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Combat

Rounds, Attacks, Parries & the Tools of War

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The Basic Rhythm

Combat Rounds & Actions

Fights are resolved in combat rounds, each representing roughly a dozen seconds of game time — enough for everyone involved to start or finish at least one action. The gamemaster begins counting rounds the moment a physical confrontation looks likely, and stops once it's over. Within a round, the gamemaster calls out passing DEX-ranks, attackers roll to hit, and defenders choose to parry, dodge, or trust to armor while doing something else entirely.

An adventurer actively fighting hand-to-hand is "engaged"; anyone else in the encounter is "unengaged." A round breaks down into a short menu of possible actions:

  1. Move, if disengaged. An adventurer can move to close with someone, but moving more than half their normal movement in a round means waiting until the next round to attack (dodging or parrying is still fine). Moving 2 MOV or less costs five DEX-ranks of delay; moving 3–4 MOV costs ten.
  2. Perform a non-combat action, if not engaged. Attempt a skill, begin casting, or simply do nothing.
  3. Move to engage. Moving half or less of normal movement still leaves time to attack and defend that round.
  4. Disengage from combat. Declared at the start of the round: the disengaging adventurer makes no attack, but must successfully dodge every attack aimed at them. Succeeding at all of those dodges lets them move up to full movement by round's end, including running away; failing even one means they're still engaged.
  5. Attack. Engaged adventurers fighting hand-to-hand can't also fire or throw missile weapons that round.

Other Actions

  1. Draw, pick up, or sheathe a weapon. Each costs five DEX-ranks and can be done while moving or fighting.
  2. Parry or dodge. A parry blocks a blow, usually with a weapon or shield, starting each round at the same percentage as the relevant weapon skill. A dodge is a full-body evasion, using the independent Dodge skill, and works to evade a blow, disengage, or close in against a longer weapon. Both are free actions that cost no DEX-ranks and can be attempted once per round at no penalty — but every additional dodge or parry after the first, for that character in that round, drops 30 percentiles from whichever one is used next (the two compete for the same shrinking pool, so a highly skilled parry and a highly skilled dodge can't both stay at full strength through a busy round).
  3. Riposte. Only possible when fighting with two weapons, or a weapon and shield. No more than once per round per combatant, a critical parry lets the defender make a free counterattack with whichever weapon didn't parry — this doesn't cost DEX-rank position, occurring immediately in the same rank as the parry, and can itself be parried or dodged normally.
Combat Summary
AttackParryResult
HitsInterceptsAttacker's blow is deflected.
HitsMissesDefender is hit and may lose hit points.
MissesDefender maintains guard; no roll needed.
FumblesAs attacker's miss, plus a roll on the fumble table.
Reading the Dice

Levels of Success & the Attack/Parry Matrix

Every combat roll falls into one of five outcomes, from best to worst:

Attack & Parry Matrix
AttackParryConsequence
ImpaleCriticalDefender blocks all damage, no result.*
ImpaleSuccessAttack slips through enough to do ordinary damage and ignores armor.
ImpaleFailure, fumbleAttack ignores armor, does double damage; if defender fumbles, also roll on fumble table.
CriticalCriticalDefender blocks all damage, no result.*
CriticalSuccessAttack still does ordinary damage, armor defends normally; parrying with a weapon (not shield) costs the weapon 4 hit points.
CriticalFailure, fumbleDouble damage, armor defends normally; if defender fumbles, also roll on fumble table.
SuccessCriticalParry succeeds; a parrying weapon (not shield) loses 2 hit points.
SuccessSuccessDefender blocks all damage, no result.*
SuccessFailure, fumbleNormal damage, armor protects normally; if defender fumbles, also roll on fumble table.
FailureNo damage, no effect; play continues.
FumbleAttacker rolls on the fumble table.

*A parrying weapon or shield may still lose hit points if a single blow's damage exceeds its remaining hit points.

To resolve an attack or parry, roll D100 against the relevant skill and read the result against this matrix. No hard cap exists on how many dodges or parries can theoretically happen in a round; percentages simply reset to their normal maximum at the start of the next round.

Sequencing a Round

Order of Action

Every combat round runs through four phases, always in the same order: Statements, Magic, Actions, Resolution.

