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TABLEOFCONTENTS

INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii
OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Y
1. THECHARACTER....................................... I
1.1 CHARACTERISTIC DESCRIPTIONS. ....................... I
1.2 CALCULATEDVARIABLES .............................. 1

2. COMBATSYSTEM...................................... s
2.1PARRYVALUE.. ..................................... 5
2.2 ODDSOFHITTING ................................... 6
2.3 RECORDING COMBAT ................................. 7

3. ARMUR,WEAPONSAND SHIELDS ........................ 8


3.1ARMOR ............................................ 8
3.2WEAPONS .......................................... 8
3.3 GENERAL WEAPONS RULES ............................ 9
3.4 SHIELDS ......................................... ..10

4. HIT LOCATIONSAND DAMAGETABLES .................... II


4.1 USINGTHE HIT LOCATION CHARTS ..................... .I1
4.2 AIMINGATADESIREDLOCATION ....................... .12
4.3 BEAKEDAXES ...................................... .12
4.4 DAMAGETABLES .................................... .13
4.5 GENERAL DESCRIPTIONS ............................. .13
4.6 SLASHINGTABLES .................................. .13
4.7STABBINGTABLES ................................. ..14
4.8 BEAKED AXES ...................................... .15
4.9 IMPACT TABLES. .................................... .15
4.10 DISABLING INJURIES ................................ .16
4.11 SHOCKTABLE ..................................... .16
4.12 RECOVERY FROM WOUNDS .......................... .16

5 MOVEMENT...........................................l8
5.1 ACCELERATION AND DECELERATION .................... .18
5.2 FACING .......................................... ..19
5.3 MAXIMUM SPEED ................................... .19
5.4 COLLISIONS ....................................... .20
5.5OBSTACLES.........................................2 1
5.6 DODGING ......................................... .21
5.7 FIELDOFATI’ACK ................................... .22
5.8 GLANCING ........................................ .23

6. TERMDESCRIPTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . , . .24

7. COMBATEXAMPLE.................................... .27
7.1 PLAYINGAIDS ...................................... .31

;i;‘y TERGENERATION

SLASHINGWEAPONS
STABBINGWEAPONS
IMPACT WEAPONS
The central figure of all role playing games is the player-character. The character
represents the person or being that the game player uses to interact with the game
world. The capabilities of the character are determined by his characteristics. Your
current set of role playing rules, or the detailed rules of SPG Book 2, contain methods
for generating some of the characteristics required. AII other values are determined
as detailed below. Figure 1 is a simplified version of the SPG character sheet of Book
2. It contains only the characteristics required for combat.
Adapting another role playing character to the SPG format may require some
corrections. The six characteristics located in the upper left column of the character
sheet should range (for a human) from 3 to 18. The distribution should be rolled on
three six sided dice. This will give an average expected value of 10.5. A description of
each of these characteristics follows.
Unlike many combat systems, the SPG system is very sensitive to changes in the
combatant’s characteristics. The scales are not linear and it is advised to keep in mind
what an average man is. Any characteristic of 18 should be exceptional. Characteris-
tics above 18 should require magic or be very rare.
Remember, the scales are not linear. A being of Strength 24 is a monster capable
of crushing a man in plate armor with a single blow.

CHARACTERISTIC Strength (STR) A measure of physical strength.


DESCRIPTIONS Will (WILL) A character’s determination, resolve, or concentration. It is a
modifier to determine when the character will give up combat
due to wounds received.
“It won’t do you any Health (HLT) The overall ability of the character to recover from damage.
good to kill me. I always This can be highly important if you plan to use the character
come back.” more than once.
IPAARB Marshal of the Guard
Dexterity (DEX) The measure of physical coordination and agility.
Speed (SPD) The measure of the character’s quickness in physical motion.
Size (SIZE) Determines physical height.

CALCULATED Follow the steps below to calculate the other variables contained on the character
sheet.
VARIABLES
STEP 1
Determine the sex of the character.
STEP 2
Enter the Base Frequency Modifier Table (1) (either female or male) with the

1
NAME Derek
Strength 9 Size 9 ABFM 2.34 M3 .97
will 11 Sex M MRS 6.6 M4 1.00
Health 12 Height 67in. BAI 11
Dexterity 11 Weight 1271b. Ml 1.06 Shock Scale 2
Speed 11 BFM 2.45 M2 1.06 Static Turn, Inc. 5

SKILLS
1 st Longsword
1 st Shield

ENCUMBRANCE
Armor Twe Weight Armor Twe Weight
Head Leather 2.2 Left Leg Leather 3.2
Body Leather 4.7 Right Leg Leather 3.2
Left Arm Leather 1.8 Shield Heater 9.7
Right Arm Leather 1.8 Weapon(s) Longsword 3.9
Armor Encumbrance = 16.9 Total Encumbrance = 30.5

WEAPON DATA
Slashing Stabbing parry
Weapon WBF WB Damage WBF WB Damage PBF
Longsword 57 82 (6)+3 65 60 (14)+14 47
Shield (Heater) 54

COMBAT PARAMETERS
Slashing Stabbing Parry
Weapon Stroke WBI WBE Stroke WBI WBE DB PBI
Long 34 82 Long 39 60 2.06
Longsword Normal 23 82 Normal 26 60 1.03 19
Short 16 82 Short 18 60 .72
Shield (Heater) 22

WBI
Long Stroke l.SWBF)/ABFM/Ml IvI2i&2.0~ PBI = PBF/ABFM/Ml
Normal Stroke &VBF)/ABFM/Ml M2(M3)(1.0) WBE = WB(M4)
Short Stroke .7(WBF)/ABFM/M 1 M2(M3)(0.7)

figure 1
character’s strength and size. Just below the size scale on the top row of the chart is
the character’s height in inches. Record this.
Next cross index the size and strength. This will give you two numbers. The top
number is the character’s Base Frequency Modifier (BFM). Record this. It is a mea-
sure of his physical ability to move himself and objects. The lower number is the
character’s body weight in pounds.
Example:
A male character of Strength 9, Size 9 has
Height = 67 inches
Weight = 127 pounds
BFM = 2.45
STEP 3
Determine the character’s armor, shield, and weapon(s). Armor and shield data
are found on the bottom ofthe Combat Attack Table (3). A more detailed description
of these armor types and shield types is contained in sections 3.1 and 3.4. Weapon
data is listed on the Weapon Data Table (8) and is described in section 3.2.
The character’s armor, shield, and weapon weights should be recorded on the
character sheet.
The character’s armor encumbrance is now calculated. This armor encumbrance
is the total weight of armor carried by the character. It is the sum of the base armor
weights.
The overall weight of arms and armor naturally has a marked effect on a warrior’s
performance in combat, so the character’s encumbered fighting ability must now be
determined. This encumbered fighting capability is measured by the Armored Base
Frequency Modifier. The ABFM is taken from the Encumbered Fighting CapabiIity
Table (2) by cross indexing the character’s BFM (step 2) and the armor encumbrance
just calculated. Record this ABFM value. The greater the ABFM value the faster and
stronger the character’s effective fighting capability.
The armor weights dependence on character size has already been included in the
ABFM tables. No further adjustments are required.
Example:
A character with a BFM of 2.5 is in mail armor. The armor encumbrance is 28.5.
The ABFM value is 1.96. The same character in plate armor would have an armor
encumbrance of 53.3 and an ABFM value of 1.50.
STEP 4
The next step is to determine the character’s Maximum Running Speed (MRS).
Since the SPG movement system uses a hex grid on the playing surface to regulate
movement and position, the MRS is given in hexes per second. A game hex is two
feet across.
The MRS is calculated by first finding the character’s Speed Modifier (SM). The
Speed Modifier is taken from the bottom table on the Combat Attack Table (3) and is
dependent on the character’s Speed characteristic. The Base Running Speed (BRS) is
found by cross indexing the character’s BFM and total encumbrance on Table (4).
This total encumbrance is the sum of the character’s armor encumbrance of step 3
plus the weight of shield, weapons, and other equipment. The character’s MRS is
then:
MRS = (SM) x (BRS)
Calculate and record this value.
STEP 5
The character’s Base Acceleration Increment (BAD is now found by entering the
Base Acceleration Increment Table (S), cross indexing the character’s MRS from step
4 and the character’s Dexterity characteristic. Record this BAI. The BAI is a measure of
the character’s ability to accelerate or decelerate. The larger the BAI the longer it takes
the character to begin or stop moving.
STEP 6
The character’s skill level(s) must now be determined or given by the referee. The
skill level is a measure of the person’s competence with a given weapon or shield. As
a guide use the following to establish the level of a character for SPG use.
These rules were designed with 20th level as the maximum level a human can
attain. It is assumed that an average soldier in an average army would be second
level, that sergeants are third or fourth, and that captains or royal guardsmen would
be fifth to seventh. A warrior of ninth to twelfth level would be suited to be a king’s
champion, and beyond that would be of hero status. Only the greatest heroes of
legend, myth and history (Beowulf, Conan, El Cid) would be above fifteenth level.
Please bear in mind that upward progress should slow down as a character
advances, rather than accelerate.
STEP 7
Once the character’s skill level is determined it is cross indexed with his Wii char-
acteristic on the Shock Scale Table (6) to find his Shock Scale value (SC).
This number should be recorded as it is used as’a modifier to determine the point
at which the character will succumb to the pain of his wounds and stop fighting. This
should not be mistaken for a value such as “hit points”.
STEP 8
Record weapon data from the Weapon Data Table (8) on the character sheet for
each weapon used. These variables are: WBF and PBF, measures of offensive and
defensive speed; WB, the base chance to hit; and Damage, the measure of weapon
effect for slashing or stabbing.
STEP 9
The character’s skill modifiers Ml, M2. M3, and M4 are now determined. A de-
tailed description of these modifiers is found under Skill Modifiers in the term de-
scription section. In general the Ml is a weapon speed modifier, M2 and M3 are
damage modifiers, and M4 is an accuracy modifier.
First calculate the character’s skill factor.
Skill Factor = (SPD) x (DEX) x (L+ l)/lOO
SPD = Speed Characteristic
DEX = Dexterity Characteristic
L = Skill Level
With this number enter the Skill Modifier Table (9) and record the value of Ml and
M2. From the right hand column of the same page find the value of M4 using the
character’s Skill Level. Do the above for each type of weapon or shield that the char-
acter has skill with. These modifiers vary with skill level only, so if the character is
equally skilled with all his weapons only one set of numbers will be needed.
Next turn to the Damage Bonus Modifier Table (10) and enter with the character’s
ABFM to find the value for M3.
STEP 10
In this step the character’s actual fighting parameters are calculated. Each of these
steps should be performed and the results recorded. A detailed description of the
variables and their effects are contained in the term description and combat sections.
Damage Bonus = (M2) x (M3)
WBI = WBF)/(ABFM)/M 1) time between blows
WBE =(WB) x (M4) effective chance of hitting
Do the WBI and WBE calculations for both slashing and stabbing.
STEP 11
Record the shield (if used) SBF value taken from the lower right, table of the
Combat Attack Table (3). Calculate and record the shield PBI which represents time
between parries.
PBI = (SBF)/(ABFM)/(Ml) for shield
If the character wishes to use a weapon to parry, the same procedure is followed,
replacing the shield SBF value with the chosen weapon’s PBF value. The weapon PBI
then becomes:
PBI = (PBF)/(ABFM)/(Ml) for weapon
The character is now ready for combat.
It is suggested that the reader use the term descriptions section to acquaint him-
self with the parameters that he has just calculated. An understanding of the physical
effects each of his character’s parameters represents makes it much easier to use the
SPG combat system.

