CRY HAVOC! A RuneQuest Combat Primer


his document was written by somebody else and made available through the RuneQuest List. I simply update it for my personal campaign rules. I did not unfortunately record the name of its original author, but I found his document to be the most well written summary of the RuneQuest rules, and wish to give him full credit for his work.


Here are my house rules, included in a general document to acquaint AD&Ders to my game: RuneQuest combat is simple in theory, complex in execution. As most gamers have had thorough experience with mainly the AD&D combat system and its derivatives, their behavior thereby learned can lead to short, dissatisfying gaming experiences and a general aversion to the RuneQuest system as a whole.This is, by far and large, unfair. The AD&D combat system seeks to promote heroic actions by the characters, and therefore allows characters to commit and succeed at acts which would, in real life, be sheerest folly. The RuneQuest combat system is intended to promote roleplaying in that it seeks to simulate, as closely as reasonably possible, real combat circumstances. Combat in RuneQuest, as in life, is frequently nasty, brutish, and short. Knowing this, players should (as would their paper surrogates in real life) avoid combat unless it is in the most favorable circumstances. This primer is intended for the newcomer to the RuneQuest combat system to educate and inform, and hopefully thereby prolong character lives and increase the entertainment value of the gaming experience as a whole. The final part of this document contains a few lessons learned during my career as a player and a master.

Rounding Numbers:
In my campaign, results from division are always ROUNDED DOWN to the previous whole number (yes, 4.99 will be rounded down to 4).


TABLE of CONTENTS

General summary
Strike ranks and actions
Melee
Damages and Injury
Special Weapon & Tactics Results
Advice section


GENERAL SUMMARY

RuneQuest combatants have a limited number of actions they can perform in a round. The timing and sequence of these actions are determined by a number which represents the point in a given round at which a character is ready to act, called a strike rank. The round is counted through, by strike ranks from 1 to 10. Characters perform the actions they have previously declared their character to be attempting on their character's strike rank. To succeed in a given task usually requires a % roll (i.e. less or equal the skill % on a D100). If a strike is a success, the hit location and damage are also determined by die rolls. Defenders usually have the option of parrying or dodging an attacker's blow.

Combat activity in RuneQuest is broken into a series of time spans called turns. Each turn represents five minutes of real-life time. The turn is divided into 25 rounds, each of which represent 12 seconds of real time. Each round is further subdivided into 10 Strike Ranks (SR), or segments. These delineate and control the actions of participants in the action. The strike ranks in a round are numbered from 1 (at the beginning of the round) to 10 (at the end). In each round, there are 3 phases:

1) the Statement of Intent: This is where the participants in a combat state their intentions for the next round of activity. Generally, their actions in the subsequent round are limited to what is declared at this point, unless the individual is willing to suffer a penalty of 3 SR for 'change of action during the round'. Generally, individuals make their statements of intents out loud, in order from the least intelligent character to the most intelligent.

2) the Action: This is where the actual SR are counted through and all actions within the round are performed. Upon completion of the activities which are scheduled for SR10, this portion of the round is over.

3) the Bookkeeping phase: Make any experience checks, confirm that damage is applied. Make heroism rolls. Apply appropriate blood loss to any wounded character. Kill characters at 0 HP or lower.


STRIKE RANKS and ACTIONS

Actions are what a character does during a round. A character may perform any two 'actions' in a round, within certain limits. The actions are:


The limits are:

  1. Any weapon may be used to attack and parry in a single round, but may not perform 2 attacks or 2 parries. 2 'attacks' may only be declared if the character has 2 weapons. Likewise for 2 parries.
  2. A character may not declare dodge twice in a round, or dodge the attacks of more than one opponent.
  3. Spirit magic, Rune magic and missile fire do not 'cost' actions, and may be freely performed as long as there are sufficient SR in the round.

Careful re-reading of the preceding paragraph will show that all is not as complicated as it at first appears. In sum, the choices (with a single weapon and shield, for example) are: Attack & Parry or Dodge, Parry twice (once with weapon, once with shield) or Parry and Dodge.

