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Talislanta1

Advanced combat system

Initiating combat.

1. determining initiative.

initiative is determined by a speed roll for each character who wishes to somehow partake in the combat
situation. Each character rolls D20 adjusting for his/her own individual speed and the speed of the weapon. The
total number is then compared to the initiative action table which indicates when the characters action takes
place in the round and how many actions he/she has.

Number rolled Success level Actions


1 or less fumble 0 actions
2-5 failure 1 action
6 - 10 partial 1 action
11 - 19 success 1 action
20 or more critical 2 actions.

2. Weapon speed.

Certain weapons in combat are more difficult to wield, being more cumbersome and slowing the combatant
down whilst others do not. Thus,    heavier weapons may have a speed penalty, whilst light weapons may have a
speed bonus (see appendix). However, for those weapons that actually slow the combatant down, great strength
can be an advantage. For each point above the strength required to wield a weapon that the combatant has, any
speed penalty normally associated with that weapon is reduced by 1 (to a max modifier of 0).

3. Declaration of actions.

Once speed and number of actions has been determined each character, beginning with the slowest, determines
his/her actions for that round. Thus, characters with faster reactions and higher speed rolls can anticipate the
actions of his/her slower opponents and act accordingly.

4. And the combat commences.

Now the round proceeds in order of the faster characters first, counting down the slowest, until all actions have
been carried out. This order is then repeated for any characters with multiple actions in that round.

Movement in combat.

1. How far can I run?

Within each combat round (which lasts only 6 seconds) characters will want to know exactly how far he/she can
move without expending an action. This, of course, depends entirely upon the action that the character wishes to
do. The Tal d.m. should endeavour to use the following guidelines.

Melee on foot: The character can move up to half movement rate unless he/she is charging. A charge is
an attack in which the character moves his/her full move rate an attacks (at -1 CR, +2 damage). The character
must successfully make a con roll. If the con roll fails, the character moves the distance, but does not receive an
attack for that action.

Melee whilst mounted: Essentially, this is carried out in the same manner as the foot combatant yet, the
distance covered is determined by the move rate of the mount. To successfully charge whilst mounted requires a
successful mounted combat skill roll.

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Missile whilst on foot: For a character using a missile weapon things are slightly different. To both fire
and move, the character must make a successful dex roll. If successful, the character may move up to half
his/her move rate. If unsuccessful, the character moves, but does not get to fire.

Missile whilst mounted: Again this is similar to the process carried out by the footman. However, the
move rate is determined by the mount and a successful ride mounted combat roll is required.

Magic on foot.1 Casting a spell in combat is a difficult process and requires the greatest concentration.
To cast a spell and move requires a successful wil roll on behalf of the magician involved. Failure indicates that
the character moves the desired distance, but didn’t manage to cast the spell 2. If the character is successful
he/she may move up to half his/her normal move rate.

Magic whilst mounted. Whilst mounted, a spellcaster must first make a successful ride roll and a wil
roll. Failure in either condition indicates that the character has moved the desired distance, but does not cast the
spell. Again move rate is determined by the normal speed of the mount.   

2. Weapon length.

when in melee combat often the length of a weapon used by ones opponent can seriously hinder or benefit a
fighters chances of survival. For instance, if one was wielding a longsword vs someone with a 2H axe it would
be very difficult to move down the length of the longer weapon and strike ones opponent. However, when this
feat is accomplish, the wielder of the longer weapon would soon be at the mercy of the fighter with the
Longsword.

To reflect this, there are a number of manoeuvres to consider in the Talisanta combat round when dealing with
melee combat.

Holding at bay: If a character is wielding a greater weapon than his/her opponent, it is possible to hold
the opponent at bay whilst cutting them to pieces. In the game system it is translated thus: If    the wielder of the
shorter weapon fails to roll a greater speed roll than his/her opponent he/she cannot initiate any melee attacks
upon his/her opponent that round. Meanwhile the wielder of the longer weapon is free to chop away.

Closing: To close the distance and bypass the cutting arc of a longer weapon wielder, the combatant
armed with the smaller weapon must roll a greater speed roll than his/her opponent that round. For each
increment of size difference between the two weapons the difference must be at least three (e.g. Max, 2 handed
sword rolls 12, therefore Sam, with a dagger, must roll an 18 to close the distance). Once achieved, the wielder
of the shorter weapon receives a CR bonus dependant upon the difference in size between the two weapons (see
following table). This bonus remains until the combat ends or the wielder of the smaller weapon is forced back
by the wielder of the larger weapon3.

