This file covers from Skill and Stat Increases through the section on Combat.

Rune Quest III+: B) Combat


Pages 45 to 65:

COMBAT, replace most of with:

THE MELEE ROUND

A melee round is divided into four phases: Statement of Intent, Move, Melee, and Post Melee Move

The melee round is a short flexible period of time, the amount of time required to plan and execute two actions in the course of the melee round. For the purposes of keeping track of time, each melee round lasts 5 seconds, but in reality a melee round might range anywhere from 3 to 12 seconds.

1) STATEMENT OF INTENT: The players and gamemaster state for each player and non-player character, from lowest INT to highest, what actions each will take in the coming round. Resolve ties by a die roll.

  • Three general types of statements of intent can be declared:
  • 1) TRIPLE MOVE AND NO MELEE ACTIONS Perform no Melee Actions and move up to three times your movement rate (in 1 meter hexes) in the Move and Post Melee Move Phases.
  • 2) DOUBLE MOVE AND ONE MELEE ACTION Specify a single Melee Action and move up to two times your movement rate (in 1 meter hexes) in the Move and Post Melee Move Phase.
  • 3) SINGLE MOVE AND TWO MELEE ACTIONS Specify two Melee Actions and move your movement rate or less (in 1 meter hexes) in the Move and Post Melee Move Phase.
  • I will permit either move phase to be sacrificed for a Draw Weapon or a simple Miscellaneous Action.
  • If you chose a double move and one melee action, then 3 SR is added to the action to reflect the extra movement.
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  • The player must specify any Melee Actions selected in the Statement of Intent from the following list:
  • 1. Melee Attack: Attack with a melee weapon or make an unarmed attack (including grapple or/and knockback attacks). If one faces more than one opponent, one can select which opponent to attack on the SR that the attack occurs on. If a Draw Weapon action was first used to draw the melee weapon, add 3 SR to the weapon's normal SR. Creatures with more than two possible sources of attacks (more than two arms, breath weapons, etc.) can attack with up to half of them if they select a single attack option.
  • 2. Missile Attack: Fire a single missile weapon or throw a single weapon. A missile attack with a ready missile or thrown weapon occurs at DEX SR; at which time the attacker chooses a target. If a Draw Weapon action was first used to draw the thrown weapon or draw and load the missile weapon, add 3 SR to the missile attack.
  • 3. Cast Spell: Cast a spell or use a magic item to produce a magical effect. This generally occurs on DEX SR + total magic points in spell SR. If the character had to ready the spell first, add 3 SR to the time. Divine magic never requires readying and goes off on DEX SR unless it requires spending magic points as well (in which case, add 1 SR per MP). If a spell takes more than 10 SR to cast, the excess SRs carry over to the next melee round. The character must select another Cast Spell action to complete the spell in the following melee round, otherwise, the spell is aborted.
  • 4. Parry: Parry all attacks from a single source (a single weapon used by a single opponent). If the source for some reason strikes more than once, each Parry roll after the first is at a cumulative penalty of -10% (-10% for the second parry, -20% for the third, etc.). If one faces more than one opponent or source of attacks, one must select which source to parry at or before the SR of the attack. Creatures with more than two possible means of parrying (i.e., more than two arms) can parry with up to half of them if they select a single parry option.
  • 5. Dodge: Dodge all attacks from a single opponent (even if multiple weapons or sources of attacks are used by the opponent), though a separate Dodge roll must be made for each attack. Attacks landing on the same strike rank are at a -10% to Dodge skill for each attack beyond the first (two attacks landing on the same SR are at -10% to Dodge, three are at -20% to Dodge, etc.). If faced by more than one opponent, one must select which opponent one will dodge at or before the SR they attack.
  • 6. Draw weapon: Draw and ready a single weapon or draw a new missile and reload it in a missile weapon. In any melee round a character chooses to draw a new missile and reload it into a missile weapon, he or she can only move 1/3 the character's base movement rate in the Move and Post Melee Move Phases.
  • 7. Attack in Spirit Combat: Attack a spirit currently engaging the character in spirit combat. See Magic Book for details.
  • 8. Defend in Spirit Combat: Attempt to defend against a spirit currently engaging the character in spirit combat. See Magic Book for details.
  • 9. Miscellaneous Action: This represents any miscellaneous brief action or manipulation, such as shutting a door, picking up an item, looking around carefully, etc. More complex manipulations, such as applying First Aid, may require multiple Miscellaneous Actions to complete. For example, most perception skills, such as Scan, Listen, etc. are at half skill while in combat. Taking a miscellaneous action to look around would allow the use of Scan, Listen, etc. at full skill.
  • Selecting two Melee Attack actions lets a character attack all out in one of two ways. The character can attack with two weapons (one in each hand) at their normal strike ranks. Alternately, the character can attack twice with a single weapon at -10% skill, with the second attack coming 3 SR after the first attack (or on SR 10 if the first attack occurred on SR 8 or later).
    Creatures with more than two possible sources of attacks (i.e., multiple limbs, breath weapons) can attack with all of them if they select two attack options.

