Professional Documents
Culture Documents
Cover and interior illustrations are Public Domain and taken from "Scenes
and characters of the Middle Ages" by Rev. E.L. Cutts, "Handbuch der
Waffenkunde" by Wendelin Boeheim and "A history of the art of war", by
Charles Oman.
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I. COMBAT RULES
Armor follows the original rules. It preserves the life of the player at 0
LUCK but it's not involved in active defense as damage reduction. The downside
it’s the limited movement rate already present in the original ruleset.
Shields are LIGHT or HEAVY, just like the armor. Shields can block blows but
after having successfully absorbed any damage hit of 5+ they must be checked
for integrity with a 2d6 roll: if the result is below 4 the shield is broken and
needs to be repaired.
INITIATIVE
Initiative roll depends from case to case at judge's discretion. For duels it
could be rolled individually at the beginning of each round; for bigger battles
it could be rolled for faction either at the start of each round or once at the
start of the combat manoeuvres.
ATTACK
Attacker rolls 2d6. Opponents with increasingly bigger shields are easier to
hit due to limited movement. The lower die of the roll is the potential damage:
with a lower target number to hit against opponents with better shields, the
damage can be as low as 1 and as high as 6 (+1 for two-handed weapons). For
unshielded defenders, it's 3 at minimum, so they could be harder to hit given
their dexterity but easier to damage.
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DEFENSE
The defender can try to block, parry and dodge a hit. The player must declare
the action he wants to attempt before making the roll, and it cannot be changed
afterward.
Dodging gets harder with heavier shields due to limited movement. Successfully
dodging the hit deals no damage to the player, and it may offer an attack of
opportunity in favor of the defender (at judge's discretion, or 1-2 on 1d6).
Surprise attacks (like sneaking behind the opponent's back or a ranged attack
from the bushes) and firearms cannot be parried, blocked or dodged. Defending
from non-surprise missile attacks follows original rules.
PUSHING LUCK
Both players can spend LUCK points to enhance their attack or defense rolls.
Pushing LUCK on a roll to make it a 12 does not make it a critical roll.
ROLLING 12s or 2s
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II. VARIANT RULES
Blocking and parrying can be performed by different rolls as per the following
table. This distinction allows player to more advanced tactical combat with a
certain degree of realism: parrying a blow is more difficult to achieve when
using a shield instead of being free from the additional burden; at the same
time a larger, two-handed weapon can parry and deflect blows more effectively
than a lighter one. This variant can be combined with one of the others.
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III. JUDGE’S CHEAT SHEET