Strike Ranks (SR) are the measure of 'speed of doing'. Each character has DEX SR (a measure of reflexes and speed) which can be modified by the amount of armor/equipment carried (ENC SR), a SIZ SR (a measure of reach), and each weapon has a melee SR, which indicates (basically) its length and speed in combat. When added together, the resulting number is the number of SR it takes the character to ready and use his weapon. Normally, if the character is just standing there swinging, this is counted from SR1.
The old system of fatigue point, judged too cumbersome, was phased out in favor of a modifier to the DEX SR that we called ENC SR. The ENC SR is calculated from the total fatigue point and reflect the fact that a character with an heavy backpack is significantly slower than one without it.

 ENC SR  Current Fatigue Points
 +0  Max to 3/4 of Max.
 +1  3/4 of Max to 1/2 of Max.
 +2  1/2 of Max to 1/4 of Max
 +3  1/4 of Max to 0
 +4  Negative FP value

My experience has been that a combat in RQ never last so long that players could actually experience a significant reduction of their skills by fatigue, and this system will definitively give a little edge to a good and lightly armored fighter against a tank.
Remember that the ENC SR is a modifier to the DEX SR. Which means that every action that used to start at DEX SR (Missile, Spells, Maneuvers...) start now at DEX SR + ENC SR. A good reasons for sorcerers to avoid wearing full plate armor!!

Movement of a number of meters up to the character's movement rate costs a SR (i.e. a Human, with a move of three, can move 3m/SR or 30m/round doing nothing else). An adventurer may begin to move on his DEX + ENC SR, unless he moved all of last round, in which case he can move on SR1 in any case.
Note: while casting a spell, a creature may only move 1/2 normal speed, dropping fractions. If this means their move is 0, they may not move while casting spells. Note that movement upon a willing mount takes no SR cost: the mount is spending his SR so the rider doesn't have to.

Casting spells takes SR. To cast a spell takes 3 SR + Caster's DEX + ENC SR + MP spent in the spell. This is the only case in which an action going beyond SR10 does not cost the character a statement of intent for that round. The spell will take effect 1 SR after it is completed.
Example: Cormac the sorcerer has, in a previous round, cast a spell that will go off on SR1 of this round. In the Intent phase, Cormac declares he'll swing the dagger he holds at the onrushing trollkin. With the stats above, his melee SR is 7. This is unfortunate, because this means that, at best he'll swing on SR9 [SR1 + 7 to ready + 1 minimum D6 roll = SR9] If the roll is >2, he wouldn't be able to accomplish his swing in this round.)

While casting a spell, if the character is hit for damage, he must roll an INT x 3 roll as a % to maintain concentration. For each point of damage inflicted (i.e. that passes armor and/or magical protections) subtract 5% from the roll value (i.e. a hit for 1 HP damage would go against a (INT x 3) - 5% roll).
A sorcerer that passes out as the consequences of shock (< 2HP), severe head injury (head < 0HP) or exaustion (< - total FP) cannot keep control of his spells an drops ALL of them at once, recovering the totality of his PRE. All the spell's effects last until the end of the round in which the sorcerer lost consciousness. This is not true with Spirit/Divine spells, since they are temporal rather than actively maintained via presence.

Readying a weapon takes 3 SR. Likewise drawing an arrow or bolt or readying a shield. A shield slung across the person's back is hard to get; the penalty for readying it is 6 SR. At the GM's discretion this may be applied to other unwieldy weapons as well.

Change Action: a player may change his character's actions anytime after the statement of intent phase, for a penalty in SR of 3 SR.

Closing: any character may 'close' with another by declaring it and adding 1 to his DEX + ENC SR. The defender then has the option of moving back (fending) by also adding 1 to his DEX + ENC SR as well. The characters end up in the same relationship, one step back. As long as the defender is mobile, he can always prevent a close, at his option. Note that a particularly agile (low DEX + ENC SR) character can keep pressing a slower opponent to the point where it may prevent the slower opponent from even getting an attack (as long as the slower wishes to keep 'fending' the character off). Note the melee consequences of closing. If the closing character succeed in a jump, then the fending character must jump backward (with a penalty of -10%) also to keep the distance. However, a fumble on the jump from the attacker result in an automatic hit, the defender rolling only for better-than-normal result.

