Missile combat rules Situation BS mod Firing at a large target +10 Sharpshooting Firing at a “group” +5 per member Firing at a moving target Target is behind soft cover Firing at a small target Targeteer moving at cautious rate Firing in poor conditions Throwing an improvised weapon Firing at long range Firing at an evading target* -10 Description Target bigger than 8 feet: roof, haystack, sail, barn door, giant, ogre, troll, etc. The targeteer spends an entire round concentrating on his target and the shot (not cumulative) A “group” exists when 2 or more targets are less than 4 yards apart. Thus 2 targets = +5 BS, 7 targets = +30 BS Target is moving but not consciously evading the targeteer Target is partially hidden by long grass, undergrowth, trees or in a group of 3 or less (e.g. a small fight) Target of 1 yard: window, bale, barrel, sack, water skin, etc. E.g. creeping along, from a trotting mount, on gentle waters E.g. light rain, sprawled in the dirt, dangling from rope, etc. Any object that wasn’t crafted to be thrown: chairs, tables, flasks, torches, etc. -10, -1 ES See weapon’s Missile Table for relevant ranges See below Target is partially hidden by stone or brickwork, walls, Target is behind hard cover battlements or in a group of 4 or more (e.g. a full battle) Firing at a very small target Target of 1 foot: body part, lantern, keg, flask, faggot, etc. Targeteer moving at -20 E.g. walking along, from a cantering mount, from rattling standard rate coach/wagon/cart/chariot, from a vessel on rough waters Firing at a specific location Targeteer aims for a specific part of the victim’s body Firing in difficult conditions E.g. driving rain, strong winds, poor light, etc. Firing “off” hand Aiming and firing a weapon using the secondary hand Rapid fire -20, -1 ES Doubles weapon’s rate of fire but only if it’s Load/Fire is 1 Firing at extreme range -20, -2 ES See weapon’s Missile Table for relevant ranges Targeteer moving at E.g. running, from a galloping mount, from thundering -30 running rate coach/wagon/cart/chariot, from a vessel on stormy waters Firing at a tiny target -30 Target of 1 inch: arrow slit, rope, handheld object, strap, etc. Panic fire -30, -2 ES Triples weapon’s rate of fire but only if it’s Load/Fire is 1 *Evading targets are those running at full speed but which is also take evasive action by zigzagging. This only occurs with creatures smart enough to evade (Int test if GM is unsure). An evading target only travels 75% of the distance of one running at full tilt. However, in all other respects (e.g. suffering Risk tests, enforced slowing each round due to fatigue, etc.) evasion counts as full running speed. Firing into melee combat If a character fires at a specific target in a group and misses, the projectile might hit another target: 1. Add +5 Ballistic Skill for every extra member in the group (see above Firing at a group) 2. If the dice roll falls within this extra margin, then the missile has hit another member of the group 3. The victim is randomly determined by rolling an appropriate dice Effective Strength For missile weapons, this is calculated using the weapon’s Strength plus any modifiers, e.g. range, AP For melee weapons, apply the skill of the attack, i.e. the tens dice of the to hit roll (WS) plus any weapon modifiers (armour piercing), e.g. a roll of 32 = a blow with an Effective Strength of 3 For grappling or natural weapons (tooth & claw), simply use the attacker’s Strength Common rules Task Modifier Very hard -40 Test result Narrative 31+ Horrific Hard -30 Challenging -20 Failed by 21-30 11-20 Terrible Awful 1% stat increase vs. Career Range +1 → +10% +11 → +20% +21 → +30% +31 → +40% Within 10 XP 20 XP 30 XP 40 XP Outside 20 XP 40 XP 60 XP 80 XP Surprised! Tricky -10 Standard - 1-10 Unlucky 0-9 Lucky Simple +10 Easy +20 Passed by 10-19 20-29 Definite Stunning Very Easy +30 30+ Incredible