    Selecting two Parry options lets a character parry all out in one of two ways. The character can parry all attacks in the course of a melee round from two sources. (There is a -20% skill modifier to all rolls if the character tries to parry two attackers with the same 1H weapon.) Alternately, the character can ignore the modifier for parrying multiple attacks from a single source.
    Creatures with more than two possible means of parrying (i.e., with two or more arms) can choose to parry with all of them if they select two parry options.

    Selecting two Dodge options lets a character try to Dodge all attacks directed against him or her during the melee round. There is a -10% cumulative skill modifier when rolling against each opponent after the first (-10% on the second opponent, -20% for the third opponent, etc.). The penalty for Dodging attacks landing on the same SR remains in effect.

    Selecting two Cast Spell actions lets a character cast two spells in the same melee round. This is only possible if the total SR spent casting the spells adds up to 10 or less. Add the SR of the first spell to that of the second spell to determine the SR at which the second spell is cast. If a spell takes more than 10 SR to cast to cast, the excess SRs carry over to the next melee round, where the character must select another Cast Spell action to complete the spell. Otherwise, it is aborted.

    A character can combine a melee or missile attack and cast spell action where the spell would enhance the effect of the weapon. If the character wants to take advantage of the spell enhancement (for example, a Speedart), the attack must take place at its normal SR or the SR the spell went off on, whichever occurs later.

    A character in spirit combat can choose to attack twice, in which case he or she can take no other actions, including defending him or herself from the attacking spirit, or can choose to take two defensive actions but no other actions (see Spirit Combat).

    ALTERING STATEMENT OF INTENT A character can always abort a declared action, but can not alter a declaration for another melee action option. One unused melee action per melee round (even if two are available) can be aborted to one of two possible special abort actions:

    1. DEFENSIVE ABORT: A character can abort a single unused melee action to perform either a Dodge or Parry action at a -20% skill modifier instead.

    2. MOVEMENT ABORT: A character can abort a single unused melee action to increase his or her movement rate by one category, to double or triple speed in the upcoming Post Melee Move Phase. This allows one to flee or to chase after a fleeing character at higher speed.

    2) MOVE PHASE

    1. MOVEMENT INITIATIVE: Movement initiative is determined by the DEX of all characters involved in the combat situation. Higher DEX characters can decide to move first, or delay their movement up to and until all characters with a lower DEX have moved. Resolve ties by a die roll. The order of movement initiative determined in the Move Phase of a Melee Round remains in effect through the Post Melee Phase of that Melee Round.

    Once hostile characters come within a range where they could conceivably reach each other, the gamemaster and each player alternate moving the non-player and player characters 1/3 of their current movement rate in order of movement initiative until all movement is completed.

    2. MOVE: Any unengaged characters move no further than they have declared to move, in order of movement initiative. A character who becomes engaged must stop at the point he or she became engaged, unless the character succeeds in a contest of Maneuver skill. In that case the character can continue to move normally, and gains movement initiative over the defeated target if he or she did not already have it.

    A character who begins the Move Phase engaged (see below) can only move 1/3 of his or her normal movement rate (1 to 3 meters for humans) and must remain adjacent (in an adjoining hex) to all figures he or she is engaged by unless he or she succeeds in a contest of Maneuver skill. In that case, the character can move normally, and gains movement initiative over the defeated target if he or she did not already have it.

    A character cannot pass directly through another figure (or hex occupied by a figure) in the Move Phase, regardless of Maneuver skill success. The character can knock the intervening character down or aside in the Melee phase, however, and then continue his or her movement in the Post Melee Move Phase.

    If using a hex map grid (with 1 meter hexes), a character can shift one hex facing and then move one meter. A character can use one meter of movement to stand still but change facing to any orientation. Backwards movement is at half the speed of forward movement. To move 1 meter backwards take two meters of normal movement. At the end of each Move and Post Melee Move Phase, every character receives a free one hex facing shift.

    Mobility spells add to one's total movement in each Move Phase, not to one's basic movement. A human with Mobility 4 taking a one action, two move melee round will move 10 meters in each Move Phase, not 14 meters.