Aiming: If a player wishes his adventurer to aim a blow at a particular hit location, he must specify the location during the statement of intent, then add 1D6 SR to its normal attack SR. If the attack goes over SR10, no opportunity to hit the target presented itself during this round. The action is not carried over to the next round. If an opening appear (attack at or before SR 10), the player then rolls the attack at half the normal skill plus any modifiers. If the attack succeeds at the reduced chance, the desired location was hit, otherwise the attack fails.

Awaiting Action/Conditional Statements
Sometimes a character will 'await action' to see what opportunities present themselves. Treat this as a statement of 'no action' until something happens, and then apply the 'changed intent' rules above. Note that, generally a character may apply a single 'condition' to his actions, and only suffer their DEX + ENC SR as a penalty to charge their action.
Caution: Note that the condition can't itself be 'conditional'. If the condition is true, the character must attempt to perform his stated action...unless he wants to suffer the penalty of additional delay (changing action).

Long Actions
Some long activities may take more than 10 SR to perform. If this is the case, the additional SR over 10 are added onto the next round's actions. If a character states he is doing something, and it turns out to go over 10 SR, he generally may not make a new statement of intent until the end of the round in which he finished his action - unless he is willing to 'change action'.


The MELEE

Once the intentions have been determined, the combat devolves to a simple point of skill rolls. The attacker rolls his chance to attack, the defender takes any possible defensive skill roll, and the results are applied as follows:

Modifiers to the Attack:

+25%Target helpless
+20%Target surprised during non-combat or Prone
+10%Target surprised during combat, attacking from target's blind side, attacking from above target, or "prepared attack" (waiting 1 full round to aim better)
+05%Per 10 SIZ >20
+/-%GM's judgment
-10%Attacker riding an animal or moving vehicle, aiming, per SIZ SIZ 4, Target moving (only for missile).
-30%Attacker riding an animal or moving vehicle at full speed and using missile weapon.
-20%Attacker prone
-20% to -75%Darkness, target invisible, etc.

A ' Special Success' is achieved with a roll 20% the character's modified skill. A 'Critical Success' is achieved with a roll 5% modified skill. A critical failure (fumble) is the converse of a critical success (5% of the chances of failure). A natural roll of 01 is generally always a success (unless the base chance of the skill tested is 00), and a 96-00 is always a failure, regardless of the skill value: There is always hope, and always the chance of failure.

An attacker with an unmodified skill >99% may attack twice in a given round. Each attack is at 1/2 % skill. The first attack is on his normal SR, and the second on SR + 6 -Weapon's SR. Note that this may make this tactic unattractive to a very skilled but slow adventurer, or one that is using a very heavy weapon. Alternatively, the attacker may elect to perform a single attack and reduces the chance of parrying of his opponent by the percentage of his unmodified attack skill strictly over 100%.
A defender with an unmodified parry skill >99% may declare that he is parrying twice in a given round. Each parry is at 1/2 (FRU) skill. Both parries may not take place in the same SR. Alternatively, the defender may elect to perform a single parry and reduces the chance of attacking of his opponent by the percentage of his unmodified parry skill strictly over 100%.

Results

Attacks:
Critical: Weapon does maximum possible weapon damage plus rolled damage modifier plus special effect, if any. Ignore all defending AP (except shield/weapon with successful parry).
Note that magical armors and protection spells work in every way like normal armor, and thus are bypassed by a critical attack. The only exceptions to this rule are armor enchanted with the sorcery spell "Fend Blow" or target protected by the sorcery spell "Damage Resistance".
Special: Weapon does special effect, if any. See below. Otherwise, this is the same as a normal success.
Normal: Weapon does normal damage plus user damage modifier. If total damage is greater than target's SIZ, the target is knocked back.
Normal Failure: Target is missed; no damage is applied.
Critical Failure: (or Fumble) Roll on Fumble table as appropriate.

Parries:
Critical: Blocks all damage from any attack, but not knockback effect. Does parry damage to attacking weapon in some case and Special parry effect, if any.
Special: Parrying weapon blocks its AP in damage. Special parry avoid the effects of a special attack. Special parry effect, if any. Parrying weapon takes no damage.
Normal: Parrying weapon blocks its AP in damage. If damage > AP, excess applied to character and the weapon/shield loses 1 AP.
Normal Failure: Parry is missed; no effect on incoming attack.
Critical Failure: (or Fumble) Roll on Fumble table as appropriate. No effect on incoming attack.

