
Special Weapons
Type Weight PS MD BC DM Range Class Use Cost Max.
Rank
Rock V 5 10 30 −1 8 C RMC - 6
Cestus O 3 12 14 35 −1 P C MC 15 9
Garrote (2) P 1 12 15 30 +3 P - C 3 3
Shield V 10 12 40 −2 P C M V 4
Weapon Accessories
Type Weight No. Cost Notes
Shot 4 20 1 Use in Sling
Dart 2 20 5 Use in Blowgun
Arrows 2 20 10 Use in any draw bows
Quarrels 7 20 15 Use in any crossbows
Cranequin (2) 3 1 10 Use to cock crossbows; requires PS 11 and two free hands

All shot, darts, arrows, and quarrels come in appropriate pouches or quivers of 20, and the weight and cost of the pouch or quiver is included in the information given for the accessory.

A. When attacking a foe with a modified AG between 9 and 12 (inclusive) the dagger may be used to attack 2 times per Pulse without penalty against that foe. If the foe's modified Agility is 8 or less, the dagger may attack 3 times per Pulse against that foe.

B. A torch is not actually a weapon, but may be used as such in emergencies. Also, brandishing a burning torch in the face of an animal may cause it to flee. Any animal with a WP of 10 or less may be scared off if it fails a WP × 4 roll. A successful result indicates the animal is not impressed. No Rank may ever be achieved with a torch.

C. The sap may only be used to knock out targets wearing only leather, cloth, or no armor. Used by an Assassin, any hit knocks out the target; for anyone else, any hit Stuns, and 4 or more points of effective damage knocks out the target (exception to rule 23.5).

D. A javelin functions as a Thrown Weapon unless it is launched by a spear thrower, in which case the spear thrower's characteristics are used and it functions as a Missile Weapon.

E. A pike may be used to Melee attack any figure within two hexes; its Melee Zone extends into what would normally be the first hexes of that figure's Ranged Zone.

F. A lance may be used only by a mounted figure.

G. All Missile Weapons must be loaded before firing; this action is in addition to Preparing the weapon itself. A Pass action must be taken in order to load the sling, any draw bow, the spear thrower, and the blowgun. Two consecutive Pass actions must be taken to load a crossbow (three if using a cranequin).

H. Up to three darts may be thrown at one, two, or three targets in one Pulse with no penalty.

I. The longsword is a narrow, pointed, two-edged sword which can be used either to thrust (A) or to slash (B), therefore it has two BCs and two DMs. A character employing a longsword must declare which style of attack he is employing before beginning his attack.

J. A boomerang returns to the thrower if it did not hit anything during its flight.

K. A grenado is filled with any substance (manufactured by an Alchemist) designed to burst into flames on impact. These substances include Greek Fire, methane, and anything else the GM will allow. It bursts on landing (it need not be thrown at a particular figure), and its effects are determined by the substance contained within. If a “miss” is rolled for the Strike Check, the GM should randomly determine whether the grenado landed short, long, left, or right of the target (or any combination thereof).

L. The net may be used to Entangle in either Melee or Ranged Combat. In Close Combat, it functions as a garrote, using a garrote's characteristics.

M. The bola may be used to Entangle only in Ranged Combat. In Close Combat, it functions as a garrote.

N. The whip may be used to Entangle and do damage in the same Pulse to the same target in Melee Combat. In Close Combat, it functions as a garrote. Once the target is Entangled, the attacker may choose to leave him Entangled (thus letting go of the whip), or disentangle the target, and retain possession of the weapon.

O. Cesti are worn on the hands and need not be prepared in order to be used.

P. The garrote is used to strangle the target and may only be used against man-sized or smaller victims. When used by a trained Assassin, once a successful hit has been scored, it will continue to do damage every Pulse from then on until the victim is dead or the Assassin has taken effective damage from either the victim or an outside source. If the victim's PS is greater than the Assassin's, the GM may permit him to attempt to break the hold, similar to the attempt to Restrain (see rule 23.5). If the attempt is successful, the hold is broken and the Assassin will have to make another successful Strike Check to continue the strangulation. Some types of plate armor may, at the GM's discretion, prevent the successful use of this weapon due to protection around the neck area. A non-Assassin has to roll a Strike Check every Pulse to see if any damage can be done.