Armour Type Armor Points* Hindrance*^ 1 Padded: Jerkin, Aketon Maille (Chainmail) 2 Scale / Lamellar 3 -5 I & Dex Brigandine 4 -5 I & Dex 5 -10 I & Dex Plate / Cuirass * Cumulative but 3 layers max ^ Per pair of limbs or head Take-up actions Suspicious characters lose 2 D10 Effective Initiative for the first round. Unsuspecting victims must test their Initiative. If they succeed, they are stunned. Fail and they’re witless (prone). Weapon size & type Daggers & pistols Hand weapons 2-h arms, shields & switching Bows Penalty -10 I to draw & attack -20 I to draw & attack 1 attack to draw/strap 1 round draw & string “Ulric’s fury” “Ranald’s curse” Any strike that hits on a roll of a double (11, 22, 33, etc.) indicates that the blow is remarkably devastating, i.e. If parried, it ruins the parrying weapon (improvised) If not parried, wounds & also damages armour (-1AP) If unarmoured, inflicts damage but also a +1 critical! Doubles (00, 99, 88, etc.) rolled on an unsuccessful to-hit test indicate that the aggressor has fumbled the attack. Depending on the weapon employed, consult the relevant Fumble Table. Injury summaries Damage to arms & armour W ≥4 2-3 0-1 <0 Shock Description Lightly wounded Heavily wounded Severely wounded Critically wounded Pain Sore Hurting Agony Numb Impact -1 / -10 -2 / -20 Critical Table A weapon, shield or piece of armour is significantly damaged (-1 AP) if it: Receives a blow from Ulric’s fury Takes a blow of 10 damage or more Parries a blow with Ulric’s fury, i.e. attacker’s weapon is damaged Whenever damage exceeds a victim’s Toughness, there’s a risk of shock... The level of shock is determined by testing the victim’s Toughness – damage and checking this table: Location Passed Failed Horrific failure Stunned Knocked out! Head* Headache (-20 to all tests for a few moments) (prone for a few minutes) Dead arm Paralysed arm Arm Dull pain (no attacks or parries with that arm) (drops anything in that hand) Gasping Winded (loose all attacks) Body Bruised (looses next attack) & knocked back 3 feet Dead leg Collapses (-20 I) + Dex test Leg Twinge (-10 I & -1 Mov) to avoid dropping handheld item(s) * Attackers skilled in Strike to Stun halve the penalty for targeting the head, i.e. -10 WS (instead of -20) * This skill also means that their blows are more effective at stunning (victims suffer -10 to their T test) Close combat rules Situation WS mod Target is “prone” +40 Overwhelming +20 Charging Extra location at will +1 dmg Winning +10 +10 I Flanking - Height advantage - Obstacle -10 Poor conditions -1 dmg Stunned Targeting -20 Difficult conditions -2 dmg Terrible conditions -30 ½ dmg Description Unsuspecting or immobile targets are considered far easier to hit than those actively dodging, weaving and retaliating Attacking a foe who is outnumbered 3 to 1 Charging requires running at the target Bonuses are applicable to first strike only A charging character can parry but cannot dodge When a fighter inflicts more damage than his opponent, he gains a precious edge provided he advances by a few feet Attacking a foe who is outnumbered 2 to 1 Attacking an opponent who is significantly lower: E.g. victim is knocked down, attacker is mounted/upon a table/ atop a flight of stairs/ upon higher ground, etc. Opponents behind a hedge, wall, pillar or similar obstacle, are harder to hit. In some cases they will be impossible to hit, but this penalty assumes that combat is possible. Circumstances where combat is hampered: E.g. light rain, high winds, mud, snow, shallow water, etc. Victim is shocked due to surprise, fear or head trauma Striking a specific part of victim’s body (Strike to Injure = -10 WS) Circumstances where combat is severely hampered: E.g. ground fighting, driving rain, deep mud/snow/water, gloomy, icy ground, dangling from ropes, etc. Circumstances where movement and vision are hampered: E.g. tunnels, underwater, total