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Combat Reference (1.

3)
Awareness of Opponents  Actions making noise (such as moving to a new
position) may trigger a Listening or Observation
 Listening or Observation checks every 5 seconds check
once within sensory range  As soon as a target becomes aware of the attackers,
the Count Up begins at 1
Initiative
 The ambushing characters automatically have an
 Once aware of opponents, roll Initiative Initiative of 1
 Standard encounter (d12)
Movement
 Declared ready for trouble and have
evidence of an ambush ahead (d10) Humans, Elves, Dwarves,
 Can hear opponents in a concrete direction, size M and L Halflings, size S
but not see them (d8) creatures and T creatures
 Going through a doorway with knowledge Walk 5 ft. 2.5 ft.
an opponent is on the other side (d6) Jog 10 ft. 5 ft.
Run 15 ft. 7.5 ft. (5/10)
 Leaping around a corner with knowledge an
Sprint 20 ft. 10 ft.
opponent is there (d4)

Surprise  From a standing position, a character may begin to


walk or jog immediately, but not run or sprint
 Surprised characters:  A walking or jogging character may then move to a
 continue doing what they were doing and run or sprint
can take no other actions  Characters may only sprint for half their Con. in
 have no Defense adjustments and cannot seconds (rounded down)
deploy a shield  This may be spread across several spurts
 roll d8p for defense rolls  Characters recover in (16 + d4p – Con.) minutes and
 An unsurprised character may move next to and may then sprint again
alert a surprised character 
If zero or less, a 10 second rest is required
 The surprised character’s Starting Initiative  Movement action rates
number is averaged with the current count  Halt run/sprint (10 ft. over 1 second)
to produce a new Starting Initiative  Change facing to side or rear (1 second*)
 The character doing the alerting can take no  Sit/kneel/stand from prone or reverse (1
other actions second*)
 An unsurprised character may raise a “hue and cry”
 Pick up dropped weapon at feet (1 second)
 Deduct two seconds from the Starting
 Draw/ready small weapon (0 seconds**)
Initiative of all combatants
 If attacked, a surprised character is only surprised for
 Draw/ready medium weapon (1 second**)
two more seconds  Draw/ready large weapon (2 seconds**)
 Ready an available shield (d4p + 1 seconds)
Ambushes  Remove a shield (d4p seconds)

 Near misses with ranged weapons (within 6 needed  Retrieve readily available spell components
to hit) allow the target to roll Initiative (d4p seconds)
 Search container for tiny item (2d4p  Failure = lose one hit point; success = no
seconds) additional hit point loss
 Search container for small item (d4p +1  Success by 10 or more = stabilization;
seconds) critical failure = lose two hit points
 Search belt pouch or pockets for item (d4p  Must make Wisdom check (d20p + Wisdom
seconds) + current hit point total vs. d20p + 11) to
 Remove backpack or shield strapped to remain conscious; can take no action other
back (d4p + 1 seconds) than speaking in a labored whisper
 A stabilized character who receives any additional
 Retrieve strung bow from back (d4p + 2
damage begins dying again
seconds)
 A successful First Aid check (average) gives a dying
 String a bow (15 seconds)
character a bonus to his next Constitution check
 Raise a Hue and Cry (1 second)
 This may be attempted immediately and
 Unstopper container and drink potion (2 every 10 seconds thereafter
seconds + retrieval time)
* = free when combined with another movement or Melee Attacks and Reach
action
** = if drawn during melee (e.g. to switch weapons),  Once within reach, the first melee attack can occur;
the character must wait his weapon speed before the character with the best reach swings first
attacking  The attacker rolls d20p + his Attack bonus vs. d20p-4
+ the defender’s Defense bonus; tie goes to the
Ranged Attacks defender
 The character with lesser reach can move and attack
 Attacker rolls d20p, modified by range penalties and one second later
Attack bonuses  As long as these opponents stay engaged, add their
 A moving defender rolls d20p and a stationary Weapon Speed + any other speed modifiers to their
defender rolls d12p previous attack’s Initiative and continue until
 Being aware of the attack provides no bonus to the someone falls or breaks off the attack
defender unless the attacker suffers from a -6 (long  Once the contest ends, the survivor can
range) or greater penalty to attack move or take any other action on the next
 Attacks with a -8 (extreme range) penalty give the second
defender a chance to raise his shield for cover if he  When engaging a new opponent, he makes
can see the attacker an initial attack on the second in which he
 A target’s size affects the Effective Range of an engages
attack (p. 221)
 The new opponent can also attack unless he
Death and Dying is already engaged with another opponent