    In any melee round a character concentrates upon an already cast active spell (the concentration does not require an action) or wishes to use a Draw Weapon melee action to draw a missile and reload a missile weapon with it, his or her movement in the Move and Post Melee Move Phases is limited to 1/3 of his or her normal movement (1 to 3 meters for humans).

    RULES OF ENGAGEMENT

    A character that moves within 1 meter of an enemy character that has declared a Melee Attack using a weapon under 2 meters in length (Weapon SR 3, 2 and some 1) becomes engaged, and must end his or her movement immediately unless the character can succeed in a contest of Maneuver skill. On a hex map using 1 meter hexes, the characters would have to enter one of the three front or two side hexes of such a hostile figure to become engaged.

    A character that moves within 2 meters of an enemy character that has declared a Melee Attack using a weapon of at least 2 meters length (long spears, thrust halberds, naginatas or great swords) becomes engaged, and must end his or her movement immediately unless the character can succeed in a contest of Maneuver skill. On a hex map using 1 meter hexes, a character would have to enter one of the five secondary front hexes of such a hostile figure to become engaged, and would stop with a hex in between the character and the hostile figure. At such a range, only characters with a weapon of at least 2 meters length can attack each other. Characters with shorter weapons can still parry and dodge, but could only attack the longer weapon, not its wielder. If the character manages to move within 1 meter (an adjacent hex) of the longer weapon wielder, they are now at a range that both can attack and parry normally.

    A character that moves within 3 meters of an enemy character that has declared a Melee Attack using a weapon of at least 3 meters length (pikes and sarissa) becomes engaged, and must end his or her movement immediately unless the character can succeed in a contest of Maneuver skill. On a hex map using 1 meter hexes, the character would have to enter one of the seven tertiary front hexes of such a hostile figure to become engaged, and would stop with two hexes in between the character and the hostile figure. At such a range, only characters with a weapon of at least 3 meters length can attack each other. Characters with shorter weapons can still parry and dodge, but could only attack the longer weapon, not its wielder.

    A Lance charge is a special case, and is resolved by allowing the charging character to move adjacent to the figure it is attacking, regardless of whether the figure is using a pike, long spear, or shorter weapon. At this point normal rules of engagement go into effect. If the figure that was charged was wielding a pike, the pike would strike before the lance in the upcoming Melee Phase. The lance attack would take place before any shorter weapon attacks, at which point shorter weapons can attack at their normal strike ranks. This rule only applies in an all out charge with a lance where the riding animal's damage bonus is used instead of that of the rider.

    If the character with the lance is maneuvering and thrusting with the lance as if using a spear, normal rule of engagement remain in effect, with the normal exception that a mounted figure substitutes Ride skill for Maneuver skill when moving in combat.

    Once engaged, a character can no longer move in the Move phase except for the free facing shift at the end of the Move phase without winning a contest of Maneuver skill (see below). He can, however, move without restriction in the Post Melee Move phase.

    MANEUVER SKILL:

    This Agility skill (Base 25%, Hard), governs movement in melee situations. It is normally only studied by warriors, martial artists or duelists. It covers the art of combat movement, engaging, disengaging and closing. In any Move Phase where two or more characters disagree about their state of engagement or their fighting distance, they should each roll Maneuver as a skill vs skill roll. If they achieve the same level of success, nothing changes. If one character achieves a higher level of success than the other, he or she acts as if disengaged, with the loser remaining engaged.

    If a character begins a Move Phase adjacent to an opponent using a longer weapon, such as a long spear against a sword, Maneuver skill can be used to close with the longer weapon wielder. A success in a contest of Maneuver skills (as above) allows the winner to close with his or her opponent, moving into the opponents hex, with the normal effect for closing against a long weapon.

    A character that is already closed can move back to a normal range if he or she succeeds in a contest of Maneuver skill. Note that with a very long weapon, such as a pike or sarissa, characters within 1 meter (in an adjacent hex) should be treated as closed. They do not need to enter the pike wielders hex to gain the effects for closing against a long weapon.

    A character fumbling a Maneuver roll must stop all movement at that point, and is not even entitled to the free one hex facing shift normally available at the end of the Move Phase. Every meter of basic movement rate higher than an opponent adds +5% to Maneuver skill rolls made against that opponent.