  1. Statements. Everyone declares their general intentions for the round. No statement is required just to parry, dodge, or ready a weapon, and declared actions can always be canceled or redirected if circumstances change — within reason; a character can't suddenly prepare for an ambush they failed to notice.
  2. Magic. Spells cast the previous round take effect first; new spells and summonings can only be started in this phase. Casters act in order of Intelligence, highest first, and may delay to a later INT-rank if they choose (ties broken by a D100 roll). Magic points are marked off as they're spent.
  3. Actions. Everyone not already engaged, or otherwise committed, may move up to their maximum. Attacks, parries, and dodges are ordered by DEX-rank, highest first; within the same rank, missile-weapon users go first, then long weapons, then medium and short hand-to-hand weapons (ties broken by D100). Multiple actions in one round must be spaced at least five DEX-ranks apart.
  4. Resolution. Everyone updates their sheets — hit points, magic points, spells in memory — before the next round begins.
Blade to Blade

Hand-to-Hand Procedures

Hand-to-hand fighting is treated separately from missile combat because the skills and instincts involved are genuinely different — it demands raw strength, honed reflexes, and a certain fearlessness that ranged combat doesn't ask for in quite the same way.

To attack, the attacker's player rolls D100 against the current weapon skill. A successful attack that isn't parried or dodged calls for a damage roll (plus any damage bonus); subtract that from the target's current hit points, first passing through any worn armor, which absorbs its own rolled amount of protection. If the armor's roll meets or beats the damage rolled, the target isn't wounded at all by that blow.

A parry occurs in the same DEX-rank as the attack it's responding to. An adventurer skilled enough (101% or higher) with an attack can choose to make either one full-strength attack per round, or split their percentage across multiple attacks in the same round, so long as each individual attack keeps at least 50 percentiles. Facing multiple opponents, a sufficiently skilled adventurer chooses the order in which to engage them.

Weapons and shields used to parry can themselves take damage. Ordinarily a parry costs a weapon nothing, but if a single blow's rolled damage exceeds the weapon's remaining hit points by at least one point, the weapon breaks; any damage beyond that passes through to the target. Shields work the same way, but only break once their hit points reach zero entirely, rather than the first time they're exceeded.

When It All Goes Wrong

Fumble Tables

A hand-to-hand fumble is rolled on D100 and covers everything from a simple stumble to a genuinely disastrous mishap. A few representative results across the range: low rolls tend toward slipping or tripping (on rocks, a corpse, spilled blood) and losing the next parry or attack; the low-middle range covers dropped, knocked-away, or broken weapons and shields, and minor injuries like a wrenched shoulder or a face full of blood; the middle-to-upper range covers real wounds — a cut nose, a smashed knee, a half-blinding cut across the eye — some of which impose lasting penalties until treated with Physik, Heal, or Suture; and the extreme high end (98–99 and 00) forces the player to roll again one or more additional times, compounding the bad luck. A "standard fumble" — simply dropping the weapon at one's own feet, five DEX-ranks to retrieve — can substitute for any result the gamemaster judges doesn't fit the situation, and demon-equipped combatants use a separate set of entries for their demon armor, shield, or weapon rather than the ordinary results.