 Zero hit points = near-death but stable state Drawing Weapons


 Must make Wisdom check (d20p + Wisdom  Drawing a weapon while engaged with an opponent
vs. d20p + 11) to remain conscious; can take
= waiting for full weapon speed before being able to
no action other than speaking in a labored
attack
whisper
 While drawing/readying a weapon, a character is not
 A character taking more negative hit points than half
considered unarmed
his Constitution dies
 A character with negative hit points is in the process Shields
of dying
 Every 10 seconds until he stabilizes or dies,  Using a shield eliminates the -4 defense penalty
a character must make a Constitution check (d20p + Defense bonus)
(d20p + Constitution + current hit point  If a defender with a shield succeeds in his defense
total vs. d20p + 11) roll by less than 10 points, the attacker still does ½
damage dice + full damage modifiers of damage to  When defending, roll d20p + any bonuses
the defenders’ shield against the first attack between your own
 Shields protect against the opponent a character is attack rolls and d20p-4 + any bonuses
engaged with and those counterclockwise from this against successive attacks
foe until the maximum protective capacity is
reached (see chart on p. 225)  Two one-handed weapons, attacking with both
 Shields can take damage and be destroyed (see chart  Primary weapon makes its first attack
on p. 225) normally
 Destroyed shields still provide their Damage  Its second attack occurs on its modified
Reduction value the round they break weapon speed + 2
 Shields provide their base cover value whenever  Secondary weapon makes its first attack on
worn—even when the wearer is surprised half the unmodified weapon speed of the
 Character crouching behind a shield may advance at primary weapon + 1 and then on its weapon
walking speed speed +2 thereafter
 Secondary weapon gets -2 damage penalty
Weapon/Equipment Breakage  When defending, roll d10p + and defense
 Poor-quality equipment may break in combat bonuses for the primary weapon only
 If the secondary weapon is one or more size
 Worthless: every use
categories smaller than the wielder, near-
 Poor: shield hits, crits, fumbles, full parry
perfect defense value is full
 Shoddy: crits, fumbles, full parry
 Two one-handed weapons, defending with
 Average or better: fumbles secondary weapon
 Extraordinary-quality weapons gain a save (p. 197)  When defending, roll d20p + any defense
when a fumble result indicates a broken weapon bonuses from your primary and secondary
weapons against the first attack between
Armor Degradation
your own attack rolls and d20p-4 + any
 Every damage penetration roll, critical hits suffered defense bonuses from both weapons
to an area covered by armor, certain fumble results, against successive attacks
and some spells will cause armor to lose 1 hit point  If the secondary weapon is one or more size
 Once armor loses all 10 of its hit points, it loses 1 DR categories smaller than the wielder, near-
 If it loses 10 more hit points, it loses 1 more DR, and perfect defense value is full
so on, until DR = 0  Shield only
 May only attack unarmed or via a shield
Fighting Styles bash
 +1 Defense bonus
 Weapon and shield
 Opponents can attack at half weapon speed
 When defending, roll d20p + shield bonus +
(twice as often)
any other bonuses
 Two shields only
 Two-handed weapon
 May only attack with shield bash
 When defending, roll d20p + any bonuses
 Both shield bonuses may be added to
against the first attack between your own
attacks from the front and front flanks
attack rolls and d20p-4 + any bonuses
 Orthogonal (at right angles) attacks can be
against successive attacks
defended against with one shield
 One-handed weapon only
 Opponents can attack at half weapon speed
 -1 Speed bonus
(twice as often)
 When defending, roll d20p-4 + any bonuses
 One-handed weapon, used two-handed Multiple Opponents and Rear Attacks
 Weapon smaller than character = no effect
 +3 Damage  When facing more than three opponents, the
 +2 Speed penalty Defense die may be adjusted (see chart on p. 230)
 Against opponents attack from behind, a defender  If a coup de grace is interrupted, the
only rolls a d8p + Defense bonus attacker may attack (at +4) the defender
 If a character is already in melee and is attacked by during the second required to stand up
an additional foe, he does not get to use his better  Victims that are fast asleep can be killed
Reach to attack the new opponent first nor does he automatically
get an automatic counterattack on the next second
Attacking a Helpless Opponent
Knock-Backs
 Defender receives only a 1d8p defense die and the
 Damage rolls of five points per size category (see attacker may attack at intervals of half modified
chart on p. 232), independent of armor or natural weapon speed (round up)
defenses, knock the defender back 5 feet  Minimum weapon speed does not apply
 An attacker, on the next second, can move forward
and advance those 5 feet Automatic Hits and Defenses
 If the attacker cannot or does not advance, the
 Natural 20s on attacks always hit
defender may either regain that ground or break