    COMBAT MOVEMENT IN UNRELIABLE TERRAIN

  • Four types of terrain are defined: clear, restricted, difficult, and very difficult.
  • Clear: No DEX or Maneuver skill test.
  • Restricted: Maneuver skill or DEX x 5 for each move of more than the character's unmodified movement rate.
  • Difficult: Maneuver skill or DEX x 5 for each move of the character's unmodified movement rate.
  • Very Difficult: Maneuver skill or DEX x 3 for each move of the character's unmodified movement rate.
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  • Note: 'Movement Rate' is your character's normal movement rate, NOT the modified movement rate (for example, if Mobility 1 is cast on a character with movement rate of 3, his unmodified movement rate is 3, not 4).

    Crossing over a dead or unconscious fallen body of human size, or a conscious fallen friendly figure is a Difficult test (DEXx5). Crossing over stacked dead or unconscious fallen bodies of human size, or a conscious fallen unfriendly figure is a Very Difficult test (DEXx3).

    Jump or Acrobatics skill can be used to cross difficult terrain instead of Maneuver skill or a DEX roll, but only if the difficult terrain feature is narrow enough to be cleared by the distance covered by a single Jump or Acrobatics attempt. Otherwise immediately test DEX or Maneuver skill as above at the completion of the Jump or flip.

    Fumble: The character falls down, loses any remaining actions that round, and takes 1D6 falling damage (with a possible modifier for the type of terrain). Failure: Character falls down at the point they entered the terrain (or half-way through movement, if already in the terrain). Special: The character uses the terrain to advantage, and gets a 10 percentile bonus to all attacks and defenses that round. Critical: The character uses the terrain to advantage, and gets a 20 percentile bonus to all attacks and defenses that round.

    FALLEN CHARACTERS

    A character that falls in the course of a melee round cannot stand up until the next melee round's Move Phase. A successful Acrobatics or Breakfall skill roll allows the character to stand in that melee round's Post Melee Move Phase, and can move and engage normally in next melee rounds Move Phase. Otherwise, moving from a prone position to a kneeling position takes a single move action (3 meters of movement for a normal human), moving from a kneeling position to a standing position takes another move action.

    In other words, a character going from a prone position to a standing position will only have a single melee or move action left to use. A fallen character cannot force engagement on other characters while he or she remains on the ground. A character that fell in the course of a Move or Post Melee Move will normally be unable to stand until the next movement phase, either Move or Post Melee Move. A successful Acrobatics or Breakfall skill roll will negate the effects of the fall. If the character succeeds in the roll, they may ignore the fall and proceed normally (rolling or flipping out of the fall).

    3) MELEE PHASE Resolve all melee actions in Strike Rank order.

    4) POST MELEE MOVE PHASE All characters can move again as in the Move Phase, except that engagement rules do not apply (Rules of Engagement are not in effect). A character still cannot pass directly through a space occupied by another character unless that character is prone or the moving character pushed the target aside in the Melee Phase.

    CRITICAL HITS

    A critical attack will normally ignore all armor, including that from protective spells. As it is also a special success, it will typically have an additional effect depending on the weapon and mode of attack used.

    COMBAT OPTIONS Characters may choose to fight in one of the following offensive or defensive modes. One must specify the exact mode in the character's statement of intent. Some special fighting modes allow one to replace the default results for a special success with the special result specific to the mode. Modes marked with an "@" sign are unusual, and are not normally available without special training.