A shield may be used to cover a certain number of locations from missile fire if the wielder is not in melee combat. See the Player's book for the number of adjacent locations that can be protected by a shield. No success roll is need for this protection. it is automatic until the player moves his shield, but the value of the shield protection is only half of its normal AP.

Dodges:
Critical: avoid an attack from a single opponent.
Special: avoid a special attack from a single opponent.
Normal: avoid a normal attack from a single opponent.
Normal failure: no effect on the attack.
Critical failure: automatic normal hit unless attacker's roll is better..

Note: Dodge takes no time when used against hand-to-hand melee attacks, but must be rolled independently against each one. It takes an entire melee round when used against missile attacks from a single opponent and missiles weapons are dodged with a malus of -10% on the dodge skill value.

Special Effects (by weapon type)

For weapons which have multiple aspects, the type of attack -thrust, blunt, or cut- must be declared during the statement of intent. Otherwise, no Special Effect is possible (that round).
Note: Hatchets, Knives, Cestii, Grain Flails, Singlesticks, Clubs, Sling bullets and stones, Shields, and Tools do not have any special effects. Natural weapons (fist, kick, claws...) and Quarterstaff do not have special effect either unless used in combination with the "martial art" skill.

Blunt Weapon: (Bash) A special by crushing weapon does maximum damage bonus and normal bonus damage plus normal weapon damages. In case of critical, the "normal weapon damage" is replaced by "maximum damage of the weapon". Defender is thrown backward 1m per 5 points of damage (regardless of what gets through AP or magic, and SIZ) and must make a DEX x 5 roll for each meter he is knocked back or fall on the floor. If the knockback distance is interrupted by a hard obstacle, the knocked takes 1D6 damage to a random location per meter further he should have traveled

Thrusting Weapons: (Impale) A special by thrusting weapon does twice normal weapon damage plus damage bonus. In case of critical, "normal damage result" is replaced by "maximum damage of the weapon". Any magical addition is only counted on the first roll. Weapon is stuck in target unless attacker can roll less than twice his Special attack chance (<40% of his skill value) 3 SR later. Note that trying to remove a weapon count as one of the attacker's round's action. Regardless of dice rolled, the weapon will be free after 5 attempts have been made. Impaled defenders takes weapon damage/SR to the location each round they move (even 1m) while impaled because the extruding weapon is catching on nearby obstacles, quivering in and widening the wound. See barbed weapons, below. A weapon whose attack is an Impale result, which is partially or completely parried by a shield, is stuck in the shield. If the weapon has an ENC of more than 2 or if the impaler is still clutching the weapon, the shield is useless until the weapon is removed. If the weapon has an ENC of 1 or 2, the shield can be used at half its normal percentage.

Slashing Weapons: (Chop) A special by slashing weapon does twice bonus damage plus normal weapon damages. In case of critical, the "normal weapon damage" is replaced by "maximum damage of the weapon". The blow may severs a limb if the damages exceed twice the HP of the location. Defender is thrown backward 1m per 5 points of damage (regardless of what gets through AP or magic, and SIZ) and must make a DEX x 5 roll for each meter he is knocked back or fall on the floor. If the knock back distance is interrupted by a hard obstacle, the knocked takes 1D6 damage to a random location per meter further he should have traveled

Note: Any slashing or blunt attack which does damage (regardless of what gets through AP or magic) greater than the target's SIZ causes knockback. For every 5 points (or fraction) greater than defender's SIZ, defender is knocked back 1m. The Defender must make a DEX x 3% roll to keep from falling prone for each meter he is knocked back. If the knockback distance is interrupted by a hard obstacle, the knocked takes 1D6 damage to a random location per meter further he should have traveled.


DAMAGES and INJURY

Hit location is normally rolled for (1D20), with the following modifiers: (for Melee only)

After Hit Location is determined, apply damage to that location, subtracting any Magic AP, Shield AP, Worn AP (unless critical), and Natural AP (unless critical), in that order. Apply any damage getting through armor to the location and to the character's general Hit Points.