Hand-to-Hand Fumble Table (D100)
D100Result
01–06Slip or trip on rocks, etc. — lose next parry; foe may disengage.
07–12Slip or trip on a corpse or obstacle — lose next attack; foe may disengage.
13–18Slip in blood, water, or other hazard — lose next parry and attack; foe may disengage.
19–24Sweat stings your eyes — parry, dodge, or move only for 1D3 rounds; foe may disengage.
25–28Shield strap breaks — shield parry halved until repaired. N/A demon shield.
29–32Distracted — automatic miss on your next attack, whenever it occurs.
33–36Weapon dropped — lands at your feet; 5 DEX-ranks to retrieve. Foe may disengage unless you carry a shield.
37–40Weapon knocked away — lands 1D4 yards off in a random direction. Ignore if using a shield.
41–43Blow to the solar plexus — you can parry but not attack or dodge for two rounds; foe may disengage unless you carry a shield.
44–46Arm cut, shoulder dislocated — you can use a weapon or a shield, but not both, for the rest of the fight. Ignore if parrying with a shield.
47–49Blood smeared across your face — parry and dodge only, for the next round. Foe may disengage.
50–52Struck unexpectedly from the side or rear — you're knocked down; foe may disengage.
53–55Heavy blow to the head — no hit points lost, but your senses reel; attack and parry skills halved for a full round.
56–58Helmet knocked off (or, if bare-headed, a heavy blow to the head — treat as 53–55) — 5 DEX-ranks to retrieve it and a full round to refasten it while disengaged. N/A demon armor.
59–62Weapon breaks — draw or pick up another; foe may disengage. N/A demon weapon.
63–65Your shield is cloven in two — discard it. If unshielded, your parrying weapon breaks instead. N/A demon shield.
66–68Nose broken or cut — bleed for 1D6+4 rounds; the resulting disfigurement is permanent (−1 APP).
69–71Foot stepped on, ankle sprained — movement halved for the rest of the battle.
72–74You lose the little finger of one hand — weapon or shield skill with that hand permanently drops 10%, player's choice.
75–77Weapon lodges in the foe's shield or armor — a roll of STR×3 or less is needed to pull it free.
78–80Leg cut — Dodge skill halved until successfully treated with Physik, Heal, or Suture.
81–83You lose a shoe or boot — wanted only in extreme heat, cold, or rocky terrain. Disengage plus a successful Search to find it.
84–86Knee struck — no Dodge, Ride, or Swim, and no movement above 4, for the rest of the fight. Ignore if you're using a large shield.
87–89Bloody cut across one eye — attacks and parries halved until successfully treated with Physik, Heal, or Suture.
90–92Armor straps cut — subtract 1 from armor roll results until repaired. N/A demon armor.
93–95Portion of armor lost — armor roll results permanently reduced by 2 for the rest of the fight. N/A demon armor.
96–97You strike a friend or yourself instead — a Luck roll decides; apply rolled damage plus any damage bonus.
98–99Really bad fumble — roll two more results on this table.
00Worst possible fumble — roll three more results on this table.

A "standard fumble" — the weapon simply drops at the fumbler's feet, five DEX-ranks to retrieve — can stand in for any result the gamemaster judges doesn't fit, and demon-equipped combatants use separate demon-armor, demon-shield, and demon-weapon entries in place of the ordinary ones (replacing results 25–28, 56–58, 59–62, 63–65, 90–92, 93–95, and entry 5 of the missile fumble table below).

Missile weapon fumbles are simpler, since ranged mishaps are more routine and generally only affect the shooter.

Missile Weapon Fumble Table (D6)
D6Result
1Fumbler slips — does not fire this round.
2Fumbler falls, breaking the arrow or spear or spilling the sling stones — no shot this round.
3Fumbler drops the missile, picks it back up, and fires on the last DEX-rank.
4Fumbler slips and misfires, striking a random target on their own side, if any. Roll as though attacking, but no damage bonus, since the shot was off-balance. The target cannot parry or dodge it.
5Bowstring or sling breaks, or a spearhead comes loose, from poor upkeep. No attack this round; fixing it takes 1D4 rounds. N/A demon weapons.
6Fumbler realizes some or all of their ammunition wasn't unpacked, and this was meant to be the last shot. If the pack is nearby, retrieving it takes 1D3 rounds.
Protection

Armor & Shields

Armor is essentially reinforced clothing — leather, bronze, and steel in varying combination — stiff enough to blunt an attack while leaving both hands free; once strapped on, it needs no ongoing attention or skill roll to wear. No armor is perfect: even the best plate has gaps where pieces must meet or joints must move, since fully rigid armor would be unable to move at all. Better armor is lighter and stronger, but steel is difficult and expensive to work well, and wearing armor at all is treated as an open declaration of hostility in more civilized places. Some armor types are regional specialties — sea leather only from the Isle of the Purple Towns, barbarian leather and wood only from the Sighing Desert's tribes, and Melnibonéan or Pan Tangian plate essentially unobtainable outside their home nations.

In play, armor needs no roll of its own to wear; when a successful attack lands, roll the armor's protection value and subtract it from the damage rolled — the wearer only loses the difference, if any. Mixing components from different armor types is possible by adjusting the roll up or down a point or two depending on the quality of the substitution.