  • MELEE AND MISSILE ATTACKS Melee and missile weapons normally function in one of the following three default modes, each with a specific result occurring on a special success roll (a special hit):
  • Slash (Cutting weapons): Max weapon damage to head, limbs or abdomen, normal weapon damage to chest.
  • Crush (Blunt weapons): Ignores half of soft armor (on all locations). Does max damage bonus to head, chest or abdomen, normal damage bonus to other locations.
  • Impale (Thrusting weapons): Double weapon damage to head, chest or abdomen, normal weapon damage otherwise.
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  • SPECIAL TACTICS A number of different tactics can be used in a combat situation. Some techniques, including the standard attack, parry and dodge can be used by all characters. On a special (or critical) hit, a special success effect will generally take place, dependent on the mode of attack and weapon used.
    The default specials listed above (Slash, Crush and Impale) take place on a special success using a standard attack. Other special effects take place using other modes of attack. Unless marked by an "@", the special tactics listed below are available to all characters.
  • Special tactics marked by an "@" require special training, and are not normally available to all characters. Learning to use such a special tactic with a weapon or set of weapons requires spending a certain number of hours studying the tactic (the exact amount is listed under each tactic). The instructor must know how to use the tactic with that set of weapons before he can teach the tactic to anyone.
    The instructor must succeed in an Instruct skill roll, or, with a failed Instruct roll, the student must succeed in a weapon skill roll to learn the tactic. The character can then use the tactic with a specific weapon (or set of related weapons, i.e., Shortsword and Kukri, Broadsword and other 1H Swords, etc.). A character can attempt to research a special tactic, but this requires spending three times the listed training time and then succeeding in a weapon skill roll.
  • For melee and missile weapons:
    Aimed Shot:
    A melee or missile attack aimed at a specific hit location is at half the normal chance to hit. It might very well take more than a single melee round to land an aimed shot.
  • For melee attacks:
  • Slam: Attempt to knock an opponent aside or down by moving directly through them with your body. The attack is made as if making an attack with Weapon SR 3, and does not normally do any damage other than what may be incurred from the knockback. The Slam attack is at DEXx3 or Grapple skill, whichever is higher. The attacker does his STR plus SIZ in points of knockback damage (see Knockback). The fact that the attack does not penetrate armor is already factored into the Slam. The amount of knockback is doubled for a special or critical roll. A critical success on a Slam attempt additionally forces the defender to make a DEXx1 roll to remain standing, and another DEXx1 roll to retain a grip on any held (though not strapped on) items. The attack can be dodged or parried normally.
  • Bash: Attempt to knock an opponent aside or down by pushing them or striking them with a weapon or object. The attack takes place at the normal SR and attack skill for the weapon used, and does not normally do any damage (other than that which may be incurred from the knockback). The attacker adds the average of his or her STR plus SIZ to the rolled weapon damage to determine the total amount of knockback damage done (see Knockback). Thrusting weapons must be used in a crushing or cutting mode (staff or halberd) to effectively add to a Bash attempt, and smaller weapons (SR 3) are generally ineffective.
  • Disarm: Attempt to disarm an opponent by attacking their weapon, using either brute force or finesse. The attack is resolved normally, with the appropriate modifiers for the smaller size of the weapon being attacked. The attack must be a special success for the disarming attempt to have any chance of success. On a special hit, one can attempt to disarm the opponent by matching either STR vs. STR (STRx1.5 if the target weapon is held with two hands) or DEX vs. DEX (DEXx1.5 if the target weapon is held with two hands), at the attackers option. The STR test better represents a brute force approach, the DEX test a subtler approach. If the resistance test succeeds, the target weapon is knocked 0 to 5 meters (1d6-1) from its wielder in a random direction (0 meters means it lands at his or her feet). Short weapons such as daggers are not particularly well suited for this task, and if used will only allow matching STR/2 or DEX/2 against STR or DEX.
  • Break Weapon: Strike at an opponent's weapon. The attack is resolved normally, with the appropriate modifiers for the smaller size of the weapon being attacked. Impaling weapons cannot effectively damage an opponent's weapon unless they are used in a cutting or crushing mode. If the weapon being attacked is used to parry the attack, and achieves an equal degree of success (i.e., a special parry against a special attack), it will suffer 1 armor point of damage from the attack if the damage done exceeds the parrying weapon's armor points. If the attack has a higher degree of success (i.e., a special attack against a normal parry), or the weapon attacked is not used to parry the attack, all damage in excess of the target weapon's armor points is suffered by the weapon. The default special hit results do not occur when attacking an opponent's weapon.
  • @Entangle: If using a flexible weapon, the attacker can opt to attempt to entangle an opponent or opponent's weapon on a special hit instead of use the default special hit result for the weapon. The attack is rolled normally, and a special success entangles the hit location struck or the weapon attacked, doing only half the normal weapon damage and with no other special effect. An entangled hit location is immobilized on a successful STR vs. STR roll, an entangled weapon is pulled out of the grasp of its wielder on a STR vs. STR roll (or STR vs. STRx1.5 if the attacking weapon was held in both hands), landing 0 to 5 meters (1d6-1) away in a random direction (if 0 meters, at the wielder's feet). It takes 50 hours of training to learn to use Entangle with a specific weapon (or set of related weapons).
  • @Feint: An attack that trades force for evasion and deception. A special success does normal damage but subtracts half the attackers attack skill with that weapon from any parry or dodge by the defender. A critical feint does normal damage ignoring armor, but subtracts the attackers attack skill with that weapon from any parry or dodge by the defender. It takes 400 hours of training to learn to use Feint with a specific weapon (or set of related weapons).
  • @Flurry: A flurry or series of quick blows. A special success does normal damage, but allows a second free attack, this one in the default mode of the weapon. The second blow lands DEX SR after the first. A critical flurry does normal damage ignoring armor, and results in the second attack at worst hitting (roll, but miss and fumble results are treated as normal hits). The second attack lands DEX SR after the first attack or SR 10, whichever is earlier. Using a weapon in flurry mode requires STR at least 3 above the minimum weapon STR; or STR at least 1 above the minimum weapon STR, and DEX at least 3 above the minimum weapon DEX. It takes 400 hours of training to learn to use Flurry with a specific weapon (or set of related weapons).
  • @Aimed Blow: An attack that trades force for precision. On a special, the attack does normal damage, but allows the attacker to select the hit location struck. To use the technique requires a minimum DEX of 13. It takes 200 hours of training to learn to use Aimed Blow with a specific weapon (or set of related weapons).
  • MELEE PARRIES:

    Standard Parry: The normal parry result. If used with a bladed weapon, it will damage an attacking weapon if the attackers attack roll was a failure. Hafted bladed weapons (axes) and long hafted bladed weapons (halberds) will only damage attacking weapons on a special or critical parry result, respectively. The parrying weapon will normally suffer 1 armor point of damage from any attack it parries that does damage in excess of the parrying weapon's armor points, and the excess damage passes on to strike the parrying character. A special parry will cause the parrying weapon to take no damage from normal or special attacks that exceed its armor points, although the excess damage will still pass on to strike the parrying character normally. A critical parry stops all damage from an attack, even a critical attack or an attack that exceeded the parrying weapon's armor points, and the parrying weapon takes no damage.

  • Special tactics for melee parries:
  • @Swordbreaking: A character with a swordbreaker mounted on their parrying weapon that knows how to use it properly can attempt to catch an attacking weapon. On a special parry roll, the character catches the attacking weapon, and can attempt to disarm his or her opponent, or to damage the attacking weapon, possibly breaking it.
    To disarm, the character must succeed in a STR vs. STR roll on the resistance table (STR vs. STRx1.5 if the opponent's weapon is held in both hands). If the roll succeeds, the opponent's weapon lands 0-2 meters (1d3-1) away in a random direction.
    If the parrying character opts to damage the attacking weapon, he will do the swordbreaker's damage plus his or her damage bonus directly to the armor points of the attacking weapon, which may result in the weapon breaking. If the damage done by the swordbreaker does not equal or exceed the attacking weapon's AP, the weapon takes only 1 AP of damage. On a critical parry the character can either automatically disarm the opponent or do double damage, if her or she opts to damage the attacking weapon. It takes 100 hours of training to learn to use Swordbreaking with a specific swordbreaker (or set of related swordbreakers).
  • @Glancing Parry: A defensive parry. It will not damage an attacking weapon, instead attempting to redirect the force of the blow. On a special parry, it doubles the AP of the parrying weapon for that blow only. On a critical, no damage is done to the defender or parrying weapon. If used with a shield, it only adds half again the shield's armor points on a special parry. To use a weapon in Glancing Parry mode one must have a DEX at least 3 higher than the minimum weapon DEX. It takes 400 hours of training to learn to use Glancing Parry with a specific weapon (or set of related weapons).
  • @Active Parry: An offensive parry that attempts to damage or knock away an attacking weapon. With an Active Parry, special parries with a bladed weapon do their normal damage against the parried weapon, even on a successful attack. However, the parrying weapon will take damage from normal and special attacks. A critical Active Parry automatically disarms the opponent (with the weapon landing 0 - 5 meters away in a random direction), but the parrying weapon will take damage from normal and special attacks, and will not automatically stop all damage from reaching the parrying character. It takes 200 hours of training to learn to use Active Parry with a specific weapon (or set of related weapons).
  • @Weave: A defensive parry that incorporates a dodge. The parry will not damage an attacking weapon, and the parrying weapon can be damaged by any attack that exceeds its armor points, even on a special or critical parry. When using Weave, on a special, a free dodge roll is allowed to evade any damage from the attack that blew through the initial parry. On a critical success the character takes no damage (although the parrying weapon might). It takes 400 hours of training to learn to use Weave with a specific weapon (or set of related weapons).
  • @Riposte: An offensive parry. The parry will not damage an attacking weapon, and the parrying weapon can be damaged by any attack that exceeds its armor points, even on a special or critical parry. A critical parry using Riposte will block only its armor points in damage, not all damage as does a standard parry. When using Riposte, on a special parry the riposter is set up for a free attack with the parrying weapon. This blow comes on the SR following the parried attack, or SR 10, whichever comes first, and does not count as an action. Characters being hit by a riposte may parry or dodge the riposte normally if they have a parry declared against the riposting weapon or a dodge declared against the riposter that round. A critical riposte allows the riposter to automatically hit on the riposte. Roll the attack anyway, to check for specials or criticals, but the blow hits, even if the attack roll is a miss. A fumbled attack becomes a simple miss. It takes 400 hours of training to learn to use Riposte with a specific weapon (or set of related weapons).
  • MELEE DODGING

    Dodge is a (Base 15%, Hard) Agility skill. A normal dodge causes a normal hit to miss, a special hit to become a normal hit, and a critical hit to become a special hit. A special dodge causes a special or normal hit to miss, and a critical hit to become a normal hit. A critical dodge causes a critical, special or normal hit to miss. A fumbled dodge improves an opponents attack by one degree of success: Only a fumbled attack misses. A missed attack hits, a hit specials, and a critical hit does maximum damage.