 Natural 20s on defense always cause a miss
away from melee (unless the attacker has a weapon
 If attacker and defender both roll natural 20s, the
that can still reach him)
character with the greatest modified total wins
 Double the required knockback damage knocks a
defender back 10 feet, triple damage results in 15 Critical Hits and Defenses
feet, and so on
 Double, triple, or more knockback also knocks the  Critical hit = natural 20 on attack roll and modified
defender prone and resets his next attack’s Initiative attack roll exceeds defender’s total defense
to his Weapon Speed value  Roll d10,000 and consult the GMG
 The defender can regain his feet in 1 second  Near-perfect defense = defender rolls a natural 19
while the attacker can advance over the lost and his defense total exceeds the attacker’s total
ground if he chooses and he is within 5 feet of the attacker
 The defender receives an immediate free
Trauma hand-to-hand (or small weapon) counter-
attack
 When a character suffers damage greater than his
Threshold of Pain score, he must make a trauma  A successful hand-to-hand counter-attack
check (d20 vs. ½ Con. score) does two rolls of 2d4p - 2 damage, ignoring
shield and/or armor damage reduction, but
 Natural 20 = character knocked unconscious
not natural defenses
for 5d6p minutes and appears dead
 Add Strength modifiers and any unarmed
 ≤ ½ Con. score (round down) = no effect
combat bonuses to this damage roll, but no
 > ½ Con. score (round down) = character
other bonuses
falls to ground, unable to take action until
the pain subsides  Damage of zero is possible
 A successful small weapons counter-attack
 Recovery time = 5 seconds x difference
rolls normal damage for such an attack
between the ½ Con. check roll and the ½
 Perfect defense = defender rolls a natural 20 and his
Con. score
defense total exceeds the attacker’s total
Coup De Grace  The defender receives an immediate free
riposte/counter-attack with his weapon
 A character can slay a helpless opponent (including
those incapacitated by trauma) by focusing on this, Misses and Fumbles
and nothing else, for 10 seconds
 If an attacker rolls a natural 1, his attack misses
 Animals and nonsapient creatures cannot
 Fumble = attacker rolls a natural 1 and his attack
perform coup de grace
total is ≤ the defender’s total
 Roll a d1,000 and consult the GMG
 If a defender rolls a natural 1, the attacker receives  If a monster attacks the priest during the 5 seconds,
an automatic free attack on the next second the turning attempt activates immediately
 When a priest fails his roll, he may try again but the
Spellcasting in Combat undead receive a cumulative +4 bonus to their roll
 Each monster in a group rolls separately to resist
 It takes d4p seconds to ready material components
 Commanding: When a priest tries to command the
 While searching for components or casting, a caster
undead, their Will Factor increases by 2
can take no other actions
 Limited to a d20p-6 defense roll  A check that succeeds by < 5 results in a
turning
 If damaged, mages lose spell and related
SPs  A check that succeeds by ≥ 5 results in the
 If damaged, clerics must restart spell from undead being compelled into service for
the beginning 3d4p minutes; afterwards the undead flee
 Defenders can attempt saving throws against hostile  If commanded to attack an enemy, term of
spells service ends immediately after the enemy is
 Defender rolls d20p + his level ± relevant defeated and the undead will either flee the
ability score bonus/penalty area (50%) or attack the cleric (50%)
 Monsters roll d20p ± relevant save bonus/  A cleric can attempt to counter a successful Turning
penalty in HOB by making a Command attempt
 Attacker rolls d20p + his level ± any other  Counter-turned undead mill about confused
bonuses/penalties (such as using more or for 5 seconds before resuming their attack
fewer SPs)  The original repelling cleric can attempt to
 If defender’s total is > the caster’s total, he re-turn the Counter-turned undead; this can
makes his save (see spell description) continue indefinitely
 A natural 1 on a saving throw = failure,  When turning, a cleric can only move at a walk
unless the caster also rolls a natural 1  Turning attempts are disrupted if the cleric is hit for
 Spell fatigue = each spell has a recovery time during damage
which the spellcaster can only do limited activities
Spending Honor
 -6 to defense rolls
 Cannot attack  A character may spend Honor (see chart on p. 113)
 -30% to all skill checks  to re-roll any roll he made
 ½ movement and no sprinting or running  to force a re-roll of any harmful roll made
 All actions take twice as long against him
 Touch attacks for spells require a normal attack roll;
 to adjust any roll by one or more points
a defender using a shield is automatically hit
 Unless otherwise stated, damaging spells ignore DR Checking Morale
from shields and armor
 If monsters need to make an ability save (such as  Individuals check morale any time they suffer a hit in
with poisons), they roll d20p + 7 + Physical save combat (or other event) that results in a trigger
bonus vs. d20p + Virulence Factor event for their Tenacity level