[27.3] Figures may, at the GM's discretion, employ envenomed weapons.

If the GM permits, figures may carry and use weapons coated with poison. Only Class A and B weapons may be envenomed. See the Alchemist skill for details concerning types of poisons and paralyzants. For the venom to be introduced into the bloodstream of the victim, at least 1 point of effective damage must be inflicted.

When anyone but an Assassin handles an envenomed weapon, there is a chance the figure will nick himself and introduce the venom into his own bloodstream. Every time an envenomed weapon is handled, the figure must try to roll less than or equal to his (modified MD × 3) to avoid any mishap. If the roll is failed, he has been nicked by the weapon and has poisoned himself.

Handling a weapon is defined as including all actions of coating the weapon with the venom, storing the weapon until used, and preparing the weapon for an attack. The check should be made once for the preparation of the weapon and once for the attack. The timing of the checks is up to the GM, but at least two rolls should always be made if the weapon is used to attack.

Cleansing the weapon of the poison does not require a check. An envenomed weapon will remain effective for 6 hours, by which time the venom will have evaporated or been otherwise wiped off. When the weapon has successfully struck and inflicted at least 1 point of effective damage, the venom has been removed.

A paralyzant functions as a knockout drug against human-sized or smaller figures. If the victim fails his Willpower Check (see rule 93.8), he falls prone, unconscious, and will remain that way for (20+D10-WP) minutes.

[27.4] A figure struck by a Class A Missile or Thrown Weapon will have his Agility lowered until the weapon is removed.

Whenever a figure suffers effective damage from a Class A Missile or Thrown Weapon, it has lodged itself in the target's body and reduces his Agility by 3. The weapon remains lodged until a Pass action is executed to remove it. When any barbed weapon is removed (arrow, spear, etc.), the figure takes D10−4 damage directly to Fatigue (not absorbed by armor). If the weapon is a Pole weapon, the Agility loss is 5 and the damage to remove it is D10−2.

The Agility loss applies only to man-sized or smaller figures. The GM must judge the Agility loss for larger figures.

28. Unarmed Combat

Any figure may attempt to attack a hostile figure by using his hands and feet. For many monsters, this is the only way they may attack. Unless specified otherwise, all figures/monsters receive one attack with their hands/claws/bite per Pulse without penalty. Some monsters may be able to attack more than once, and these attacks are detailed in the Monsters description (see section IX.).

For a humanoid figure to strike with his primary hand, the Unarmed Combat BC is (modified AG × 2). For every point the figure's PS is above 15, the Unarmed Combat BC is modified by +1. The damage done by a successful strike is D10−4, +1 Damage Point for every 3 full points of PS above 15. A humanoid can achieve Rank with bare hands just as he can with any weapon.

Beginning at Rank 3 in Unarmed Combat, figures may choose to kick instead of using hands (or in addition to hands) in unarmed attack. This allows an unarmed attack while a figure's hands are full. The BC and damage are as above. Using legs in this manner allows an attempted Trip by the attacker (see rule 23.5) with BC and damage remaining the same as for all Unarmed Combat.

29. Multi-Hex Monsters

Many monsters detailed in the Monsters Section (see section IX) will occupy more than one hex on the Tactical Display. Their size necessitates the following alterations in the resolution of both movement and combat.

Multi-hex monsters have three types of hexes surrounding them: Front, Rear, and Flank. Front and Rear hexes function in the same way for them as for any other figure, but attacks through Flank hex-sides give the attacker a bonus (see rule 24.6). The exact configuration of Front, Rear, and Flank hexes vary with the size of the monster (see Illustrations 4 through 7 below).

A multi-hex monster is always placed on the display such that its head unambiguously faces a vertex of two hex-sides. It may move in any way so that its head enters any Front hex, and may move up to its full TMR in this fashion. At the end of its movement, it must once again unambiguously face a vertex. For facing changes, a penalty of one less hex of movement for each two hex vertices changed is applied, since the mass being maneuvered is much greater than a humanoid's.