CR Bonus once attacker has closed with wielder of a larger weapon

attacker defender
weapon size small medium large
small n/a +1 +2
medium n/a n/a +1
large n/a n/a n/a

1
For use of magic items see “melee combat” procedure.
2
No magic points are expended.
3
Until forced back, the wielder of the smaller weapon dos not have to beat their opponents speed roll by 3 or 6.

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Forcing back: Once a combatant with a smaller weapon has bypassed the defensive length of a
combatant wielding a larger weapon it is possible for the larger weapon wielder to force his enemy back so as to
safe guard him/herself from injury. This is accomplished by a forceback manoeuvre in which the wielder of the
larger weapon rolls to hit his opponent as normal. If successful, rather than wounding his/her opponent the
character may force back the defender up to a D10 + the attackers strength in feet. furthermore, for every 5 feet
the attacker is forced back, he/she is knocked out by 1 weapon length category 4 (e.g., Sam, wielding a dagger
has closed the distance upon Max and receives +2 CR. On the following round, both combatants roll speed.
Note that Sam no longer needs to beat Max’s roll by 6. Max wins and decides to attempt to force Sam back. he
rolls to hit, subtracting the CR of Sam and scores a success,    Max then rolls to see how far Sam is forced back.
Max rolls 9, adding his strength of +2 equals 11. Thus Sam is forced back 11 feet and now must attempt to close
the distance again in the next round if he wants to attack Max).

Offensive combat actions.

1.The Slash/strike.

The most basic of combat actions, essentially the attacker rolls to hit on a D20, adding his/her CR and
subtracting the opponents CR. The resulting number is compared to the action table.

Number rolled Success level Action


1 or less Fumble Oh Dear!
2-5 Failure Attack misses
6 - 10 Partial Half damage
11 - 19 Full Normal damage
20 or more Critical Double damage5

2. The Lunge/thrust.

In this combat manoeuvre, the combatant over extends his/her reach in order to run the defender through. This
attack is quite difficult to defend against, thus the attackers opponent is at - 1 CR vs the attack. however, once
the attack is completed the attacker is vulnerable to counter attack and is subsequently at - 2 CR for the rest of
the round.

3. The Hack/Crush.

In this form of attack the user places their full force behind the weapon in order to severely wound their
opponent. Essentially a hack cannot be riposted and if successful, damage is increased by 1. However, this
overhand attack is more easily countered by the parry (+1 CR) and shields also confer an extra penalty of -1 to
the attackers CR.

4. The Disarm.

In this manoeuvre, the attacker rolls to hit as normal. If the attack is successful, the defender then rolls a strength
roll (+5 if wielding a 2-handed weapon), if this does not equal or exceed the attackers roll then the defender is
disarmed. When disarmed, a weapon flies off in a random direction. The distance travelled is equal to a D10 +
the attackers strength in feet. It is possible to “place” a defenders weapon a disarm manoeuvre. This is declared
at the start of the attack and a penalty of -3 is taken to disarm. If successful, the attacker can place the any were
within his max range.

5. The Capture.

This is an attempt to hold or restrain an opponent. If using a capture weapon roll to hit normally. Success
indicates the target is captured. If using bare hands, the defendant gets a dex roll to dodge which, if equal to or
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note, it is possible for a defender to parry or dodge a force back attempt.
5
Only the weapon damae is doubled.

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greater than the attack roll, means the character evades capture. If a capture attempt is successful the defender is
allowed a chance to escape in the following round. both attacker and defender roll str rolls. If the defender wins,
he/she escapes. If the attacker wins, then the hold continues and the character remains immobilised. If the
attackers initial roll to capture the defender was a critical success, then any strength rolls are at +5.

6. Subdue.

This is an attempt to render an opponent unconscious (indicated by 0 hit points). Basically, when attempting to
subdue an opponent, only a quarter of damage done is considered real, whilst the remaining is subdual. Once
unconscious a character has to make a successful con roll to return to the land of the living, this roll can be tried
once per minute. If successful, the character begins to recover subdual damage at the rate of 1 point per round.

Blunt weapons do their full damage dice when subduing whilst edged weapons do half, strength and
enchantment bonuses are added normally. Unarmed combat does D4 + str in subdual damage (again only 1/4 is
real) unless the combatant is using a martial art style (i.e. Kanquan, Mandaquan, etc.).

7. Multiple attacks.

In combat a character who wishes to declare multiple attacks must do so at the beginning of the round. Each
additional attack reduces the overall CR by -5 (cumulative modifier) until the following round of combat.

Defensive Combat Actions.

1. The dodge.

Basically, throwing oneself out of harms way, the character can declare this action at any time in the round
regardless of how he/she declared to act. It is also possible to steal an action from the following round (without
penalty). The dodging character rolls a dex roll6, subtracting the CR of the attacker. If the roll is equal to or
greater than the attack roll, the attack has been evaded.   