Shields work similarly but block a reliable, fixed amount rather than a randomized one — every shield stops at least 15 hit points of damage outright, roughly matching the protection of the finest plate. Shields don't ordinarily lose hit points when struck, nor are they easily knocked from a defender's grip, but a blow that exceeds a shield's remaining rating whittles that rating down permanently, and the shield breaks entirely once it reaches zero. All shields function alike, so improving skill with one improves skill with all of them; most also carry their own attack, the knock-back, using the shield's metal rim plus the wielder's damage bonus.

Reading the Weapon Tables

Weapon Classes

Weapons that work similarly enough — same general grip, technique, and purpose — are grouped into shared classes; training with any one weapon in a class raises skill with the whole class. Broadly, weapons also sort into a few functional families: cutting weapons (axes, most swords) hack and chop with an edge; thrusting weapons (long spears and the like) jab or lunge, up to several yards in length; cut-and-thrust weapons (shortswords, long daggers) are flexible medium-length blades good for lunging or slashing; missile weapons are hurled or shot and leave the attacker's grasp; close-quarter weapons (Brawl, Wrestle, and similar grapples) work at point-blank range; and bashing weapons (maces, clubs, quarterstaffs) don't impale but hit hard through leverage and weighted ends. The 25 individual weapon classes below break this down further.

The 25 Weapon Classes
#ClassNotes
1Cestus, Iron ClawA metal glove, sometimes worn as a pair; damages like brass knuckles or claws.
2Broadsword, Cutlass, Falchion, Rapier, Scimitar, ShortswordOne-handed blades roughly a yard or less, one or two edges, sharp points; the broadest weapon class.
3Great Sword1.5–2 yards long, sharp-pointed, swung two-handed; Stormbringer is one.
4Concealable Knife, Dagger, Dirk, Long KnifeLight and compact; useful as a second weapon, and can parry if it has a cross-guard.
5Fire Iron, Great Warhammer, Heavy Mace, Large Club, Light Mace, Maul, Small Club, WarhammerClub-like smashing weapons; some, like the warhammer, also have a spike for punching through armor.
6Quarterstaff, Shepherd's Crook, Wooden StaffHardwood poles 2–3 yards long, held with hands apart, to smash with or parry.
7Thieves' BludgeonAny short, heavy, blunt object for quietly disabling someone; silence, not death, is the goal.
8Grain Flail, Morningstar Flail, Length of ChainFlexible-headed weapons that hit by velocity as well as mass; short whips fall in this class too.
9Battle Axe, Lormyrian Axe, Sea Axe, Timber AxeHeavy cleaving blades mounted on long wood or metal-clad handles; designs vary widely.
10, 11Long Spear, Pouncing Stick, Short Spear, TridentSpears up to two or three yards; even the shortest run nearly two yards. Used mainly to thrust.
10Pikes, Pole ArmsLong-handled weapons for soldiers to fend off cavalry or pull riders down; often hooked.
11Cavalry LanceWeighted for balance on horseback, longer than a short spear, meant to strike unbraced foot soldiers or opposing riders.
12HarpoonA relatively heavy barbed spear, sometimes metal, thrown one- or two-handed against large creatures; often roped.
13NetThe arena net: spins open, drapes over a target, and entangles or captures a helpless opponent.
14BrawlAn attack natural to every human; skilled brawlers can be devastating.
15WrestleAn attack natural to every human, distinct from Brawl.
16Burning TorchA small club that can also ignite clothing; does 1D6 fire damage or club damage.
17Hand SickleA short curved-blade tool for cutting plant stalks; can be as deadly as a dagger, though some designs are clumsy.
18ScytheA large curved harvesting blade on a two-yard handle, swung in broad rhythmic arcs.
19Strangle CordAny strong, thin, flexible rope narrow enough to slip between fingers and neck; cuts hands that grab it.
20Drayer's WhipA single lash up to four yards long on a wood handle, built to get a draft animal's attention rather than injure.
21Throwing AxeA small, light single-bladed axe, edge well ahead of the socket.
22Throwing DaggerShort for a dagger, sometimes front-weighted and without a cross-guard.
23Javelin, Thrown 1H SpearShort spears meant to be thrown, often used by units in formation.
24Sling, Staff SlingA leather strip with a cup, whirled for velocity; a staff sling adds even more range, using stones or cast shot.
25Melnibonéan Bone Bow, Desert Recurved Bow, Hunting BowThe various bows of the saga; there is no crossbow in this setting.
Reference

Weapon & Armor Tables

The complete Weapon and Armor Tables follow — base chance or starting skill, damage, hit points, and whether each weapon can impale or parry. "db" means the wielder's damage bonus.