In order to change facing, the monster must pivot using its head as the pivot point. A multi-hex monster may freely pivot or move into any hex occupied by a 1-hex figure. The smaller figure is automatically knocked prone and the monster may then attempt to trample the figure at a Base Chance of 40%, doing damage equal to D10+the size of the monster in hexes. Trampling is Class C damage.

30. Mounted Combat

In mounted combat, the TMR of the figure (comprising the mount and the rider) is that of the mount; the rider may not move at all. A rider may only mount or dismount when the mount is not moving. Any action a figure is capable of while standing on the ground he is capable of while mounted with the following exceptions:

  1. Using a two-handed weapon.
  2. Firing any missile or Thrown Weapon while moving.
  3. Using more than one weapon at a time.

These restrictions are lifted depending on the Horsemanship Rank of the rider (see rule 157.2). A figure may always use a shield and a one-handed weapon while mounted.

A rider and mount will normally occupy only one hex, unless the mount is a multi-hex monster. If they occupy more than one hex, the movement will be governed by the rules of multi-hex monsters (see rule 29.). On a normal mount, the rider will not be able to attack out of his Front hex, only the hexes to either side of that hex. His Front hex may be attacked into using a spear (or similar long hafted weapon) or any Fired weapon (see Illustration 8).

To control a mount during combat, the Horsemanship skill of the rider is taken into account. An inexperienced horseman will have an incredibly difficult time even con-trolling his mount in a chaotic melee; it will be better for him to dismount and fight on foot until he becomes skilled.

A Charge on a mount is executed in the same manner as a Charge on foot, except the amount of movement prior to the attack will be greater and the Charge must be in a straight line (no facing changes allowed). Any act of turning the mount or stopping it during or after the Charge will require a Horsemanship Check (see rule 156.2). The Pulse following any mounted Charge, the momentum will take the mount past the target to its full TMR. Any attempt to turn or stop the mount will occur after that movement is terminated. A failed check will result in the mount continuing on its way.

Illustration 8: The horseman with the sword can attack into hex A or hex C, but not into hex B. Thus, the figure on foot cannot be hit with the sword, but he could be trampled.

31. Infection

At the end of every combat in which a figure is wounded, or when a figure is wounded in a non-combat situation, there is the possibility that figure has become infected as a result of their wound. An Infection Check is performed to determine whether the figure is infected or not.

The Base Chance of infection is 10%. If the figure took any damage to Endurance, add 20%+the amount of Endurance damage taken to the Base Chance of infection. If a bite, claws, or talons inflicted the damage, add an extra 20%. Specific Grievous Injuries can raise the Base Chance of infection even further. The infected figure rolls D100. If the result is equal to or less than the modified Base Chance of infection, the figure is infected.

An infected figure is considered diseased, and every morning after becoming infected, the figure must try to heal himself or suffer Endurance damage. To heal himself, a figure must roll under his original unmodified Endurance on D100; a roll equal to or less than the Endurance results in a cure. If the infection is not cured, each day the figure takes D10−5 points of Endurance damage from the infection. Obviously, an infected figure who is not cured will eventually die from his wounds. The effects of slow acting (blood agent) poisons function in the same manner as infections except there is no roll for cure.

32. Example of Combat

The following is an example of the way a typical combat will be resolved, emphasizing order of resolution rather than detailing the actual die rolls and success chances.

A party of player characters is traveling by foot along a path deep within a forest. They are alert but not combat-ready; they are tired from having traveled long and hard all day. The party consists of Ariella, a human Celestial Mage, Eaglewing, an elven Ranger; and, Delion, an elven Illusionist. The GM has generated an ambush for the party as they round the next bend in the path, and assigns a readiness factor (see rule 154.2) of 3 to their chance to detect the ambush.

Eaglewing is leading the party, so his Perception of 10 is used for the check, but he also receives a 15% bonus due to his Ranger skill. Eaglewing does detect the ambush, and the hobgoblin, orc, and goblin lying in wait will get no surprise this day. The GM determines they will attempt an attack anyway, and combat begins.

The GM draws out the surroundings, places the characters' miniatures on the Display, and then places the monsters' figures. He determines the characters' Fatigue loss (due to their long march), and adjudicates the monster's Fatigue status. He allows the characters to prepare a weapon, if they wish, because of the alertness of Eaglewing.