2. The Parry.

Similar to the dodge the character can declare to parry at any time, regardless of declared actions, even stealing
an action from the following round if he/she has no actions left (however, incurring a penalty of -5). The
defender rolls a D20 + his CR and gains an additional +2 for the parry declaration. After subtracting his/her
opponents CR, if the roll is equal to or greater than the attackers roll the blow is deflected.

3. The Riposte.

Essentially, the character is attempting to deflect the blow in such a manner as to follow through with a
returning strike. This manoeuvre is declared and resolved exactly like the parry, but no +2 modifier is received
in order to defend. If the riposte is successful, the blow is merely deflected. But, if the riposte is a critical
success, the attacker may immediately make a returning strike at no penalty.

4. The retreat.

The fighting withdrawal: In this method of retreat, the combatant must score at least a partial success
on his/her opponent. If the blow is a partial success or more, he/she can retreat up to his/her move rate away
from the combat.

The Flee: In this method of retreat, the character is just basically running away. In order to accomplish
this, the character must endure a full round of attacks from his/her opponent.

Aimed Shots.

Within the combat round often warriors shall attempt to end a melee quickly, by going for the vital organs or
maiming his/her opponents weapon arm. The following modifiers apply to such cases so as to resolve how the
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or, can substitute Evade or Mandaquan skills.

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skilled fighting of the greatest combatants is carried out in the Tal game.

1. The Head.

-5 CR. Does +1 D6 damage die, also if at least a success, opponent K.O. on a failed con roll - (damage/2).
A serious wound is incurred if damage is equal or greater than half total hps.

2. The Eyes.

-7 CR. Does +1 D6 die of damage, also if a serious wound is incurred, the opponent is blinded in that eye.    See
Head for K.O. chance.

3. The Arm.

-3 CR. If a success is achieved, the character must roll a dex roll - (damage/2) or drop item held. If a critical
success the limb is disabled. A serious wound indicates a broken arm (disabled for 5-8 weeks until healed if
medical care is received) or the arm is severed.

4. The Leg.

-4 CR. If a success is achieved the opponent must make a dex roll - (damage/2) or fall over, spending his/her
next action to get up7. If a critical success is achieved, the limb is disabled. A serious wound indicates that either
the leg is severed or it is broken.

5. Vital Areas (i.e. genitals, kidneys, lungs, even arm pits! etc etc etc).

-5 CR. If successful, the character is at -1 CR until treated, also, possibility of K.O. (see above). If a critical, the
character is disabled.    Serious wounds occur if damage is equal to or greater than total hps/2.

N.B.

Unless otherwise stated, a serious wound should be down to the D.M. to interpret. Ideally, it should be a
debilitating effect persisting over time such as a respiratory illness or brain damage effects such as amnesia,
aphasia etc. (well, if you are really cruel.)
When a disabled result occurs, the character is at -5CR for the rest of the combat or until otherwise enabled by
healing magic etc. A K.O. result indicates that the character has reacted to the shock of being hit by “shutting
down”. Thus the cognitive faculties are disabled so as to safe guard against further pain or, to heal. This should
be handled by following the procedure for subdued characters.

Appendix

Weapon speed8.

Weapon Modifier
Standard, small one handed (sht sword, dagger) +1
Standard, one handed (sword, mace etc.) 0
Flexible, one handed (flail, whip etc.) -1
Unarmed (inc. garde, da-khar) 0
2 handed, staves. -1
Standard, 2 handed (great sword, pole arm etc.) -3
Flexible, 2 handed (sauran warwhip etc). -4
Giant sized weapons -5

Shields.
The shields use in combat is obvious considering that they confer a -2 penalty to the CR of anyone attacking
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If a successful Acrobatics or Mandaquan roll is made, no action is spent.
8
Magical weapons add as a bonus to weapon speed.

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their wielder, however, they do not last for ever. What a shield is made of determines how long it will last, the
following table indicates how many times a shield may be struck before it is useless. A shield is considered to
have been struck if the attacker misses by a margin of only one or two.

Material No of Blows
Wood 5
Black iron 10
Adamant 20

Secondly, the size of the shield of determines how many attackers it may be simultaneously useful against. The
following table shows how many foes a shield is useful against in combat.

Shield No of opponents
Small (buckler, etc.) 1
Medium (kite shield, etc.) 2
Large (wall shield, etc.) 3

FIN.

Acknowledgements.

A big “ Ta very much!” to Psygoblin, SMS, Warlock and anyone else who give me inspiration on this humble
work........... Oh, and BTW,    copyright please, to me 1997 (J. Cruickshank, Leeds, UK)

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