    Special tactics for dodging:

    @Counter: An offensive dodge. A special dodge using Counter is treated as a normal dodge, but the counterer is set up for a free attack with the ready weapon. This blow comes on the SR following the countered attack, or SR 10, whichever comes first, and does not count as an action. Characters being hit by a counter may parry or dodge the counter if they have a parry declared against the countering weapon or a dodge declared against the counterer that round. A critical dodge using Counter is treated as a special dodge, but the counterattack that follows automatically hits. Roll the attack anyway, to check for specials or criticals, but the blow hits, even if the attack roll misses. A fumbled attack roll is treated as a simple miss. It takes 400 hours of training to learn to use Counter with a specific weapon (or set of related weapons).

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    PARRYING AND DODGING MISSILE WEAPONS, replace with:

    Thrown weapons and missile weapons can be dodged if the dodger is aware of the attack and ready to dodge.

    At point blank range: (will be defined for each weapon, for now approximate using one tenth the weapon's effective range). A dodge is at one fifth percentage against a projected missile weapon such as a bow or crossbow (effectively, you need a special dodge success to counter a normal hit, or a critical dodge success to counter a special hit), and at half percentage against a thrown missile weapon, such as a rock or thrown knife. Note that even though missiles and thrown weapons are harder to dodge at point blank due to a decrease in the reaction time available to the dodger, the penalties to hit a moving target are doubled, due to the increased difficulty of tracking a target at closer range.

    Firing a missile weapon while engaged is considerably more difficult. If a character with a missile weapon starts the melee round adjacent to an opponent, missile attacks are at half percentage. Thrown weapon attacks are at normal percentages. However, if the opponent chooses to dodge the missile or thrown weapon attack, his or her dodge skill is at full. It is easier to dodge a missile weapon or thrown weapon when directly adjacent to the source of the attack.

    Small thrown weapons that are difficult to parry, such as knives or shuriken, are parried by a weapon at only the normal chance of success. Any shield will parry them normally. Projected missiles at normal ranges are parried by a weapon at 1/5 normal percentage, or a hoplite or larger shield at normal percentage, and at point blank range they can only be parried by a critical weapon parry or a hoplite or larger shield at 1/5 normal percentage. Instead of parrying, shields can be used to cover locations.

    DODGING BY LARGE CREATURES

    Very large creatures, such as giants, will have trouble dodging much smaller opponents if they are physically attacking them in such a way as to expose themselves to a counterattack. A large giant kicking or punching a human will not be able to dodge an attack directed at the attacking arm or leg. This is also true for humans trying to kick or punch a rubble runner. When using a weapon that lets them stay out of reach, the larger creature can dodge normally, even though this will generally more represent skillful footwork on the larger creature's part than weaving and dodging.

    Missile or thrown weapons fire directed at a very large creature by a much smaller one should be treated as point blank range fire even out to normal weapon ranges for the purpose of being dodged by the larger creature, and the normal doubling of movement penalties at point blank range should not be used if the larger creature is moving. These rules generally come into play only when a creature has at least three times the SIZ of its opponent.

    FLEXIBLE WEAPONS

    Parrying a flexible or chain weapon such as a whip or flail with a weapon or buckler parry is at parry skill. Parrying a flexible or chain weapon with a shield parry is at 3/4 parry skill, assuming the shield used is larger than a buckler. Flexible or chain weapons have a double normal chance of a fumble.

    Page 49:

    KNOCKBACK, replace with:

    If the amount of damage done by a weapon equals or exceeds a targets SIZ, it will cause knockback, moving the target back by 1 meter and forcing the target to make a DEX X 5 roll to remain standing. Every 10 points of damage above the targets SIZ adds an additional meter of knockback and reduces the DEX roll by one multiple (i.e., DEXx4 for 2 meters of knockback, etc.).

    Weapons that do not penetrate armor (all crushing weapons, or a slashing or impaling weapon that did not penetrate armor) do double damage for the purposes of knockback. Impaling weapons that impale and do damage do no knockback.