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The SPG combat system is a reakstic simulation of hand-to-hand conflict. It includes
a simultaneous movement and melee system and is not broken into phases or
turns.
In this basic combat system the primary goal is to provide the means of determin-
ing when a target is hit by a weapon and the effects of the hit.
Initially it is suggested that the player not use the movement system. The move-
ment system can be added after the player becomes familiar with the SPG time
count and calculation of the Odds of Hitting. The SPG time count is an essential
element in the SPG combat system and sequences the timing of attacks, parries and
movement.
Without the movement system it is assumed that each opponent closes to combat
range simultaneously. All ranges of weapons are assumed equal. This simplification
is adequate for modeling one-on-one combat situations when the opponents are
equally armed.
When the opponents have closed a time count starts with impulse 1. The units of
the time count are impulses of one twelAh of a second. The timing of all offensive
weapon strikes, defensive parries, and movement are in respect to this time count.
The player keeps a continuous record of the impulses on which he last moved, on
which he last used his weapon(s) and on which he last used his shield. All time
values for weapon strike frequencies and shield parry frequencies are in units of
impulses.
“Well, you can just die Each may strike a blow and parry on impulse 1. Thereafter the combatants may
then.” strike a blow every WI31 impulses (see WBI on character sheet). Example: if one
Excerpt King’s Men Diplomacy combatant strikes a blow on impulse 1 and his WBI is 20, he may strike again on
Manual impulse 21, and again on impulse 41, etc. This applies to stabbing and slashing
motions using, as appropriate, either the stabbing or slashing WBI. Note that the WBI
specifies when a blow arrives at the target. The blow must be initiated approximately
(WBI)/5 impulses before the desired arrival time. (Use this to gage when a character
is committed to a blow).
In a like manner each combatant receives a full parry at impulse 1 and at every PBI
increment thereafter (see PBI on character sheet). Please note however, that the
parry is not an all or nothing value. The PBI increment merely indicates when a full
parry may be achieved.

2.1

PARRYVALUE The target’s parry value is a measure of the protection afforded the target by a shield
or weapon parry. It is based on the parry device’s PBI. If a weapon is used to parry,
the weapon PBI is used. If a shield is used to parry, the shield PBI is used.
A target’s Parry Value is assumed to be in one of four categories:
1) Full Parry AI greater than or equal to PBI

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2) Partial Shield Parry AI less than PBI
3) Partial Weapon Parry AI fess than PBI
4) No Parry Target unaware of blow
The parry value is determined by the Action Impulses (AI) the target has to react to
the blow. This is the number of impulses between the time the target last used his
parrying device and the impulse the blow lands.
If the target was aware of the attacker’s blow and the AI is greater than or equal to
the target’s PBI the target has a full parry. If the AI is less than the target’s PBI, the
target has a partial parry with whatever device he is using. If the target is unaware of
the attacker’s blow the target has no parry.
Example:
Derek has a WI31of 20, a PBI of 17 for his weapon and a PBI of 20 for his shidd. On
impulse 1 he strikes a blow with his weapon and parries an incoming blow with his
shield. Derek may again take a blow at his opponent on impulse 2 1,but his opponent
is quicker, landing a blow at impulse 18. Derek chooses to shield parry even though
he has not achieved full parry position; he has only 17 of the required 20 impulses in
which to fully parry his opponent. Derek’s parry value is of category 2, a partial shield
parry. Had Derek chosen to weapon parry and thus delayed his counterattack, the AI
would have been equal to the weapon PBI of 17 and he would have received a full
parry.
Once the parry value of the target is known, the chance of hitting is easily calcu-
lated.

2.2

The chance of hitting a target is based on the target’s Parry Value, the attacker’s ODDSOFHITTING
effective Weapon Base (WBE) (see character sheet), and the target’s defense level. To
determine the odds of hitting the appropriate line of the Combat Attack Table (3) is
entered. There are six lines on the Combat Attack Table. One is for a target with a full
parry value, the rest for a target with a partial shield or weapon parry. The appropri-
ate line is entered at the target’s defense level to determine the Base Attack Odds
(BAO). The odds of hitting the target are now:
ODDS = (BAO) x (WBE)
If the target has no parry the BAO equals 1.
Example:
A target is defense level 3 and has a PBI of 20. If the target has 21 impulses to react
to a blow (AI = 21), he has a full parry and uses the first line of the Combat Attack
Table. At defense level 3 the BAO is .198. If the attacker’s WBEis 94 the odds become:
ODDS = t.198) x (94) = 18.6%
The attacker rolls a percentile number 00 to 99. (Three digits can be used for
greater accuracy if desired). If the attacker rolls less than or equal to his odds of
hitting, he has hit the target. If he rolls greater than his odds of hitting, he has missed.
If the attacker hits the target the player then uses the Hit Location tables (see Hit
Locations) to determine where he hit and what Damage Table to use.
Once the hit location is determined the attacker rolls to see how much damage
was done.
Example:
A broadsword used in a slashing motion does one six sided die +2 points of
Impact Damage (ID). The attacker rolls a 6. He then did 6+2 = 8 ID. The attacker now
calculates his Effective Impact Damage (EID).
EID = (ID) x (DB) where
DB = attacker’s Damage Bonus (from character sheet)
The attacker then uses the Damage Tables (see Damage Tables) to determine the

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damage done. Once the damage in SP (Shock Points) and DP (Damage Points) is
found, the Shock Table (see Shock Table) is used to determine whether the target
gives up, passes out, or continues the combat.
The combat continues in this manner until one is victorious or they quit on mutual
agreement.