darkness, etc. Unarmed combat Proficiency Unskilled Street Fighting Wrestling I -20 -20 -20 WS -10 - Parry -30 -20 -20 Effect D2 damage D3 damage Victim “grappled” on failed Dex test Grappling 1. Once in a hold, both combatants are considered “prone” 2. Each round, both combatants roll Strength tests & consult this table: Attacker Victim Effect Passed Passed Spirited deadlock Passed Failed Wrestler throws, locks (D3W) or chokes victim (if head) Failed Passed Victim breaks the hold and escapes Failed Failed Clumsy stalemate Parrying All can parry but takes 1 attack (Spec. Wep. Parrying = +10 WS to off-hand) When rolling, don’t forget the parry modifiers of the defender’s weapon A successful parry deflects damage equal to the defender’s weapon damage plus his Strength Only exception is shields which parry D8 damage and +1 per DoS Multiple parries are possible in the same round but only 1 per blow Parrying with the “off-hand” incurs no penalty to Weapon Skill Units of time An instant A few moments Half a minute A minute A few minutes Quarter of an hour Half an hour An hour A few hours Morning/afternoon A day A few days A week A few weeks A month A few months A season Half a year A year A few years A decade A lifetime Combat stances All-Out! Offensive Neutral Guarded Defensive Attack +20 WS +10 WS -10 WS No Parry No -20 WS +10 WS +20 WS Dodge No -20 I +10 I +20 I Dodging blows & thrown missiles Unskilled fighters can dodge but it requires great focus (1 Attack) and remains challenging (-20 I) Skilled fighters can dodge once per round for “free” and at all full Initiative They can also dodge again but its costly (1 Attack) and increasingly difficult (I halved each time) A successful dodge avoids all damage but it leaves the dodger on the back foot! (-10 I) Feinting 1. Fighter attacks (1A) and seems to miss but in fact he’s trying to expose his target (opposed WS test) 2. If successful, his victim is now exposed, i.e. attacker’s next blow can neither be dodged nor parried Disarming 1. A tricky (-10 WS) parry (full WS if skilled) is required to “catch” the opponent’s weapon 2. Then a tricky (-10) Dex test (full WS if skilled) is necessary to “flick” the victim’s weapon 3. Unless the victim passes a Dex test, his weapon is flung several (2D6) feet away in a (D8) direction Recovering weapons 1. Nearby (less than 10 feet away) weapons/items can be recovered but it requires 1 Attack 2. Other actions are possible in the same round provided the character posses further attacks 3. For every foot the character has to reach for the weapon/item they suffer -10 I Effective Initiative Fighting with 2 weapons Attacks with the “off-hand” are possible provided the weapon is smaller than the main (exc. shields) Off-hand attacks are challenging (-20 WS) unless Ambidextrous and/or specially trained (-10 WS) Fighters thus trained (Spec. Weapon Dual Wield) gain an extra parry per round with the off-hand Pushing back or “Shield charge” Blocking manoeuvre (parry) that drives a victim back by [damage parried] feet in a chosen direction Knocking down A tackle is a tricky (-10 WS) unarmed attack that floors a victim unless they pass a Str – damage test A trip has the same aim but uses a weapon and so is challenging (-20 WS), unless hooked (-10 WS) The “Coup de Grace” Proficiency Unskilled Strike Mighty Blow WS -10 - Strength +1 +1 Initiative -20 -10 Fumble +2 +1 Can strike Once per turn [Str] times per turn Disengaging When disengaging characters can only dodge and parry incoming blows, i.e. they cannot attack Characters fighting a withdrawal from close combat, retreat at their Cautious rate Routing Fleeing is faster (Running rate) than disengaging but it offers each opponent a “free attack” Should the victim possess the Flee skill, opponents only gain a “free attack” on a successful I test Fleeing characters are unable to parry or dodge any attacks