    If the target of knockback is mounted, and succeeds in a Ride roll, the SIZ of the mount is added to that of the target's for determining knockback. If the Ride roll is unsuccessful and the DEX roll is failed, or if more than 1 m of knockback was inflicted, the target will be knocked off his or her mount.

    Page 49:

    BRACING AGAINST KNOCKBACK, replace with:

    It is possible to brace oneself against knockback prior to an opponent's attack. One cannot dodge while braced, and a character that braced in a melee round cannot move in the Post Melee Move Phase of that melee round. Once braced, damage done must be higher than the STR + SIZ of the braced figure to cause knockback.

    Page 50:

    KNOCKBACK INTO SMALL OBJECTS, PEOPLE AND SOLID OBJECTS, replace with:

    If the target of knockback travels far enough to hit something behind him, he must make another DEX x 5 roll to remain standing, as must the object, if it is a living or animate creature. If the target was knocked back and hit a creature or free standing object, both take 1d6 damage to a random location for every two meters of knockback incurred (the full distance need not be traveled). If the object hit was a solid, unyielding object (wall, boulder, rock cliff), the amount of damage is doubled.

    Page 52:

    HIT LOCATIONS OF MOUNTED TARGETS. Add:

    Mounted characters fighting footmen also get the advantages of high ground (page 54).

    Page 52:

    PROHIBITED MOUNTED WEAPONS, replace with:

    Two handed hacking weapons used while mounted are used at 3/4 their normal attack and parry skills.

    Page 54:

    HIGH GROUND, replace with:

    A character that is standing at least half again higher than his or her target has a high ground advantage. This means that the character rolls 1D10+10 for all hit location rolls for his attacks with one-handed melee weapons, and can choose to do so with a two-handed melee weapon as well. The higher character also has 10 percent added to all of his or her attacks and parries against a lower character. Mounted characters fighting footmen gain the advantage of high ground.

    Page 60:

    GRAPPLING, replace with:

    A successful Grapple attack grasps a random hit location of an opponent. A successful dodge evades the attack. A successful parry with a weapon means that the weapon was caught instead; a successful shield parry indicates that the shield has been caught. A shield or hafted weapon that is caught can be held for a further grappling attempt to immobilize the weapon or throw the opponent. A bladed weapon that is caught can not normally be held.

    If the grapple attack roll was a special success, the parrying weapon or shield arm was caught instead. A successful Grapple parry will block the attack. After the first successful Grapple attack, subsequent Grapple rolls can be used to attempt to immobilize an opponent, throw an opponent, or inflict damage upon them.

    To immobilize an opponent (using the hit location grappled) one must succeed in a second Grapple attack at DEX SR in the next melee round. If the second roll fails, the opponent is released. If the second Grapple roll succeeds, roll STR vs. STR/2 on the resistance table to immobilize the opponent/location. If the resistance roll fails, the opponent is not immobilized, but the location is still held. An immobilized opponent can free themselves in subsequent melee rounds if they succeed in a STR/2 vs. STR roll (one attempt each a round at the held character's DEX SR).

    To throw an opponent one must succeed in a second Grapple attack at DEX SR in the next melee round at +10%. If the second roll fails, the opponent is released. If the second Grapple roll succeeds, roll STR+DEX vs. SIZ/2+DEX of opponent on the resistance table to throw the opponent, he or she takes 1d6 damage (+ thrower's damage bonus) to a random hit location, more if the fall is from a greater height, armor protecting, at best, at half value. If the opponent succeeds in a DEXx1, Acrobatics/2, or Breakfall roll, the damage is halved. If the resistance roll fails, the opponent is not thrown, but the location is still held.

    To damage an opponent one must succeed in a second Grapple attack at DEX SR in the next melee round at -10%. If the second roll fails, the opponent is released. If the second Grapple roll succeeds, roll 1d4 damage plus damage bonus versus the hit location held. Armor has no effect. Protective spells have half value.

    Page 60:

    MELEE WEAPONS TABLE. Corrections:

    All daggers impale, naginatas slash instead of impaling Page 64:

    MISSILE WEAPONS TABLE. Correction:

    Javelin damage is 1d10, not 1d8. Page 68:

    POINTS FOR OVERLAPPING ARMOR, replace with:

    As described above, it is possible to wear soft or leather armor under another armor to provide added protection. When overlapping any armor, only half the armor points of the lower valued piece are added to the higher valued piece, rounding up (i.e., soft leather under plate will add 1 point of protection, bezainted 2 points, ringmail 3 points, and chainmail 4 points). After all, wearing padding under Chainmail was historically standard, it couldn't have been too bad.