2.3

RECORDING To run a combat efficiently it is essential that each player keep an accurate record of
COMBAT his character’s status. The referee (if needed) would keep track of the status of any
non-player characters. This record should include an updated list of when the char-
acter last parried, took a blow, moved, or made a facing change. A table such as the
following is suggested.
Wounds SP
nm

Weapon arm track


Shield arm track
Movement
Facing
Speed
Each wound that a character receives should be recorded. Besides the SP (shock
points) and DP (damage points), the location of the hit (Damage Table number) and
any disabling injuries should be recorded.
The weapon arm and shield arm track lines are filled in with the impulse on which
either a parry or strike is done with that arm.
Example:
Weapon arm track 1 21 4 1
Shield arm track 1 17 33
This would indicate that the person either struck or weapon parried on impulses 1,
21,41 and shield parried on 1,17,33.
The movement, facing, and speed lines are similarly filled in (if used) as the char-
acter moves. The impulse during which he moves a hex is recorded, as is the speed
with which he was moving. Likewise, the impulses during which he makes a facing
chance are recorded.

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ARMOR,WEAPONSAND
SHIELDS

Armor is classified by its protective capability. This is measured by the armor’s Pro- ARMOR
tectfon Factor (PF). The armor PF varies from 0 for light clothing to 60 for light plate
armor. The PF values of some typical armors are given in the Armor Data Table
found on the bottom of the Combat Attack Table (3). These PF values are used as
detaiIed in the Damage Table section to determine the damage due to a weapon hit.
A brief description of the common armor types follows:
Leather Thick, cured, but unhardened leather. Typically .2 inches thick as “You can never have
can be purchased in present times. PF of 10 too much armor.”
Heavy Leather Either lacquered leather or boiled leather as was common in orien- Trebor Nawoc
tal armor. PF of 20
4:l Mail Common form of mail made of riveted metal rings. Each ring was
looped through four others. It was worn over a gambeson which
alone should be treated as light leather (PF of 5). (The gambeson is
taken into account for all forms of chain. I PF of 20
Heavy Mail Higher density form of mail. Each ring was linked to six others.
Worn over a gambeson. PF of 30
Scale Armor made of a number of small plates mounted on a padded
garment such that the plates overlap in all directions to provide total
coverage and yet give some flexibility. PF of 55
Plate Relatively light form of plate armor (l/16 inch thick) intended for
foot combat where minimum weight was important. This is not
jousting plate. PF of 60

3;2

Weapon characteristics for thirty commonly used weapons are found on the WEAPONS
Weapon Data Table (8). A brief definition of these characteristics follows. A more
detailed description can be found in the Term Description section.
Weight. This is the weight of the weapon in pounds. It does not include a scabbard.
Length. The overall length of the weapon in inches.
WBF. (Weapon Base Frequency) This is a measure of the speed with which offen-
sive strikes can be made. The smaller the WBF, the faster the weapon.
WI = (WBF)/(mFM)/(Mi)
For example, if the WBF is 57, the ABFM is 1.9, and the Ml is 1.2, then the WBI is
(57)/(1.9)/(1.2) = 25.
WB. (Weapon Base) This is the base chance a character of skill level one wiIl hit an

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.“A good sword is the opponent in a combat situation. It assumes the target does not parry. As the charac-
soul of a warrior. It’s also ter advances in skill level his Effective Weapon Base (WBE) increases.
449 silver pieces retail.” Damage. This is the base damage done by an average person of skilI level one
Stuart Tank using a normal stroke. For slashing motions it is in Impact Damage points. For stab-
bing motions it is in l/10 Impact Damage points. The first number in parentheses
should be rolled randomly on a linear scale from 1 to the number indicated. The
second number is added to the result.
Example: (6)+3 indicates the weapon does l-6 plus 3 points of damage or from 4
to 9 I.D.
Stabbing damage is ofien not in convenient units for rolling the random factor. A
simple convention to use is to roll the stabbing in units of .5 I.D. As an example
consider (27) + 27, which can be rolled as (5) x 5 + 27. If a 3 is rolled this would
mean that (3) x 5 + 27 = 42 points or 4.2 I.D. have been inflicted.
PBF. (Parry Base Frequency) This is a measure of the speed with which a weapon
parry can be made. The smaller the PBF the faster the parry.
PBI = (PBF)/(ABFM)/(Ml)
Range. This is the weapon range in hexes.
Drop Factor. (optional) The drop factor is a measure of how hard it is to maintain
hold of the weapon when used to parry. The chance of dropping the weapon is:
DROP (%I = (Effective I.D. - 3 x Skill Level) x (Drop Factor)
Break Factor. (optional) The break factor is the amount of effective impact dam-
age the weapon can sustain from a single blow before it breaks. This applies only
when the weapon is struck by an impact for which it was not designed.

GENERALWEAPONS Weapons can be swung or stabbed using three different lengths of stroke: short,
RULES normal, and long. These stroke lengths determine the force delivered in the blow.
The shorter the stroke the quicker the blow, but the lower the velocity at impact. This
results in less damage.
The short stroke is typically used where it is desirable to keep the weapon in front
of the body, and where armor is not present. Fencing and fIorentine fighting are
areas where the short stroke is commonly used.
The normal stroke, for which the Weapon Data table applies, is thrown from the
shoulder with upper body rotation increasing the effective momentum of the blow.
The WBI on the character sheet is for this type of blow.
The long stroke is thrown from the shoulder, but exaggerated body rotation in-
creases the actual stroke length and velocity attained. This blow cannot be used at
speeds over 6 impulses per hex since it requires that the feet be firmly planted.
Each of these three strokes deliver different amounts of impact and require differ-
ent times to complete. Damage Modifiers and modifiers to the WBI account for this.
These modifiers are given below.
Stroke Impulse Modlfi er Damage Modifier
Short .7x (WBI) .7x (Damage)
NormaI 1.0x (WI311 1.0x (Damage)
Long 1.5x WBI) 2.0 x (Damage)
Special Note
An additional WBI modifier important in single weapon fighting (such as two
handed broadsword or spear, etc) is that aAer a weapon parry a weapon strike can
be made at normal damage in only .7x (WBI). In other words a short stroke be-
comes .49x (W’BI), a normal stroke becomes .7x bVI31)and a long stroke becomes
1.05 x (WBI). This reflects the fact that the weapon is already partially in position to
strike at the time that it is used for a parry.

9
Shield characteristics and data are found on the Shield Data Table. Five different SHIELDS
shapes of shields have been included. The shield data is contained in the lower right
table of the Combat Attack Table (3).
The five shapes are:
Buckler 12 inch diameter, round
Round 24 inch diameter, round
Heater 24 inches by 30 inches, flat top, apex bottom
Ktte 24 inches by 36 inches, flat top, apex bottom
Scutem 30 inches by 48 inches, rectangular shape
The weight in pounds is given as well as the SBF value. “Now let me get this
SBF.A shield is normally the primary instrument used to parry a blow. The effec- straight --you parried
tiveness of the parry is dependent on the speed with which the shield can be brought one blow with your
to the parry position. The measure of this speed is the Parry Base Impulse (PBI), shield, one with your
which is a function of the Shield Base Frequency (SBF). sword, and the other
PBI = (SBF)/(ABFM)/(Ml) with your head?”
The lower the PBI the faster the shield can be brought into position. Dr. Buen-Scheuk to a patient
HlTMWl77ONSAND DAMAGE
TABLES
Once it has been determined that the target has been hit by a blow, the next step is to
determine where he was hit. This is done by using the Hit Location tables ( 11).
There are four hit location tables. Three of these are used for slashing blows and
the fourth is used for stabbing blows. To use these tables in the case of a slashing
stroke first determine what type of blow hit the opponent. This can be chosen by the
player or rolled randomly.
There are three different types of slashing blows. They are the flat snap, the over-
head, and the crossover. The flat snap is a blow which cuts the target from target left
to right through the horizontal plane. It can hit the target at any elevation but is most
commonly aimed to hit from Ihe head down to the mid thigh region.
The overhead blow is a stroke which cuts the target from top to bottom through
the vertical plane. Because of its angle of attack, the target hit locations are typically
the head and shoulders, with smaller chances at arm hits.
The crossover cuts the target from right to left through the horizontal plane. This
blow starts in basically the same place as the other blows, that is behind or on the
attacker’s right shoulder. From there the stroke starts moving behind the attacker’s
head, over the leit shoulder, and then in drawn back from attacker’s left to right,
hitting the target on his off-shield side.
Note that the above blows are described for a right handed person. All the Hit
Location tables have been based around right handed attackers for simplicity as well
as historic authenticity.

