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