Hand-to-Hand Weapons
WeaponBase %Damage (1H/2H)LengthHPImpales?Parry?Min STR/DEXClassCost (bz)
Brawl501D3+db (1H)shortnono14
Wrestle25special (2H)shortnono15
Iron Claw251D4+1+db (1H)short10noyes9/9145
Cestus (steel glove)251D3+2+db (1H)short10noyes11/71200
Shortsword151D6+1+db (1H)medium20yesyes5/52125
Rapier151D6+1+db (1H)medium15yesyes7/132400
Broadsword151D8+1+db (1H)medium20yesyes9/72250
Scimitar151D8+1+db (1H)medium19yesyes8/82225
Falchion151D6+2+db (1H)medium18yesyes8/82230
Cutlass151D6+2+db (1H)medium21yesyes8/82175
Great Sword052D8+db (2H)all*18yesyes14/133750
Dagger, Dirk, etc.251D4+2+db (1H)short15yesyes4/44100
Mace, Heavy251D8+2+db (1H)medium20noyes14/95200
Mace, Light251D6+2+db (1H)medium20yesyes7/7575
Warhammer251D6+2+db (1H)medium20noyes11/95200
Great Hammer251D10+3+db (2H)long15yesyes9/95250
Quarterstaff (metal-shod)251D8+db (2H)all*20noyes9/9650
Thieves' Bludgeon251D8+db (1H)short10nono7/77
Morningstar Flail101D10+1+db (2H)medium12noyes11/78300
Axe, Lormyrian153D6+db (2H)long25yesyes13/99400
Axe, Sea152D6+2+db (2H)medium15yesyes11/99250
Axe, Battle151D8+2+db (1H)medium15yesyes9/99200
Filkharian Pike151D10+2+db (2H)long15yesyes11/710150
Spear, Long / Pouncing Stick151D10+1+db (1H)long15yesyes7/810 or 11100
Spear, Short151D6+1+db (1H or 2H)long15yesyes9/810 or 1150
Cavalry Lance151D8+1+db† (1H)long15yesno9/810100
Trident151D6+2+db (1H or 2H)medium18yesyes10/1210100

*Physically long, but usable at all three combat ranges. †Cavalry Lance damage bonus is the horse's if charging, the rider's if standing still.

Impromptu Weapons
WeaponBase %Damage (1H/2H)LengthHPImpales?Parry?Min STR/DEXClassCost (bz)
Large Club/Bludgeon251D8+db (2H)medium22nono9/75
Small Club/Cudgel251D6+db (1H)medium15nono7/75
Maul251D8+3+db (2H)medium20nono13/7512
Wooden Staff/Crook251D6+1+db (1H)long15nono8/66
Butcher Knife251D6+db (1H)short12yesyes5/5415
Concealable Knife251D4+db (1H)short9yesno4/3410
Timber Axe151D8+2+db (2H)medium20yesno8/7920
Kindling Axe (Hatchet)151D6+1+db (1H)short12yesno7/9915
Hand Sickle101D6+1+db (1H)short12yesno7/91715
Scythe052D6+1+db (2H)long20yesno12/101835
Grain Flail101D6+db (1H)medium7nono7/685
Length of Chain101D4+db/entangle (1H, 2H)long20nono8/9810
Fire Iron251D8+1+db (1H)medium20noyes10/657
Strangle Cord15strangle (2H)short1nono8/1219
Drayer's Whip051D3−1/entangle (1H)long4nono9/102010

Impromptu weapons can parry but aren't designed to; if used that way, they accumulate parry damage rather than shrugging it off like a true hand-to-hand weapon.