USINGTHEHIT To use the Hit Location charts refer to the appropriate Hit Location chart for the type
LOCATIONCHARTS of stroke thrown (i.e. Flat Snap, Overhead, Crossover, or Stabbing).
A percentile number 00-99 is rolled and the hit location found. The letters L, R, I, or
0 following the numbers in the columns indicate positions of the hit:
“I tried to disable him. L is IeA side of location
You know, a short chop R is right side of location
to his forearm and he’s I is inside of location
out of the fight? But his 0 is outside of location
neck got in the way.” These suffii letters help determine exactly which damage table to use for a given
Gill the Treacherous hit.
Example:
A Flat Snap is thrown with a percentile roll of 85, it indicates a hit in the left shin on
the outside (the corresponding damage table will say outside to inside, the direction
of the cut). The damage table is found on the leit column of the table. In this case it is
number 37.
When a target has a large shield such as a kite or scutem, some of the hit location
tables may yield unrealistic results. This is because these tables have been optimized

11
for targets with shields varying in size from bucklers to heaters. To avoid these unre-
alistic results, use only overhead or crossover type blows when the target has a large
shield. In reality these large shields were used in shield wall formations, and the only
type of slashing blows that could easily be used tiere overhead or crossover type
blows.

4.2

After the stroke is determined, check to see if the desired target location was hit. If no AIMING ATA
aiming is desired then just rolI the hit location randomly. DESIREDLOCATION
In modeling the effect of an opponent aiming to hit a desired location the following
assumptions have been made. At the time the blow is delivered, the attacker looks to
(optional)
see if the chosen target area is open to attack. If it is he attempts to hit it. If the target
area appears to be protected the attacker, rather than hold his blow waiting for the
target area to open, throws his blow at another target area. In this way he does not
lose efficiency by waiting for a specific location to open itself to attack.
The odds of hitting are independent of the desired target location since by the
above assumptions only the target areas which appear open will be swung at.
So once a hit is scored, it may or may not be the desired target location. The chance
of opponent 1 hitting opponent 2 in the desired location is dependent on the relative
skill levels of the two.
DL = Skill Level (offensive) of 1 - Skill Level (defensive) of 2
If the DL is less than or equal to 0 opponent 1 cannot aim at a particular target. A
percentile number 00-99 is rolled and the location of the hit found by entering the
appropriate Hit Location chart.
If DL is greater than 0 the chance of opponent 1 hitting his desired target is:
Chance (%I = (BO) x (DL + 1)
where BO is the base odds to hit the chosen location, taken from the Hit Location
chart. If the above chance is not rolled successfully, the desired target area was not
open to attack and the hit location is determined by rolling a percentile number and
using the Hit Location table. (The result of this roll cannot be the desired location).

Example:
DL = 2. Opponent 1 throws a flat snap at a standing opponent with shield. The
Flat Snap Hit Location table is used. On this table, if opponent 1 aims at the neck of
opponent 2 the base odds of hitting that location are l%, because the neck is nor-
mally hit on a roll of 29, or 1% of the time. Therefore opponent 1 has a 3% chance of
hitting this location.
If instead he aimed at the head and neck, his chance of hitting his chosen target
increases markedly. As the normal rolls necessary to hit the head or neck range from
00 to 29, the base odds are 30%, so he would have a 3 x 30 or 90% chance of hitting
the neck and head region. Ifhe succeeds the actual location (head vs. neck) would be
randomly rolled from among the desired locations with the odds weighted according
to the percentages given in the table. In this case, the neck will be hit l/30 of the time.
If aiming at more than one hit location, the desired target locations must be adja-
cent. It is suggested that the largest aiming locations be defined as either head, body,
or any single limb.

The second column marked BEAK is for use with beaked axes. The beak of an axe is BEAKEDAXES
treated as a 2 inch width stabbing spear with a maximum penetration depth of three

12
inches. If you are using the beaked end of an axe use the BEAK column to fiid the
proper stabbing damage table.

DAMAGETABLES The damage tables are divided into three basic types; the slashing tables, the stab-
bing tables, and the impact tables.
The slashing tables are used whenever an edged weapon is used in a slashing
motion. This includes axes when the blade end is used.
“Kill it before it dies!” The stabbing tables are used for thrusts with an edged weapon, spears, and
Excerpt King’s Men Battle Manual beaked axes.
The impact tables are used whenever a blunt impact weapon such as a mace is
used.
It should be noted that the damage tables are not consecutively numbered. The
missing tables are part of the complete SPG Combat System of Advanced Book 1
and are not in this version. Identical table numbering has been maintained to avoid
confusion when using both the basic and advanced systems.

GENERAL The damage tables are divided into 15 slashing locations and 28 stabbing locations.
DESCRIPTION Most of these tables can be read either left to right or right to left, representing hits on
right or lefi side of target location, or outside or inside of target location, depending on
the particular table. This will be described in more detail below.
The damage tables are an attempt to model damage to a humanoid target, taking
into account the protection afforded by any armor worn. These tables can be used to
perform damage calculations due to any form of melee weapon.
The damage tables account for the perimeter of armor which must be cut to
penetrate to a given depth on the target. The resistance of the armor to penetration is
measured by the armor’s PF value. The resistance to cutting of the target is depen-
dent on whether bone, cartilage, or tissue is being cut. Internal organs and arteries
have been included by assigning damage factors in SP (Shock Points) and DP (Dam-
age Points) per square inch for organ cuts, or lump values of SP and DP for arteries.
Some of the damage tables are composed of more than one table. In these cases
each succeeding table is a continuation of the last. This occurs where the hit location
has more depth than can be accurately represented on one page.
The first column on each table is the target’s armor PF. The PF has a range of 0 to
60. The other letters in the first column are the titles of the important rows on each
table.
SP. Shock Points Damage. The SP damage is a measure of the shock done to the
target. The greater the number of SP the greater the chance of the target giving up or
passing out.
DP. Damage Points. The DP are a measure of the physical damage done to the
target. A large DP number indicates a severe wound and a likely chance of dying.
Artery Value. This indicates the amount of SP and DP inflicted when arteries are
cut. This value is used in the recovery rules of Book 2.

4.6

SLASHINGTABLES The numbers to the right of the armor PF are the effective impact damage (EID)
points required to penetrate the target. To use the table simply go along the line of

13
numbers across from the target’s armor PF until you come to the amount of EID
inflicted by the attacker. If the EID falls between two columns, use the column with
the lower number. Only integer values are printed out, so if you see a number re-
peated several times it means that some fraction should be added to successive
values until a new integer is encountered. (For example, 8-8-8-9 would become 8.0-
8.3-8.7-9.0).
Once the EID is found, drop down the column it is in until you reach the SP and DP
lines. This is the amount of damage that the target has taken. This damage should be
recorded on the target’s status sheet for future reference
The hit location should also be recorded on the status sheet,. and if an artery has
been cut its value should be recorded from the lower IeEt portion of the table. The
artery value is used in Book 2 Medkal Rules. An artery has been cut if the blow
penetrates deeper (past) the position of the artery shown on the tables below the DP
line.
Example:
The target has been hit in the neck, Slashing Table #9. The title on this table is Neck
Target Leit to Rirght. The target is in leather armor with a PF of 10 and is hit on the IeA
side with 7.0 EID. After scanning across the PF 10 line to find this EID, drop down the
column to find the SP done, in this case 114.
It can be seen that many of the titles located at the bottom center of each page
contain two orientations for the cut; left to right or outside to inside. On these tables
there are two rows of numbers for each PF value. The top row should be read from
1eA to right and represents the direction of cut described in the title. The lower row is
read from right to lei? and represents the reverse of the direction in the title. The
correct direction to use is given on the Hit Location chart. The SP and DP lines to use
correspond to the line used on the PF row. That is, if the table is read from left to right
(top line), then the SP and DP should be read from the top line. Similarly, if the table is
read from right to leit, then the bottom lines should be used.
On some of the tables only a single line of numbers exists. On these tables the
target location is considered to be symmetrical. These tables are always read from
left to right.

The stabbing tables are used in the same manner as the slashing tables. The differ-
ence is that the effective impact damage (EID) is shown in tenths of points. This has
been done to improve the sensitivity of the tables. This sensitivity is required because
the depth of penetration of a thrust is usually much greater than the depth of penetra-
tion of a slash, for the same force ofimpact. This should prove to be no problem since
the stabbing damage for all weapons is also listed in tenths of impact points.
It should be noted that on many of the stabbing tables there are two sets of target
descriptors. The target descriptors are the names below the DP line describing what
organs and such have been penetrated. One set is on the 1eA side of the page and the
other is on the right. The descriptors on the left side are used for a hit from front to
rear and those on the right are used with a rear to front hit. There are two lines of
numbers for each PF row in the table. The top line corresponds to a front to rear hit
and should be used with the left side descriptors while the bottom line is a rear to
front hit and should be used with the right side descriptors.
The reason the target descriptors are shifted is that the angle of the point of the
spear has been modeled. A standard spear head has been assumed to have a 28
degree head angle. As a result, for maximum cutting of the target’s tissue the spear
must be driven through the target until the whole width of the head has cut through.
This will not occur until the point ofthe spear has been driven completely through the
target and is protruding out the other side. The effect of the changing width of a spear
head has been taken into account in these tables.