Damages Result:

Damages are subtracted at the same time from the location HP and the general HP. There is more location HP than general HP, so that an adventurer can die from a single major wound, or from many minor ones. An adventurer will fall unconscious if only 1-2 general HP remain. At 0 HP, he will die in 10 Rounds. If a wound send an adventurer to less than 0 HP, the damages in excess of the HP only reduce the number of rounds before death.
For example, Cormac has 4 general HP and is hit in the head by a blow for 7 points of damage. Cormac's HP fall to 0 and he dies 10 - 3 = 7 rounds (1.4 minutes) after the blow.
General HP cannot go below 0. If a character receives a wound greater than his current HP + 10, then he is killed instantaneously.

Damages equal or exceeding location's hit points:

Head: Adventurer unconscious. Each round must make a CON x 5 roll or lose 1 HP. Blood loss (hemorrhage) stops OR adventurer can be heroic if CON x 1 is rolled.

Chest: Adventurer fall on the ground and cannot fight. He can crawl, magically heal or use first aid. Each round must make a CON x 5 roll or lose 1 HP. Blood loss (hemorrhage) stops OR adventurer can be heroic if CON x 1 is rolled.

Abdomen: Both legs are useless. Adventurer fall and can fight from the ground (-20% attack and parry) if not using a two-handed weapon. May magically heal or use first aid. Each round must make a CON x 5 roll or lose 1 HP. Blood loss (hemorrhage) stops OR adventurer can be heroic if CON x 1 is rolled.

Arm: adventurer's arm useless: drop weapon and continue standing unless knock back. Adventurer can magically heal or use first aid.

Leg: Damaged legs is useless. Adventurer fall on the ground unless he makes a DEX x 3 roll. Must makes that roll when hit or at the end of each round where he is moving (fighting...). He can fight from the ground (-20% attack and parry) if not using a two-handed weapon. May magically heal or use first aid.

Damages equal or exceeding double location's hit points:

Head: Adventurer unconscious. Each round lose 1 HP. No CON roll to stop hemorrhage or heroic action. When adventurer reaches 0 HP, he dies in 10 SR.

Chest: Adventurer unconscious. Each round lose 1 HP. No CON roll to stop hemorrhage or heroic action. When adventurer reaches 0 HP, he dies in 10 SR.

Abdomen: Adventurer unconscious. Each round lose 1 HP. No CON roll to stop hemorrhage or heroic action. When adventurer reaches 0 HP, he dies in 10 SR.

Arm: Adventurer's arm maimed or severed if damages are done at one pass by a cutting weapon: Adventurer is unconscious. Each round lose 1 HP. Hemorrhage will not stop but adventurer can be heroic if CON x 1 is rolled. Maimed arms must be healed back to positive HP within 10 SR or lose permanently 1 HP in the location. Severed arms cannot be reattached and magic healing will only seal the wound, preventing hemorrhage. No more than twice the location's HP can be done as damages to total HP.

Leg: Adventurer's leg maimed or severed if damages are done at one pass by a cutting weapon: Adventurer is unconscious. Each round lose 1 HP. Blood loss will not stop but adventurer can be heroic if CON x 1 is rolled. Maimed legs must be healed back to positive HP within 10 SR or lose permanently 1 HP in the location. Severed legs cannot be reattached and magic healing will only seal the wound, preventing hemorrhage. No more than twice the location's HP can be done as damages to total HP.

Note: After 10 SR, a maimed limb can only heal through natural process (1D3 points at the end of a week if not adventuring, otherwise 1D4-2) and will only heal up to max. location HP -1.

Removing an impaling weapon:
An impaled adventurer cannot be healed until the impaling weapon is removed. If the impaled character wants to remove the weapon himself, and is not incapacitated by having taken too much damage, he can determine his percentage chance of removing the impaling weapon by adding is current STR + CON and multiplying by the weapon SR. The character does not sustain additional damages if he fail, the weapon is simply stuck. Note that cutting the weapon has the advantage of increasing its SR (up to 4), making the removal easier.
If a friend try to remove the weapon, the base percent is equal to his STR plus the impaled character CON multiplied by the weapon SR. However, if the helper does not roll less than his first aid skill value, he inflicted the same damages than movements to the impaled character (i.e., weapon damage/SR) in that location, either by removing the weapon if he succeed, or just by trying if he fails. In case of a fumble, 1D3 damages from the first aid fumble are added to the movement damages.


