Table of contents
  1. Attacks
    1. Weapon Durability
    2. Weapon Tags
    3. Stunts
  2. Defense
    1. Armor Tags
    2. Armor Durability
    3. Shields Will Be Splintered, Helmets Will Be Sundered
  3. Morale
  4. Movement and Retreat
  5. Dying and Out of Action
  6. Disrupting Magic

When diplomacy fails (to be tried), force of arms is a tried and true method of settling differences of opinion. When encounters turn to combat, use these rules for fighting with weapons and wearing armor.

Attacks

Characters have a number of attacks depending on their equipped weapons (base 1) and cause damage based on the opponent’s defense. You may divide up the attacks against as many opponents as you want within reach of your weapon. Different equipment will give you different benefits based on their associated tags.

For an attack to hit, it must roll above the opponent’s defense. Characters who are knocked prone or are otherwise incapacitated do not gain the benefits of their armor. Attacks explode on a 6.

{: .highlight } Helga is attacking a goblin in melee. Helga has a total of 4 attacks based on her weapons. The goblin has a crude shield but no actual armor so it has an armor value of 3. Helga rolls a 2, 4, 5, and 4. Since she needs to roll a 3 or higher (above the goblin’s armor value) to damage the goblin, she can choose to cause any combination of 3 damage or stunts with the attack. The goblin can choose to sacrifice its shield in defense to prevent the incoming damage but then will not have the shield for any future defense.

Damage is first subtracted from stamina and then wounds. Some damage may affect wounds no matter what such as particularly nefarious witchcraft or poisons.

Weapon Durability

If any attack rolls a 1, test your weapon’s durability at the end of the combat.

Weapon Tags

Weapons add to a character’s attacks according to the table below. Modifiers stack. The basic tags are as follows:

  • 1-handed: +1 attack
  • 2-handed: +2 attacks
  • Melee: +1 attack. Able to attack targets within 5 feet of you
  • Reach: Able to attack targets between 5-10 feet of you
  • Thrown: Can throw to attack from range between 10-40 feet
  • Short Range: Can attack from in a range of 10-60 feet
  • Long Range: Can attack from in a range of 10-300 feet
  • Improvised: -1 attack
  • Defensive: +1 armor if target moved more than 10 feet to attack you and you did not move
  • Hooked: Can attempt to disarm an opponent from their shield

Example weapons:

Weapon Tags
Shortword Melee, 1-handed
Dagger Melee, 1-handed, improvised
1-handed axe Melee, 1-handed, Hooked
Throwing Axe 1-handed, Thrown
Javelin 1-handed, Thrown
Greatsword Melee, 2-handed
Pike Reach, 2-handed, Defensive
Halberd Melee, Reach, 2-handed, Hooked
Shortbow 2-handed, Short Range
Longbow 2-handed, Long Range

If a weapon has Reach but not Melee, it can only attack from 5-10 feet. It must have both tags to attack from both ranges.

Stunts

Any attack that hits may be changed into a stunt where an opponent has to make a save or else suffer a negative effect. Example stunts (and accompanying saves) are shown below:

  • Disarm: Opponent loses one weapon held in their hands on a failed REF save
  • Taunt: Opponent makes a WIL save against targeting you next round. Any attack, spell, or other ability targeting an ally has disadvantage
  • Shove: Push opponent back 5’ on a failed FOR save
  • Trip: Knock opponent prone on a failed FOR save
  • Distract: Allies attack opponent with advantage until end of the round on a failed WIL save

Other stunts might be only achievable with certain weapons. Axes or lances can break shields, and clubs, maces, and other blunt weapons can make a helmet worthless, for example.

Defense

A character’s defense is equal to 2 + the number of armor pieces worn.

Armor Tags

  • Light: +1 defense, uncommon
  • Heavy: +2 defense, rare
  • Shield: +1 defense, common

Armor Durability

If any attack against you explodes, test your armor’s durability at the end of combat.

Shields Will Be Splintered, Helmets Will Be Sundered

Shields can be sacrificed to negate all incoming damage that round. Helmets can be sacrificed to prevent being taken out of action and instead be reduced to 1 wound.

Morale

Morale (ML) is a representation of an NPC’s discipline and will to fight on. If the roll is above this target, the NPC will flee or surrender. The referee tests the morale of opponents and followers in the following circumstances:

  • When the first champion, leader, etc. (PC or NPC) on their side is killed, knocked unconscious, captured, or flees
  • When their numbers or wounds are reduced to 1/2 of the starting strength (of the overall group or for each individual NPC)

To simplify things, you may roll one moral test and compare it to each relevant NPC’s morale.

Use the higher of the two dice to determine the kind of morale failure that occurs, if any:

d6 Morale Failure
1-2 Surrender: throw down weapons, beg for mercy. Non-sentient opponents are instead routed
3-4 Rout: Every man for himself. Only have to be faster the person next to you. Must sprint
5-6 Tactical Retreat: Automatically rally at the end of the next turn

Movement and Retreat

Characters can move up to 40 feet in a round. Characters wanting to move can either:

  • Pivot: Move only 5 feet and suffer no consequences
  • Run: Move up to your full movement distance and may take one other action. Moving out of melee range of an opponent this way allows a free attack to be made against you immediately
  • Sprint: Move up to twice your full movement distance and may not take other actions. Weapon attacks against sprinting characters have advantage
  • Charge: Move at least 10 feet, up to your 50% more than your movement distance (i.e. 60 feet for most characters), in a straight line at an opponent. You can’t charge through rough terrain

Characters can only attack one opponent moving out of melee range per round.

Characters making ranged attacks after running or in melee range do so with disadvantage.

Dying and Out of Action

When a character has no more wounds, they are taken out of action and are considered unconscious. If an out of action character receives help within 1 hour, they can roll on the table below, otherwise they roll on the table with disadvantage. Helping this way takes 1 turn and can only be attempted once. If the character is helped with the use of a field medic kit they make this roll with advantage.

2d6 Out of Action Effect
2-5 Dead: The character dies.
6-10 Wounded: Regain 1 wound and gain 1 stress.
11-12 KO’d: Regain 1 wound.

You may permanently lower your fortitude by 1 to increase your roll on the table above by 1.

Disrupting Magic

Attacking an opponent who is casting a spell or reciting a mantra does so with advantage. If that opponent takes damage, their action is interrupted and resolves with disadvantage on their phase. Attacks made as a result of a character moving out of melee range do not have advantage unless they already would.