14
Careful examination of these tables will show that initial penetration is resisted by
the target’s armor. Once the point has cut the armor to the width of the head penetra-
tion into the target is resisted only by bone or tissue. Once the point hits the opposite
side of the target howevtr, it must again cut the armor before it can come out the
other side.
When the stabbing tables are entered the column used to determine the DP and
SP indicates the depth that the point has reached. It should be remembered that the
DP and SP are based on the area of tissue cut. Therefore, even though the point has
just entered some vital location, only a smaIl area has been cut and the DP and SP
may not be great. It is not until the point is past the boundary of an organ, or what-
ever, and the wider portion of the spear is cutting that maximum damage occurs.

4.8

A beaked axe is modeled using the stabbing tables. The beak or point is assumed to
be three inches in length. A longer beak would be more susceptible to breaking and
glancing.
To use the beak of an axe, the EID is first calculated just as if it were a slashing
weapon (which it normally is). This EID is then multiplied by 10 to give tenths of a
point, and entered on the stabbing tables.
Damage is then found just as ifthe hit were from a spear except that the maximum
depth of penetration is limited to three inches by the haft of the axe. This maximum
damage point is marked on the stabbing tables by a slash (/I placed below the DP
line. Two slashes appear on each table, one marking depth from the front and the
other from the rear.

4.9

IMPACT TABLES Non-penetrating damage (NPD) or blunt trauma due to edged or stabbing weapons
has been included in the slashing and stabbing damage tables as part of the total SP
and DP done. For such edged or stabbing weapons the NPD is only a small portion of
the SP and DP inflicted. For blunt weapons such as maces and sticks the NPD dam-
age is the major portion of the SP and DP inilicted.
The mace is a heavy close range impact weapon. It was specially suited for use
against the heavier armor classes such as plate. The mace derives its killing power
from the mass of the weapon and by concentrating the impact over a small area. The
impact was used to crush the armor and the target. Unlike an edged weapon or axe
blade, which have long cutting edges, the mace impacts on a short head which was
usually composed of blunted flanges.
The mace damage tables are used in the same manner as the slashing tables.
Unlike the slashing tables some of the mace damage tables have two sets of target
descriptors located below the DP line describing what organs and bones have been
crushed. The top set of descriptors is used with the top lines of those damage tables
and models a hit as indicated in the target label (i.e. outside to inside or lefi to right).
The lower set of descriptors is used with the second line for each entry and repre-
sents a hit in the reverse direction of that indicated in the table label. Unlike the
slashing tables the mace tables are always read from left to right.
For the curious, the maces modeled by these tables are flange maces with a 90
degree included angle on the striking flange. The flange has a length of four inches at
the base and height of two inches. This limits the depth of penetration to about 1.8
inches, at which point the shaA or the other flanges contact the target armor and stop
further penetration. This maximum penetration depth is the last entry of each table.
To use these tables to model a club or stick it is suggested that the Effective Impact
Damage (EID) of the hit be reduced to 50%.
15
4.10

The damage tables contain markers for disabling injuries. These are cIassified as D, DISABLINGINJURIES
DD, or DDD. The permanent effect of a disabIing hit is described in the section on
Recovery From Wounds under Disabling Injuries.
For the purposes of immediate combat all classes of disabling injuries have the
same effect. If the weapon penetrates to or past the column with a D in it, the charac-
ter loses the use of that limb for the remainder of the fight.
When using the tables from IeA to right the D classes are located above the DP line.
When using the tables from right to IeA, they are shown below the DP line.

The shock table models the trauma of wounds. The table is used to determine when SHUCKTABLE
a character succumbs to the pain of his wounds and stops fighting. It is also used to
determine when the character passes out.
The Shock Table (7) is used by cross indexing the effective shock points of the
wound with the character’s Shock ScaIe (SC). The effective shock points of a wound “If you hit them hard
is the sum of the SP of the latest wound plus one tenth of any previously inflicted SP. enough they can’t
The player then rolls a percentile number. If the rolI is less than the number on the complain.”
Shock table the character stops fighting and attempts to disengage (if conscious). Field Marshal Paul Maul
With the same roll enter the shock table at the effective shock points and at a shock
scale of 1.5 times the character’s WILL characteristic. If the roll was less than this
number the character has passed out.
Example:
A combatant has a total of 38 SP from several prior hits. He is then hit with a blow
delivering another 18 SP.
Effective SP = (18) + (38)/(10) = 21.8, rounds to 22
The combatant’s shock scale is 2 and his WILL is 10. This means that the combatant
will stop fighting if the player rolls less than a 50, and will pass out if less than a 27 is
rolled.

4.12

A simple version of the complete set of wound recovery rules is presented here. The RECOVERY
FROM
complete set of rules including medical skills in contained in Book 2, Role Plating. WOUNDS
Alter a combat the important issue is whether or not the character will survive.
During the combat the player should have kept an accurate account of each wound
received including location, SP, DP, artery value of any artery cut, and any disabIing
injuries suffered.
The player now refers to the Wound VaIue Versus Damage Points table (12) and
finds the Wound Value for each of the wounds that his character has suffered. The
Wound Value table is entered with the DP of each individual wound and the Wound
Value (WV) recorded. Sum all Wound Values and divide by the character’s Health
(HLT) characteristic. This is the Damage Total (DT). To determine survival, the Recov-
ery Roll Versus Damage Total table (13) is entered with the DT and the recovery roll
is read off The recovery roll is a number from 000 to 999. The player then rolls three
O-9 generating dice. If the number roIled is less than or equal to the recovery roll the
character survives.

16
“That looks pretty Example:
fatal - I think you have A character with HEALTH 10 survives a battle with 2 wounds. The wounds are:
to return to the character Wound 1 Shoulder Cut (LeAI SP = 11 DP = 11
Wound 2 Upper Arm (Left) SP=41 DP=31
generation section.”
The Upper Arm hit has a disabling injury (DD), meaning a broken humerus.
One character to another
The Wound Values of each are:
Wound 1 DP= 11 WV=59
Wound 2 DP=31 WV=343
DT = (59 + 343)/(10) = 40.2
The Recovery Role Versus Damage Total table (13) is entered with 40.2 and the
recovery roll is found to be 669. So on a roll of 669 or less the character survives.
The recovery rules and odds given above are based on recovery in an almost ideal
environment. Infection has not been included.
If the player wishes to have a more realistic world where infection can occur, he
may modify the wound values to account for this. In this case, all Wound Values due
to edged weapons should be doubled and all Wound Values due to stabbing weap-
ons should be tripled. More severe penalties can be imposed if conditions warrant.
If the character survives, the effects of any disabling injuries must be determined.
As mentioned in the Damage Table section these injuries are classified in three lev-
els; D, DD, and DDD.
To determine the permanent effect of an injury use the Disabling Injury Recovery
Factor table (14). Enter this table’s 1eAhand column with the character’s HEALTH and
level of disabling injury, then make a percentile roll from 00 to 99. Cross index this
roll and read off the factor F. This is the percentage of the character’s initial ability
which is recovered. This F is used by multiplying it to the character’s ABFM as a
permanent modifier. A weapon arm hit would affect the ABFM used to calculate the
weapon arm WBI and PBI. A shield arm hit would affect the ABFM used to calculate
the shield PBI. A leg hit would affect the BFM used to calculate the MRS and BAI.
Example:
A character of HEALTH 10 has an injury of level DD. If the percentile number rolled
is a 50, then the recovery factor is an 84. So, if the injury was to the shield arm (left)
then the ABFM for the shield arm would be 84% of its value before the injury.

17
The SPG combat system is played on a hex sheet. Each hex is two feet across. In the
SPG system combat and movement occur simultaneously, and each player must
keep a record of when his character moves, his speed, and his facing.
A character’s movement on the hex grid depends on his current speed. This speed
is in impulses per hex. An impulse is one twelAh of a second and is the base time
increment used for combat and movement. A character may move as fast as he
wishes within the limits of his maximum running speed.