SPECIAL WEAPONS and TACTICS RESULTS

(for the seasoned adventurer)

Barbed Weapons: Thrusting weapons may be barbed. This adds +0.5 ENC to the weapon. Barbs only have an effect when an impale has been scored. Upon getting a 'Special' success with a barbed weapon (an Impale), the weapon is twice as difficult to remove (i.e. Special skill to remove after 3 SR, and the roll to remove it oneself is 1/2(CON+STR x Weapon SR%). Even trying to remove a barbed weapon impaling oneself (making any roll), causes weapon damage/SR unless the dice result is also a first aid success. If a friend try to remove the weapon, he must roll at least a special success in first aid to avoid damages.
Note: in that case, the fumble chances are calculated on the first aid special percentage value.

Blunt Weapons: When blunt weapons (flail, mace, maul...) are used against soft armor, the value of the armor protection is halved (round fractions down). Soft armor overlapped with hard armor counts as hard armor. Blunt weapons will damage hard armor: for each time the damages with that kind of weapon exceed the value of the protections, the armor will lose 1 AP in the location hit.

Flails, Whips, and Flexible Weapons: Such weapons are harder to parry, and therefore any parry suffers a -15% penalty (-25% in case of the three chains flail). However, in case of fumble,+15% (+25%) is added to the fumble dice, these weapons being notoriously dangerous for friends and foes alike. Note that for the whip, if the parry is one or more success levels better than a successful attack with such a weapon, the defender may try to disarm the attacker if he wins a STR vs. STR contest over the next 3 SR.

Swordbreakers: Viking shields, Sais, and some specially made weapons can break the attacking weapon if they Parry and get a 'Special' success. The STR of the parrier is then matched vs. the AP of the 'caught' weapon. If the parrier succeeds, the weapon breaks.

Quarterstaff and Natural Weapons: When used in combination with the skill "Martial Art", as long as the roll is also a special success for the martial art skill, each special success attack/parry allows another attack/parry after the attacker's DEX + ENC SR. Note that the character can chose either (i.e. a special success parry would allow a character the option of attacking again after DEX + ENC SR, even though he may have already attacked that round). If this increases SR to >10, the attack takes place on SR 10. In any case, on SR10, these 'series' of attacks and parries end, and a 'Special' success will have no further effect that round. This can make a duel between two highly skilled martial artists very quick.

Halberd: all impaling damages with a halberd is 4D6, not 6D6. A successful parry by poleaxe or halberd only damages an unsuccessful attacking weapon if the parry is a critical success.

Rapier: Impaling damage with the thin-blade rapier is 3D6+3, not 2D6+2 (see RQ III errata).

Serrated Blades: Blade weapons may be serrated for a more vicious cutting action. Serrations add +1 damage, +2 on a 'Special' success, +3 on a 'Critical' success. Note that serrating a weapon reduces its AP by 2, as the blade is made weaker by the removal of material.

Overlapping Armor: It is possible to wear soft armor under another armor to provide added protection. Hard armor may not be worn under any other type of armor. In any case, the outer layer of armor must be heavier than the inner layer (i.e., have more armor points). The interior soft armor adds its normal AP to the total armor at TWICE the normal ENC cost.

Charging: Is a tactic whereby a character moves at full speed toward a target in order to do more damage to the target. If the character is (himself) running, he is limited to a single action, and must move directly toward the target for at least his DEX + ENC SR strike ranks. If he hits, his damage modifier is one category higher than normal as a result of the charge. If the character is riding a mount or moving another way than that which requires his concentration, he may use the mount's Damage Bonus rather than his own! Remember, all rider's skills mounted are limited by his Ride skill.
Charging flying characters are otherwise limited to a skill % = DEX x 5%.

Set spear versus charge: The damage modifier bonus of a charging enemy may be adverse to it. Long spears, among others, can be braced against the ground to meet a charging opponent. The weapon with the smaller SR strikes first. If a hit is scored, the weapon does the normal damages plus the damage bonus of the charging attacker. A spearman cannot move, dodge or parry while setting his weapon. A pike will always strike before a lance; all other spears or pole arms strike after a lance.