Missile Weapons
WeaponBase %DamageRange (yds)HPAttacks/RdImpales?Parry?Min STR/DEXClassCost (bz)
Throwing Axe101D6+½db20151yesno9/1121150
Throwing Dagger151D4+½db10121yesno7/1122100
Thrown 1H Spear051D6+1+½db15151yesno12/1023200
Thrown 2H Spear051D6+1+½db15151yesno12/1023200
Javelin151D6+½db25101yesno9/92375
Harpoon052D8+4+½db10201yesno13/1112250
Thrown RockThrow %1D2+1+½db20202nono5/5
Sling011D8+½db80101yesno7/112415
Staff Sling011D10+½db100101yesno9/112460
Bow, Melnibonéan Bone102D6+1+½db200121nono11/1325priceless
Bow, Desert Recurved101D8+2+½db100101nono13/1125250
Bow, Hunting101D6+1+½db8061nono9/925150
Net05entangles561noyes9/121325

Damage bonus for missile weapons is added at half value, rounded up. See "Volley Fire" for a faster rate of attack with bows and slings.

Armor
ArmorDeflects (helmet on)Deflects (helmet off)BurdenFits Another SIZ?Chance Affected (helmet on)Chance Affected (helmet off)Rounds to DonCost (bz)
Soft Leather1D6−11D6−1light±22100
Sea Leather1D61D6−1light±110%2300
Leather & Rings1D6+11D6light±125%10%2600
Barbarian Leather & Wood1D81D8−1lightno25%10%2400
Half Plate (around torso)1D8+11D8moderate±125%10%2675
Melnibonéan Half Plate1D8+31D8+2light±110%2priceless
Half Plate & Mail1D8+21D8+1moderate±125%25%41000+
Young Kingdoms Plate1D10+21D10cumbersome−150%25%53000+
Pan Tangian Plate2D8+12D8cumbersome±250%25%5priceless
Melnibonéan Plate1D10+61D10+4moderateno25%10%5priceless

"Chance affected" is an optional rule: if a wearer attempts a non-fighting skill in armor, that percentile chance means the armor effectively halves the skill (round fractions up).

Shields
ShieldBase %Damage w/ AttackRangeHPImpales?Parry?ClassMin STR/DEXCost (bz)
Half (target, buckler, etc.)15knock-back + 1D2+dbtouch15neveryesshield5/775
Small (round, heater, etc.)15knock-back + 1D3+dbtouch20neveryesshield9/9100
Full (kite, large round, etc.)15knock-back + 1D4+dbtouch22neveryesshield11/9125
Large (foot, hoplite, etc.)15knock-backtouch26neveryesshield12/8150

Every shield blocks at least 15 hit points of damage outright before its rating erodes. All shields share one skill: raising skill with one raises it with all of them.

Putting It Together

Worked Example: Four Rounds

The book illustrates these rules with a short duel between two adventurers. The retelling below follows the same general shape and mechanics — DEX-rank order, parries, a fumble, a dodge to disengage, a riposte-worthy critical — without reproducing the original's exact wording.

Round by round

Neither combatant carries a shield. The faster of the two swings first and lands a solid hit; her opponent gets his broadsword up in time for a successful parry, and the blow is turned aside. On his own turn moments later, he swings back — she attempts to parry but rolls a fumble instead. His damage roll turns out unexpectedly low, and her leather armor absorbs it completely: no harm done, but her fumble still sends her to the fumble table, where the result knocks her sword from her grip and into a nearby bush several yards off. The round ends there.

Next round, she declares she'll dodge to disengage and retrieve her weapon; he declares an attack. Her dodge succeeds, taking precedence over his otherwise-successful swing, and she reaches her sword and scoops it up. Reaching into the bush costs her the initiative for the following round.

With both now committed to attacking, he goes first this time and rolls a critical hit — but she also rolls a critical on her dodge, and a defensive critical beats an offensive one, so she takes no damage at all. Her own counter-swing is calmly parried, and the round ends in a standoff.

In the fourth round, both swing again. Her attack is parried, but his lands clean this time, and this time her armor roll comes up low — she takes a real, if modest, wound.

This retelling shows how DEX-rank order, parries, dodges, fumbles, and armor rolls interact turn by turn, following the shape of the original example without quoting it.