A character accelerates based on his Base Acceleration Increment (BAI). When a ACCELERATION
AND
character decides to move forward at maximum acceleration he will advance one DECELERATION
hex aAer a number of impulses equal to his BAI. If he continues to accelerate at
maximum, he will advance another hex after (BAl-1) impulses. The next advance
will occur after (BAI-2) impulses and so on until the desired speed is reached. Decel-
eration occurs in a similar manner, but at twice the rate of acceleration. If the running
speed is one impulse per hex and maximum deceleration is desired, then after mak-
ing one more movement, the movement speed may be reduced to three impulses
per hex. Then after doing a movement at three impulses per hex, the character may
slow to fiie impulses per hex. This continues until movement is at the rate equal to or
larger than BAI impulses per hex, at which time the character can halt.
Example: “You must lure the
Derek has a BAI of 9. He is being held in a reserve position well back from the enemy into the open:
battle line. On impulse 60 he sees a section of the line fall back and rushes forward to Ride ten times around
help his comrades. His first advance may occur on impulse 69. Since he has some the town fountain.”
distance to cover he will accelerate to his maximum running speed of 6 hexes per Excerpt King’s Men Battle Manual
second or 2 impulses per hex. He will reach maximum speed on impulse 60 + 9 + 8
+ 7 + 6 + 5 + 4 + 3 + 2 = 104. The total time required for acceleration was 44
impulses or 3.67 seconds. The distance traversed during acceleration was 8 hexes or
16 feet. After running until impulse 134 Derek decides to decelerate to a stop that will
put him at the battle line. His full deceleration sequence would be: 134 + 2 + 4 + 6 +
8 + 9 = 163. This took him 29 impulses or 2.4 seconds during which he traveled 5
hexes or 10 feet. Notice that the last move was at 9 impulses per hex. He could have
decelerated to 10 impulses per hex, but since his BAI is 9 he had to be moving that or
less to stop in the fifth hex, and so chose to advance at 9 impulses per hex to save
one impulse.

If Derek had had a BAl of 6, he could have accomplished his move with less time
spent accelerating and decelerating. His acceleration then would have taken 6 + 5 +
4 + 3 + 2 = 20 impulses or 1.67 seconds and covered 5 hexes or 10 feet. His
deceleration would have been 2 + 4 + 6 = 12 impulses; 1 second, covering 6 feet.

18
FACING The figure or marker representing the character is always oriented towards a hex-
side. This is the direction in which a character would face to obtain the best advan-
tage over one opponent. For example, a character armed with sword and shield
would choose to have his opponent slightly to his shield side rather than straight in
front of him. The rules on field of action tell what targets the character can strike at or
parry based on the opponents’ position relative to this facing.
A character can change his facing in two ways; by staying stationary and pivoting
in place, or by moving and turning as he moves.
To determine how quickly the character can pivot in place see the Movement table
located on the bottom of the Combat Attack Table (3). Use the first and second
columns to find the static turning impulse, the time in impulses required to change
facing by one hex side while stationary. Enter the first column with the character’s
Base Acceleration Impulse (BAD calculated on his character sheet and read off the
static turning impulse from the second column. Record this on the character sheet for
future use.
If the character is on his knees or is otherwise handicapped, enter the table with
the BAI calculated based on his modified maximum speed. The modified MRS will
be discussed later in this section.
When the character is moving, turning is done as he moves. The second pair of
columns of the Movement table give the character’s Turning Increment for a particu-
lar speed. This Turning Increment is in hexes, not time. To use this part of the table
enter the third column at the character’s current movement speed. Say he is moving
at a speed of 6 impulses per hex. Read off the corresponding number from the fourth
column, which is a 2. This means that the character can make a facing change of one
hex side at the end of each 2 hexes of motion.
If a character is accelerating or decelerating he cannot make a facing change. What
he may do is temporarily halt acceleration or deceleration until the desired facing
change is made and then continue accelerating or decelerating.
Example:
If Derek (with BAI of 9) were decelerating from a speed of 1 impulse per hex to a
stop and were intending to make one facing change, his speed record might look like:
1,3,5,5,5,7,9, stop. The turn, according to the table, would be done after the third
movement at 5 impulses per hex. Each entry in the record signifies one hex of
movement, so it took 7 hexes to stop while making one change of facing.

MAXMJM SPEED Up until now no mention has been made of the relation between facing and direction
of motion. The maximum running speed already calculated is for motion in the
forward direction. Maximum speeds for other directions appear below.
Direction Maximum Running Speed (MRS)
Forward (MR.%
Backward t.30) x (MRS)
Oblique (all others) C.25) x (MRS)
Maximum speed is also affected by the character’s position and situation. The
tables below gives some guidelines to account for various circumstances.
Position Runntng Speed Modtfier
Hands and Knees .25
Kneeling .lO
Belly Crawl .06

19
For the attacker’s KST, add both the attack modifier and the situation modifier to
the defender’s offensive skill level and use this for the “La” factor. Use the attacker’s
defensive skill level for the “Ld” factor and his Dexterity for the DEX value.
The formula for the KST will yield a percentile number. To make the KST and retain
balance, a percentile number must be rolled that is greater than or equal to the KST. If
the roll is less than the KST but greater than or equal to half the KST the character is
offbalance for 10 impulses and cannot parry or strike If the roll is less than half of the
KST the character is knocked down.
Please note that if the closing speed is slower than 10 impulses per hex no knock-
down saving throws need be made. Also, if the defender is unaware, the result of a
collision is an automatic knockdown for the defender with no saving throw required
for the attacker.

OBSTACLES Obstacles such as low walls, bushes, bodies, or furniture inhibit movement. To deter-
mine the time required for a character to traverse an obstacle the following table has
been included. This table is not complete, but should serve as a guide for modeling
other obstacles not included. The Time factor (T) times the character’s Base Accelera-
tion Increment (BAI) gives the time in impulses to traverse the obstacle and the hex it
is in.
Approach Speed Factor 1
1.5 foot wall or fence 0.8 1.2
2.5 foot wall or fence 1.0 2.0
3.0 foot wall or fence 1.0 3.0
4.0 foot wall or fence 1.0 4.0
bench or chair 0.8 1.5
body 0.8 1.2
bush (2 foot sphere) 0.8 1.2
bush (3 foot sphere) 1.0 2.0
The Approach Speed Factor times the character’s BAI gives the maximum speed
in impulses per hex at which the character can contact the obstacle without having to
make a modified Knockdown Saving Throw. The modified KST is the KST times the
difference between the Approach Speed Factor times his BAl and the character’s
movement speed. In the KST use 0 for the “La” value, the character’s defensive skill
level for the Ld value and the character’s Dexterity for the DEX value. For an explana-
tion of KST see the section on Collisions.
Remember that the above modifiers are based on speeds in impulses per hex, not
on hexes per second as in the Maximum Running Speed. To find the impulses per
hex corresponding to the MRS, take 12/MRS = impulses per hex.
Example:
A character with BAI of 12 is moving 6 impulses per hex and attempts to cross a 2
foot diameter bush. The Approach speed factor is 0.8, so the maximum safe speed of
approach in (0.8) x (12) = 9.6 impulses per hex. The modified KST that must be
rolled is 9.6 - 6 = 3.6 times the original KST. If the result of this roll indicates that the
character is off balance but not knocked down he gets the normal 10 impulse pen-
alty after he crosses the obstacle.

5.6

DODGING A dodge is an active movement in which the character is relying on his motion to
carry him away from the blow.
A dodge is modeled by giving the character a partial buckler shield parry for all

21
blows landing during the time period of the dodge.
A character cannot initiate a dodge to avoid a blow coming from outside his field
of attack. However, a dodge started to avoid a visible attack will always affect all
incoming attacks, including those not visible.
Once initiated a dodge lasts for (3) x (BAD/Ml impulses. During this time the per-
son cannot strike offensively nor parry, nor can he use these impulses to prepare to
strike or parry. At the end of the dodge he may resume normal combat as if the time
period of the dodge had not taken place.
The motion involved in a dodge is so excessive that there is a (30)/(Ml) percent
chance that the person doing the dodge will have to step one hex in a direction of his
choosing.
If the person attempting the dodge is sitting or kneeling and a hex step is rolled the
person has fallen over.

The field of attack is closely related to the character’s field ofview. It determines what F/ELD OFATTACK
the character can see in a combat situation. The field of attack is always referenced
with respect to the character’s facing. Figure 2 shows the character and his facing on
the hex type grid used for combat. The area around the character has been divided
into six zones. Depending on the character’s highest combat skill level, the size of his
field of attack might be from one to six of these areas.
The character can strike and parry any opponent within his field of attack. Oppo-
nents outside his field of attack are not noticed and therefore cannot be attacked.
Blows from them likewise cannot be parried.