First Pulse: The hobgoblin (Perception 13) is the Leader of the monsters. Eaglewing is the character party's Leader. The GM rolls Initiative for the monsters, and Eaglewing's player rolls for the party. The hobgoblin wins and decides that the monsters will act first. The hobgoblin tries to goad his mount (a horse) to Charge Eaglewing. The GM rolls the hobgoblin's Horsemanship check—it is successful—and the charge occurs. The hobgoblin is not close enough to Eaglewing at the end of the Charge to Melee attack him with his scimitar. The orc throws his spear at Ariella and misses. The goblin fires his Crossbow at Delion and hits him, profiting from the 20% bonus for attacking Delion from a Rear hex. Delion takes 9 points of Fatigue damage (4 of which is absorbed by his leather armor) and becomes Stunned. He is unable to hold on to his rapier, which falls to the ground. Now the party may act. Eaglewing, having prepared his tulwar upon becoming aware of the ambush, sets himself to receive the hobgoblin's Charge by taking an Evade Action (he has achieved Rank 5 with the tulwar, so he thinks he has a good chance to Parry). Ariella prepares a spell, and begins to pronounce the magical incantations. She may not move. Delion acts last as he is Stunned. He may only attempt to recover from Stun; he tries and fails.

Second Pulse: The Initiative roll is won again by the hobgoblin. He Charges Eaglewing and attacks. His Strike Check is 37% above his Modified Strike Chance, so Eaglewing may Parry. He rolls an 8, plus 6 for his Rank, minus 3 for the hobgoblin's Rank, yields a result of 11: a Disarm and Riposte. Eaglewing hits the Hobgoblin with his Riposte, doing damage affecting Endurance for 12 points. The hobgoblin is Stunned, and the GM checks to see if he falls from his horse. He does, and falls at Eaglewing's feet. The orc prepares his scimitar and moves slightly towards Delion. The goblin begins to reload his crossbow. Eaglewing attacks the prone hobgoblin (the Riposte does not count as an action), receiving a 15% bonus for the hobgoblin being Stunned and a further 20% for his being prone (the hobgoblin's Defense is not subtracted because he is Stunned). Eaglewing strikes for a Grievous Injury this Pulse and kills the unfortunate hobgoblin. Ariella tries to cast her spell of Starfire (knowing full well she is receiving a 20% penalty because it is still daytime) and succeeds, doing 13 points of damage to the goblin, who becomes Stunned and drops his bow. Delion tries again to recover from Stun, and succeeds.

Third Pulse: This time Eaglewing wins the Initiative Roll (performed against the orc since the hobgoblin is dead). Since no one is engaged yet (the hobgoblin does not engage Eaglewing because he is dead), he chooses to have the party act first. He prepares his main-gauche, and moves slightly towards the orc. Ariella begins to prepare another Starfire spell. Delion picks up his rapier and changes facing to receive the orc's attack. The orc moves up to Delion and Melee attacks him, missing. The goblin recovers from being Stunned.

Fourth Pulse: Initiative is rolled between Eaglewing and the goblin, since the orc is engaged with Delion. Eaglewing wins it. However, since the orc and Delion are engaged, their combat is resolved before anything else. The orc's Initiative Value is 27, Delion's is 25, so the orc may act first. He attacks Delion, inflicting enough Fatigue damage with his successful attack that Delion is out of Fatigue (remember, the party was tired to begin with). Delion, seeing the way the battle is going, Withdraws defensively. Eaglewing chooses to have the party act first and allows Ariella to try her spell before he himself takes any action. Ariella, however, is not so lucky this time and her spell backfires, reducing her Fatigue to zero and Stunning her. Eaglewing (frustrated at the Adept's fumbling) moves up to the orc, attacking him from behind. He receives a 30% bonus for attacking from a Rear hex but a 15% penalty for Charging with a non-Pole weapon. However, his attack is successful, doing enough Fatigue damage to Stun the orc. Delion cannot act now because he has already performed an action earlier in the Pulse. The goblin runs away.

Fifth Pulse Eaglewing asks the orc to surrender and the orc accepts, thus ending the need for the Tactical Stage.