Turning/Commanding Undead Tenacity [Morale] Trigger event


Roll modifier
 A cleric presents his holy symbol and rolls d20p + his None n/a n/a
level + his Turning Modifier (based on Cha.) Fearless +2 50%+ in one hit
 The GM rolls d20p + the monster’s Will Factor Brave +1 Suffer enough for ToP check;
attacked from rear, front, and
 If priest’s roll is > the monster’s, the monster flees
flank; battle appears hopeless
for 3d4p minutes
Steady 0 Suffer 25% damage in one
 If the priest’s roll = the monster’s roll, the monster is blow; flanked on two sides;
held at bay for 5 seconds unable to significantly damage
 Turning takes 5 seconds and can be done repeatedly foe in 30 seconds;
as long as the priest succeeds or ties outnumbered
Nervous -4 Suffer 20% damage in one  This prevents the opponent from attacking
blow; flanked; unable to the character’s body, or from advancing any
significantly damage foe in 30 closer
seconds; even numbers or
worse  If his weapon has a jab speed, the character
Cowardly -8 Any wound; double-teamed; may make a normal jab attack
unable to damage foe after  If a character is within an opponent’s reach
two attempts; does not but his own weapon is not in reach, and he
outnumber opponent 2:1 is held at bay, he’ll need to knock aside his
opponent’s weapon before he can engage
 Tenacity checks are a competing d20p roll
 To hit an opponent’s weapon, an attacker
 The subject of a check modifies his roll by
must make a d20p Attack roll against the
the Morale Modifier for his Tenacity Level
defender’s shieldless Defense roll; if he
 The counter-die is modified by the Charisma
succeeds, the attacker may make his attack
Morale Modifier of the attacker (if a
roll on the next second of the Count Up
character) or the Tenacity Modifier (if a
 Aggressive Attack (p. 229)
creature)
 +5 on next attack roll
 If the subject’s roll is lower, it fails the check
 A failed check means creatures with Intelligence ≥  -2 on next defense roll
6/01 immediately execute a fighting withdrawal and  ½ damage if the defender uses Give Ground
move to leave combat or Scamper Back (must decide before attack
 They can return if the triggering event is no is rolled)
longer in play or they are rallied by a leader  Charge (p. 229)
 Creature with < Intelligence 6/01 immediately flee  Must run or sprint (in a straight line) into a
on a failed check foe at least 20 feet away going at least 10
feet/s
Special Combat Moves (Advanced)  +4 on attack roll
 A special combat move is declared just before an  Attacker loses Dex. Bonus to defense upon
attack sequence (rolling an Attack die) and commits contact with enemy and 5 seconds
a character to that move until he attacks again thereafter
 Tactical Move and moves initiated in  Double damage is used only to calculate
response to an opponent’s attack (Give knock-backs
Ground, Scamper Back, and Flee) are  Charging 5-10 feet/s = +2 on attack roll and
exceptions using 1½ damage when determining knock-
 Jab, Hold at Bay, Aggressive Attack, and backs
Charge are mutually exclusive moves and  Tactical Move (p. 229)
cannot be combined  During any second, a character can move at
 Fighting Defensively and Full Parry are a walking pace while still engaged with an
mutually exclusive but either may be opponent
combined with Give Ground, Scamper Back,  -1 penalty to attack and defense until the
or Fighting Withdrawal; when combined, character’s next attack
defensive bonuses are not cumulative  Penalties for multiple tactical moves are
 Jab (p. 228) cumulative
 Must be using weapon with a jab speed  Ready Against Charge (p. 229)
 ½ damage dice  A defender with reach and a spear or other
 No penetration polearm may set his weapon for a charge
 Hold at Bay (p. 228)  This takes 3 seconds prior to a charging foe
 If a single target enters a character’s reach, reaching the weapon
he may attempt to Hold it at Bay  The defender then attacks first
 Successful attack = charge is broken (no  The presence of an ally who can threaten
benefits from charge), double weapon the creature a character is fleeing from
damage, and attacker is Held at Bay negates this fleeing attack ability
 Fight Defensively (p. 229)  If the attacker makes a fleeing attack, the
 A character can choose to suffer an attack strike delays further pursuit for half his
penalty of -2, -4, -6, or -8 in exchange for a weapon speed (rounded up) in seconds
defense bonus of +1, +2, +3, or +4  A fleeing character can’t use his shield’s
 The defender may not apply penetration defense bonus while fleeing
damage—even with a Near Perfect or  A fleeing character can’t attack again until
Perfect Defense at least the current second plus weapon
 Full Parry (p. 229) speed (should he change his mind and try to
 The defender forgoes his attack attack)
 +5 to defense roll  A fleeing character uses a d10p defense roll
 Resets the defender’s Count for his next
attack
Maximum # of Opponents (Advanced)
 Give Ground (p. 230)  A character may be engaged by a maximum of
 When an attacker rolls his attack die, the  6 like-sized opponents
defender may retreat at walking speed
 4 one-size-larger opponents
 +5 to defense roll
 8 one-size-smaller opponents
 -1 to next attack roll
 12 two-size-smaller opponents
 The attacker can automatically advance to
remain engaged Called Shots (Advanced)
 Can’t be used against opponents that walk
 2d4p (melee) or d4p (ranged) seconds delay
faster than the character
 -4 defense during the delay time
 Can’t be used against charges
 Defense bonus to attack
 Scamper Back (p. 230)
 Arm (+6)
 As an attacker rolls his attack die, a
defender can retreat at jogging speed
 Torso (+2)