“Hold! I’ve been struck


from behind.”
Angus the Obese

figure 2
Skill Level Field ofAttack (zones)
o-1 1
2 l-2
3-6 1-3
7-10 l-4
11-14 1-5
15-20 l-6

WEAPONGLANCING The weapon glancing factor models the chance of a weapon glancing off the armor
FACTOR(optionafl or target rather than striking cleanly. This factor is a function of several parameters
such as angle of incidence, hardness of target, firmness of grip on the weapon, and
radius of curvature of the target.
The glancing factor (G), found on the Glancing Factor table (151, represents the
loss of penetrating force due to the above effects. This is one of the factors used to
correct the impact damage (ID) delivered by a weapon to the effective impact dam-
age (ElD). The value of G is found by applying a modified percentile number to the
appropriate Weapon Glancing Factor table on the row representing the target’s ar-
mor.
“The Edge, the Edge, not Edged weapons and blunt weapons, such as a mace, use the top table. A stabbing
the flat!” point such as a spear, sword point or axe beak uses either the second or third table,
The Instructor depending on the hit location.
Weaponsmaster of Spectra To obtain G, first roll a percentile number. Add the attacker’s skill level to this
number. Determine which glancing table to use, and find the row corresponding to
the target’s armor. Move to the right along this row until the modified percentile roll is
found, then go down that column. The bottom number is G, the percent of ID that is
used to do damage to the target.
Example:
A sword slash strikes a target in plate. Use the top table. A 38 is rolled, and added to
the attacker’s skill level of 2, giving 40. Reading down the 37-4 1 column we find that
80% of normal damage is done.
The glancing factor G and the damage bonus DB are multiplied with the impact
damage ID to determine the effective impact damage.
EID = (ID)x(G)x(DB)

23
AWM -1he Armored Base Frequency Modifier is a measure of the character’s
ability to move, run, climb or otherwise exert himself while encumbered.
It is based on the character’s BFM and on the weight of the character’s
gear. The more a character is burdened with armor, weapons and such,
the less agile and maneuverable he becomes. The ABFM reflects this
loss of ability.
BAI The BAI or Base Acceleration Increment is a measure of the character’s
ability to accelerate or decelerate to a desired movement speed. The
larger the BAI the longer it takes for him to accelerate or stop. For details
see the Movement section.
BFM The Base Frequency Modifier is the quantity representing the speed with
which a character can move his own body to accelerate an object such as
a weapon or shield. The larger the number the higher the velocity an
object can be accelerated to over a given stroke distance. It is closely
related to the strength of the character but is more accurately described
as his effective strength in moving an object.
The velocity an object attains in the hands of the character is propor-
tional to his BFM (or ABFM if encumbered). For this reason the stronger
the character, the quicker his parries and offensive strikes and the greater
the damage done. Or, in game terms, the smaller his PBI and WBI and the
larger his M3. For comparison to pure static strength as in weight lifting,
the available force varies as the BFM squared.
BRS The Base Running Speed represents an idealized quantity that may be
used to calculate the character’s Maximum Running Speed (MRS). The
MRS depends on the BFM, the encumbrance, and the character’s Speed
characteristic. The BRS,is the combined effect of BFM and encumbrance
on true running speed. See Maximum Running Speed for more details.
Damage The Base Damage Values given in the weapon chart are the damage
capabilities of the weapon in the hands of a person of first skill level with
average strength. The damage for slashing motions is measured in im-
pact points called ID. The ID modified by the damage bonus is used to
determine the wounds received by the target. The damage for stabbing
motions is in tenths of ID. This is why these values at first may seem
greater than those for slashing motions.
All damage values are written as two numbers, for example (6) + 3.
The number in parentheses is the variable one and should have a flat
distribution. In the above case a six sided die should be used. The second
number is added to the result of the roll to determine total impact
damage.
It can be seen that the damage for stabbing weapons is not in conven-
ient die sizes. These values have been leit this way for accuracy, although
any number of conventions can be used to simplify the generation of

24
damage. For example, (22) + 22 may be reduced to (20) + 22 and rolled
using a twenty sided die. This may be further simplified to (4) x 5 + 22,
multiplying the roll of a single four-sided die by 5 before adding 22.
Maximum The character’s maximum running speed is a function of his BFM, en-
Running cumbrance, and his Speed characteristic. It is his top speed measured in
Speed game hexes per second, where a hex is two feet across.

M 1 through M4 See Skill Modifiers.

PBF The Parry Base Frequency is a quantity which may be used to calculate
the PBI, the time required to bring the shield or weapon into a parrying
position. The larger the PBF the slower the device.
PBI The Parry Base Increment is the time required in impulses for a character
to parry a blow, recover and parry a second blow. As an example, for a
PBI of 18 it takes a minimum of 18 impulses afier the last parry for the
weapon to be brought completely to a new parry position. If the second
blow arrives before the 18 impulses have passed then the Partial Parry
Value is used in calculating the Odds of Hitting.
Skill Level The Skill Level (L) is a measure of the character’s skill in offensive and
defensive combat. The tables in these rules and the rules themselves
were designed with 20 as the maximum level that a human can attain. It
is assumed that an average soldier in an average army would be skill
level 2 and that most heroes are from twelfth to fifteenth skill level. With
these reference points and the other level variations already described, it
should be obvious that persons with skill levels in the teens are rare.
Years of combat experience should be required just to advance to the
level of an army captain (filth to seventh). The acquiring of experience
will be one of the subjects of Book 2, but some mention of skill level
progression must be made to keep relative abilities in perspective.
Skill The Skill Modifiers (M 1, M2, M3, M4) are used to correct the speed with
Modifiers which a person can parry or strike to his skill level and his quickness.
They also determine his damage bonus and weapons base to hit.
The Ml modifier is a skill factor which represents the speed with which
the character can either parry or throw a blow, recover and set himself for
a second parry or strike. As such it is dependent on the character’s speed,
dexterity, and skill level. The higher the Ml the faster the character can
respond. The M2 factor is one of those used to determine a person’s
damage bonus. The weapons base damage values given on the weap-
ons chart are for a person at first skill level. The M2 factor corrects this
base value for the character’s skill and quickness. The higher the skill and
quickness, the greater the M2 value and the faster the character can
swing a blow (and hence do greater damage). The M2 is closely related
to the Ml factor in that part of the increase in response time is due to a
higher weapon or shield velocity.
The M3 modifier is also a factor in determining the character’s dam-
age bonus. This correction factor adjusts the base damage values to ac-
count for the physical strength of the character. The stronger the charac-
ter (the greater the ABFM) the harder he can hit and therefore the more
damage he can do.
The M4 modifier adjusts the basic weapon base given on the weapon
chart to the skill level of the character. The basic weapon bases given on
this table are for a first skill level person.
The use of these modifiers in character generation is illustrated in step 10
of the Character section.
TUB The Weapon Base represents the percentile chance of hitting an oppo-
nent if that opponent does not parry. The weapon base given in the

25
weapon data table is for a person of first skill level. The values are not
100% because at low skill levels and in a combat situation a fighter will
not always judge his range or target attitude correctly. This results in
some of his strikes finding only empty air.
As skill increases the WBE increases as modified by the M4 factor
discussed previously.
WBE = (Weapon Base from chart)x (M4)
Weapon bases are given for both slashing motions and stabbing mo-
tions.
The variation of WB between various weapons is due to a combina-
tion of effects such as lethal area of the weapon, speed of the strike, and
the area swept out by the strike.
WBF The Weapon Base Frequency is a measure of how rapidly the weapon
can be used by a first skill level person to strike, recover, and strike again.
The greater the WBF the slower the response. The WBF is used along
with the character’s ABFM (measure of strength) and the Ml (skill modi-
fier) to determine the actual time between weapon strikes (WBI).
WBI The Weapon Base Increment is the time in impulses required to strike a
normal blow, recover, and strike a second time. A more detailed descrip-
tion of this quantity and its use can be found in the Combat section under
Weapon Strikes.
WBI = VNBF)/UU3FM)/(Ml)

26
The following is an example of a three on two battle. The teams are Derek and
Wagner versus Barad, Ignatz and Gnarf.
Derek is in mail armor with a metal heater shield and a longsword. Wagner is in
leather armor with a heavy two handed spear. Barad is in mail armor with a metal
heater shield and is using a heavy axe. Both Ignatz and Gnarf are in leather armor
with metal heater shields and both use broadswords. The other relevant statistics of
each combatant are found below.
Derek Wagner Barad Ignatz GnaA
BAI 13 9 12 13 11
Turn Impulse 6 4 5 6 4
MRS 4.5 7.5 5.7 5.4 6.0
SC 3 2 3 1 2
Skill Level
with Weapon 4 2 4 1 2
with Shield 5 0 4 1 2
Slashing
WBI 21 20 23 20
WBE 112 87 85 94
DB .90 .94 .78 1.09
Stabbing
WBI 23 20 28 27 22
WBE 82 67 71 60 67
DB .90 1.19 .94 .78 1.09
Weapon PBI 18 21 16 19 15
Shield PBI 19 20 22 19
Derek and the sole survivor of his squad, Wagner, have just reconnoitered a
burned out farm house and have just stepped outside. Little do they know that they
have been spotted by Barad and his men, who have set an ambush for them.
The time count starts when Barad and his men leap from cover (within a few
impulses of each other) to attack Barad steps from behind an overturned wagon on
impulse 1 while his men leap up on impulse 6 and begin to step over the wall (2.5
feet high) they had hidden behind. This maneuver takes 2 x BAI impulses to com-
plete, so Ignatz will finish on impulse 32 and Gnarf on 28. Figure 3 shows relative
positions on impulse 6.
Derek and Wagner both notice the men stepping over the wall about impulse 10.
Not having time to communicate, Derek hopes that Wagner will try to fend them off
and continues to face Barad. Wagner, being a bit berserk, turns to attack. He spends 4
impulses to turn to face Ignatz and,Gnarf, and another 9 impulses to accelerate and
advance one hex towards them. He intends to stop after one hex of movement, since
his opponents will soon step into range. Wagner is in position by impulse 23, but
holds his blow until impulse 32 when Ignatz steps into range.
Meanwhile, Derek, who has noticed the muddy patch of ground in front of him

