Basic Combat Mechanics

02jul22: This page finalized and active except for Missile Ranges; Missile Ranges are still open for comments.

Range in General
Range for both Missile and Melee combat is determined at the beginning of the round and usually does not change due to movement during the round.

Exceptions: if Bob chooses the Delay option and his announced target comes into range (eg. around a corner) during the round, Bob can use the new range to attack his target at the very end of the round. If Bob chooses the Guard option he can use the new range both for attacks of opportunity and for end-of-round attacks.

Melee Range
Normally combatants can only engage in melee if they begin the round within Melee Range. Melee Range means that Bob can attack Doris after no more than 15’ of movement. Melee range is almost always symmetrical: if Bob is within Melee Range of Doris, then Doris is also within Melee Range of Bob.


 * If Bob has a longer weapon, Doris is considered to have an extra 5' of movement (not weapon reach, and only usable for attacking Bob) for the purpose of determining Melee Range. A barrier can still create situations in which weapon length makes Melee Range asymmetrical.
 * The Guard and Delay options allow Melee attacks on targets not in range at the start of the round.

Riposte
If Bob's melee parry achieves 3 or more Victories (before any Second Roll), Bob inflicts damage on the attacker as if he had achieved 2 fewer Victories in an attack. Bob's foe gets no Defense Roll against his riposte.

''Proposed Change (16jun22) Should Melee Dodges also get Ripostes? (02jul22) Propose that all melee defense rolls be considered parries and all missile defense rolls be considered dodges.''

Flanking
Melee attackers on different sides of a target (>90º) gives the 2nd attack Hit and Damage Advantage.

Pushing-Through (Dual Target Attack)
To push through a line of opponents, Bob must choose two adjacent (to each other) foes and roll his melee attack. If his roll is higher than both foes' Defense Rolls Bob breaks through the line and may (depending on any Second Rolls) inflict damage against both foes. Bob can also use the Pushing-Through mechanic to target two adjacent foes even those foes are not part of a line.

Exploits
Exploits are combat options such as tripping, pushing, disarming or grabbing hold of an enemy. Start with Bob's normal attack roll, then consider whether a different Attribute, General Skill, and/or Narrow Skill would be more appropriate. If so, swap the normal ability with the more appropriate ability. Do the same for his foe’s Defense Roll. In the case of a result (such as being pushed off a high cliff) which greatly exceeds typical combat damage the loser may be allowed a Second Roll to mitigate the result.

Coup de Grace
Attacks against a bound or unconscious target do 3 wounds for each victory. The target defends with 3 dice.

Quick Resolution for Missile Combat
Each player should know his missile Threshold in advance so no time is lost during his turn.


 * If Bob's Action Roll is below his Threshold, he missed and his turn is over.
 * If Bob's Action Roll is lower than his target’s Dodge Roll, he missed and his turn is over.
 * Compare Bob's Action Roll to his target’s Dodge Roll and calculate Victories.

Distance, Size, Time and Cover
Issues of distance, size, time and cover are reflected in the Threshold. Represent size and cover by modifying range: 25% cover => 75% size; 50% size => 200% range. Note that not all weapons can reach all ranges. Longer ranges are included to accommodate the modifications for size and cover.