Logo

Combat

  1. Declare actions
    • Time sensitive, resolved by opposed DEX rolls
    • Fight or move, no both. Unless mounted.
  2. Resolve actions Pasted image 20250504121916.png
  3. Winner's outcome
    1. Roll damage (own or horse)
    2. Critical +4d6
    3. If winner achieves a critical vs note-able, check skill regardless of natural roll
  4. Loser's outcome
    1. Checks for Knockdown, Dropped/Broken Weapon, and Armor, Shield, and/or Parry protection, in that order
    2. Damage
      1. Net after armor
      2. Major wounds + unconscious
      3. Unconscious
  5. Combat movement
    1. Aside from charges, all movement happens after combat (?)

Combat Actions

  • Call Squire - roll ≤Squire's Age
  • Control Mount - make horsemanship
  • Defend
    • +10 to skill
    • On a Win, deal no damage
  • Disarm - resolved with grapple
  • Dodge - DEX roll to throw yourself aside (unmounted)
    • Crit = dodge, roll and end ready
    • Win = avoid taking damage, but end on ground
    • Fail = take the hit, end on ground with weapon in hand
    • Fumble = take the hit, end on ground, lost weapon
  • Evade (mounted/foot) - disengage from combat
  • Set Spear
  • Reckless Attack
    • IF Famous for Recklessness always attack this way unless Prudent roll, if Exalted then always. Otherwise a choice.
    • Neither get to use shields
    • Attacker gets +5
    • ==Attacker needs to win by ≥5 to Win
    • If Attacker Win by ≥5 difference between the rolls, +1d6 or +2d6 on a Crit
    • If attacker succeeds (has higher success), and difference is ≤5, then tie
      • Tie = both parties succeed
    • Otherwise resolve normally
    • If against a renown and fearsome opponent, check Reckless
  • Fight Prudently
    • If Famous for Prudent always attack this way, unless Reckless roll, if Exalted then always this way. Otherwise a choice.
    • Both sides get +5 to DEX checks if required (less likely to knock-down or be knocked-down)
    • If Attacker wins by ≤5, -1D6 damage (disadvantage)
    • Parry +6 (effectively extra armor)
    • If used against a weaker or ordinary opponent, check Prudent
  • Mounted Charge
    • +5 bonus
    • Win - Horse damage (if lance, couched spear) or +1d6
    • Partial - lance breaks, or other hafted weapon breaks
    • Tie - non sword weapons break
    • Fumble …

Optional & Conditional

  • Target Weakness - ==attempting to score a Crit, at a cost of chance of a normal Win
    • If Attacker's skill ≥15
    • -5 on skill
    • Target number is a range of x +/- 1
      (e.g. if skill is 15, then target number is 9-11 for critical hit)
  • Bash - ==attempt to knock an opponent to the ground
    • If Attacker's size ≥12
    • Inflict -1d6 damage if Win
    • Lose ties
    • On Win, Defender must make a DEX check regardless of damage/size, and they fumble on 19-20
  • Bind - attempt to disarm the opponent, after achieving a Bind
    • ==TBC what triggers a bind?
    • If Attacker's strength is ≥15
    • Opposed STR rolls
    • If winner's result is ≥5 than the opponents, the opponent is disarmed
  • Close-Up - to move to brawling rather than fighting

Getting up from the floor

  • Unless in heavy armor or suffering from a major wound, it just happens
    • In heavy armor it takes an action
  • Just use +5/-5 mod when fighting from ground
  • Opposed DEX to see if you can get up before the attack and avoid the modifiers or afterwards

Mounted combat

  • ==Weapon skill is capped at the horsemanship skill
  • DEX is used rather than horsemanship for v6

Multiple Opponents

  • ==No need to split== (no need to do maths!)
  • -5 mod applied to both attacks when fighting 2 opponents
  • -10 vs 3 opponents etc

© 2025 All rights reservedBuilt with Flowershow Cloud

Built with LogoFlowershow Cloud