27
figure 3
begins to step to his let? to put the obstacle more between himself and Barad, hoping
it will dissuade Barad from advancing. Derek begins this maneuver on impulse 12
and completes it on impulse 25. Barad ignores the mud however, and steps forward
on impulse 13. He continues to advance at the rate of 12 impulses per hex and so
steps forward again on impulse 25.
This brings the two into combat range Anticipating each others movements, De-
rek and Barad throw blows to land on impulse 25. Since these are their initial blows,
both have full parries. Since they are advancing slowly they may throw long stroke
blows. The odds of hitting are:
Derek to hit Barad chance = (. 132) x(1 12) = 14.8%
Barad to hit Derek chance = (.088)x(87) = 7.7%
Derek rolls 36 and misses. Barad rolls 04 and hits Derek. He is using a flat snap
and rolls a 24 for hit location. Consulting the Flat Snap table the hit is found to be in
the head, damage table 1,leA to right. A 1 is rolled for impact with the heavy axe, so
the EID = (1+6)x(2)x(.94) = 13.16 = 13. Table 1 is used with PF 20 (mail). The
resulting damage is 8 SP and 3 DP.With Shock Scale 3 Derek must roll higher than 11
to continue the fight. He rolls a 70 and so continues.
The next event in the time count is Wagner’s blow on impulse 32. His chance to hit
Ignatz is:
hit chance = (.444)x (67) = 29.8%
Wagner rolls a 24 and hits. The location roll is 74, and using the Stabbing Weapon
Hit Location table this is Thigh (right), table S36. The ID roll is 2, and Wagner used a
long stroke, so the EID = ((2)x5+27)x(2)x(1.19) = 88.0. Leather is PF 10, and
reading from left to right (front to rear in this case) on the stabbing table the damage
is 29 SP, 18 DP and a D indicating a disabling hit. Ignatz rolls a 92 for shock, which
means he will continue to fight, but he will have to do so from his knees. Figure 4
shows positions at impulse 32.
Barad moves forward on impulse 37 (maintaining speed) and stops.
Immediately aiter landing their blows both Derek and Wagner decide to back up,
expecting to be charged. Derek completes his maneuver on impulse 38 while
Wagner retreats 3 hexes on impulses 4 1,50 and 59.
Both Derek and Wagner are preparing long strokes for their next attack. Derek’s
blow will land on impulse 56 and Wagner’s blow will land on 62.
Ignatz and Gnarf know they must close with the spearman or die. Ignatz, being on

28
figure 4
his knees, has his maximum running speed cut to .54 hexes per second or 22 im-
pulses per hex. Therefore on impulse 54 he has advanced one hex. Gnarf begins
accelerating towards Wagner, moving on impulses 39,49,58 and 66. Figure 5 shows
positions at the completion of this movement.
On impulse 55 Barad again strikes at Derek with a long stroke. Since Derek has
had ample time to parry the odds of hitting are identical to those calculated for the
first blows, Barad rolls a 57 and misses.
On impulse 56 Derek strikes at Barad. Derek rolls 82, which misses.
On impulse 62 Wagner’s blow lands. Gnarf has a full parry. Wagner’s chance to hit
is:
hit chance = (.296)x (67) = 19.8%
Wagner rolls 42 and misses.
Gnarf continues to charge forward, advancing 7 impulses after his last move, and
continuing to accelerate, 6 impulses later. This moves him 2 hexes forward by im-
pulse 79. Wagner expected this and retreats to his left on impulse 73, changing facing
in the process. Gnarfmaintains speed and decides to move straight ahead for two
hexes before turning towards Wagner (he knows he would probably collide with
Wagner if he turned in the next hex). He advances on impulse 85, but Wagner retreats
on 82 and remains out of range.
Barad and Derek stayed still during this time, but Ignatz advanced one hex on
impulse 76. Figure 6 shows their positions as of impulse 85.
Barad decides to stab Derek with the point of his axe. He will take a normal stroke
on impulse 83. Derek has not parried since impulse 55 and so has his full parry. The
odds of hitting are:
hit chance = (.088)x(71) = 6.2%
Barad rolls 29 and misses.
Wagner has a normal stroke prepared to land on impulse 82.20 impulses have
passed, so Gnarf has a full parry. Wagner’s chance of hitting are again 19.8%. Wagner
rolls an 89 and misses.
Derek has a long stroke prepared that will land on impulse 87. Since 3 1 impulses
have passed Barad will have a full parry, so the odds of hitting are again 14.8%. Derek
rolls 06 and hits. The hit location roll is 53 and Derek used a flat snap, so the damage
table is number 23, left upper arm, outside. The ID roll is 5, so the EID =
(5+3)x(2)x(.90) = 14.4 = 14. On the PF 20 line the damage is 19 SP and 14 DP
figure 5
with a D (fractured humerus). This means that the left arm is basically useless for
parrying. Barad has a shock scale of 3 and rolls a 20. With 19 SP he needed a 37 or
higher to continue fighting. He has a Will of 9 and so uses shock scale 15 (9 X 1.5) to
see if he remains conscious. On this scale a 22 was needed, so Barad not only quits
combat, he passes out.
Ignatz advances one hex on impulse 98, but then decides to try and get away. This
removes him from the rest of the combat.
Gnarf, maintaining a speed of 6 impulses per hex, advances and turns toward
Wagner on impulse 91, and advances again on 97, but Wagner retreats on 91,100
and again on 109. Gnarf continues, advancing on 103, 109 and 115 and finally
comes into broadsword range. He is moving at fast combat speed (6 impulses per
hex) and so may use a long stroke. Wagner has had 3 1 impulses to react and decides
to take a weapon parry, which will be at full value. Gnarf’s chance of hitting is:
hit chance = (.296)x(94) = 27.8%
Gnarf rolls 49 and strikes Wagner’s spear. A roll of 6 is made for ID so the EID =
(2) x(6+2)x (1.09) = 17.4 for weapon damage. 33 points of damage in one blow is
needed to break a heavy spear, so Wagner’s spear is only nicked. A 38 is rolled for the
weapon drop chance so Wagner did not drop his weapon (see Drop Factor in Weap-
ons section).
Wagner steps to his left, turns and stops on impulse 118 (Wagner was moving at
his BAI and so many stop immediately). Gnarfhas noticed the wagon yoke in front of
him and so starts to madly decelerate, forgetting combat, moving forward on im-
pulses 123 and 133. At this point (see Figure 7 1he contacts the yoke, which is like a 3
foot high wall. He is approaching at 10 impulses per hex and so must make a saving
throw of ( 1.O)x (KST) to see if he stumbles.
His KST in this case is KST = (20 + 0 - 2 - 13)x(5) = 25%. He rolls a 61 and
remains in balance.
Gnarf would clear the yoke on impulse 166 (3 x BAD, but Wagner has a long
stroke prepared by impulse 136 (1.05 x WBI for striking after a weapon parry) and
decides to let Gnarf have it when he is preoccupied with the yoke.
Wagner is stabbing from target’s rear. Since Wagner is outside Gnati’s field of
attack, Gnarf cannot parry. The odds of hitting become:
hit chance = (1)x(67) = 67%
Wagner rolls a 38 and hits. A 46 is rolled, indicating damage table S22, lower chest

30
NAME
Strength Size ABFM M3
WiII Sex MRS M4
HeaIth Height BAI
Dexterity Weight Ml Shock Scale
Speed BFM M2 Static Turn, Inc.
SKILLS

ENCUMBRANCE
Armor ‘we Weight Armor me Weight
Head LeA Leg
Body Right Leg
Left Arm Shield
Right Arm Weapon(s)
Armor Encumbrance = TotaI Encumbrance =
WEAPON DATA
Slashing Stabbing Parry
Weapon WBF WB Damage WBF WI3 Damage PBF

COMBAT PARAMETERS
Slashing Stabbing Parry
WeaDon Stroke WI31 WBE Stroke WI31 WBE DB PBI
Long Long
NormaI Normal
Short Short

WBI DB
Long Stroke l.S(WBF)/ABFM/Ml M2(M3)(2.0) PBI = PBF/ABFM/Ml
Normai Stroke (WBF)/ABFM/Ml M2(M3)(1 .O) WBE = WB(M4)
Short Stroke .7(WBF)/ABFM/Ml M2(M3)(0.7)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75

76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

Offensbe Strike 0 Parry / Movement X.

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