Closing: As mentioned above, closing is performed by a declaring character by adding 1 SR to his melee SR and advancing 1m (also known as a 'press'). The defender may immediately (without penalty) choose to 'fend' the closing character off, by likewise adding 1 SR to his melee attack and stepping back 1m. The defender, if given enough room to maneuver, may always thus keep from being closed against. The attacker may choose to leap forward instead of simply advancing. To do this, he must use one of his combat option and succeed in a jump roll. If attacked during the jump, he can only dodge. A fumble on the jump from the attacker result in an automatic hit, the defender rolling only for better-than-normal result. The defender may choose either to attack with a penalty of -10% but gaining the damage bonus of a charge, or to jump backward. Jumping backward negates the closing attempt, but is performed with a modifier of -10% due to the fact that the defender cannot see where he lands. If the defender is unable or unwilling to 'fend' the attacker away, attacks take place as normal this round (attacker at normal SR + DEX + ENC SR, defender at normal). The next round, the attacker has 'closed', and the combatant with the shorter weapon will automatically get first strike, irrespective of strike ranks. If there is a difference of 2 or more in the Weapon SR between the two opponents, whichever combatant has the longer weapon (lower weapon's SR) is also reduced to performing only one action as long as he is in close melee. If the two characters both have SR2 or larger weapons, they are both restricted to a single action per round, but strike at their DEX+ENC SR.

Disarming: An attacker may try to disarm his opponent by striking at his weapon (obviously N/A vs. Natural weapons). The attack is made normally, with a -10% per SR of the weapon attacked (i.e. a SR 3 weapon would be attacked at -30%).
Upon a successful disarm attack, if the defender successfully parries, there is no effect (the defender saw the disarm maneuver coming). If the parry fails, or there is no such attempt, the damage rolled is matched vs. the STR of the defender (STR x 1.5 if the weapon is held with two hands). If the damage wins, the weapon lands (Damage - STR) meters away. If the result is 0 meters or less, it lands at the user's feet. This cannot be done with weapons meant only for thrusting.

Damaging the weapon/shield: An attacker may try to destroy his opponent weapon or shield by striking directly at it (obviously N/A vs. Natural weapons). The attack is made normally against a shield, or with a -10% per SR of the weapon attacked (i.e. a SR 3 weapon would be attacked at -30%) . Upon a successful attack the damages which exceed the armor value of the target weapon are absorbed by the armor points of the weapon/shield. Two or three such blows will usually destroy a weapon. This cannot be done with weapons meant only for thrusting.

Disengagement: A melee participant may disengage by:
1) declaring an attempt to disengage that round. He may only parry or dodge for his actions.
2) Having survived that round, the next round he may run freely. However, the opponent can strike once before the disengaging character escapes if is DEX + ENC SRM is lower than the fleeing character's one. The attack cannot be parried or dodged, and does get a +10% attack modifier for striking at an opponent's back. Note that a combatants may freely disengage by mutually moving apart; the above is only applicable to someone who wishes to have their full move rate available and have an active opponent in melee.

Movement during combat: During melee, characters may freely move 1m backward (DEX rolls may be necessary if terrain is poor), they may move sideways 1m and or they may turn 60 degrees (one side of a hex). These are the only moves which are possible to combatants in melee without disengaging, as above. If a character moves, his opponent may then freely move 1m forward/backward /sideways/turning, if they desire. This may result in the combatants disengaging circumstantially.

Opportunity Attack: Any creature not engaged in melee, after it's DEX + ENC SR, may declare an opportunity attack against any character moving adjacent to it. Modifiers for target facing apply, plus the -10% for target moving. This uses that creature's 'attack' action for that round.

Sweep: Applicable only with non-thrusting weapons, this does 3/4 damage, but +20% chance to hit. Large (i.e. Polearms, Greatswords and larger) may strike all characters in the 90 degree arc in front of the sweeping character. The sweeper must declare whether they are attacking the right- or leftmost target first. Calculate this damage normally. If the target is knocked back or (ugh) chopped through, make another attack on the next target in the arc, and so forth.


ADVICE SECTION

(ignore freely, at your own risks)



Return To the Stabbing Cat

Last Updated 10/11/96
Please notify Frederic" Moulinfor additions, corrections, or changes.