 +5 to defense roll
 Head/groin (+8)

 -4 to next attack roll


 Hand/foot/shield arm (+12)

 The attacker can automatically advance at


 Eye/ear/fingers (+16)
any legal speed to remain engaged  Leg/chest/stomach (+4)
 Can’t be used against opponents that walk  Specific finger (+20)
faster than the character  Beat modified defense roll by bonus to hit specified
 Fighting Withdrawal (p. 230) location
 Crit always hits the desired location
 The defender uses his normal walking
movement to back up or side step during Fatigue (Advanced)
melee
 Withdrawing character suffers a -2 penalty  No check for fatigue during first combat of the day
to his next attack as long as he continues or the first 10 seconds of any combat
withdrawing  During melee, if a character rolls ≤ his Fatigue Factor
 Attackers are free to purse unless nearby for his unmodified defense roll, he is winded:
allies prevent this  -1 penalty to his attack, defense, and
 Flee (p. 230) damage rolls
 Characters may turn and jog away from  +1 penalty to speed
melee any time  Succeeding failures double these penalties
 May be attacked by opponent while fleeing  Defense rolls on ranged attacks do not
if attacker is due an attack roll in the next trigger fatigue penalties
(half weapon speed) seconds
 Five minutes of complete rest remove all fatigue
penalties
 After every 30 seconds of combat, monsters must
attempt a competing d20p save (modified by its
Fatigue Factor score) against a straight d20p
 Failure indicates the creature is winded and
suffers a -2 penalty to its attack and
defense, a +1 penalty to speed, and a -1 to
damage
 Successive failures double these penalties
each time

Unarmed Combat (Advanced)

 Armed attacks against unarmed foes occur twice as


often (round to higher number, but cannot go faster
than minimum weapon speed)
 Does not apply to characters with < 5/26
intelligence
 Unarmed attacks against armed opponents have a
base speed of 10 (modified speed cannot be < 2)
 If an unarmed character attacks an armed
character’s front or flank, the attack triggers an
immediate free armed-character counter-attack
 This free attack ignores the Count Up
 On a successful counter-attack, the unarmed victim
can choose:
 Back up and remain at bay (p. 237)
 Suffer full damage and continue with the
unarmed attack

Shields (Advanced)

 Individual weapons list the damage they inflict


on shields
 Damage > a shield’s damage reduction is blunt
trauma absorbed by armor and then applied to
hit points

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