Basic Combat Mechanics

Melee Range
Combatants can only engage in melee if they begin the round within Melee Range. Melee Range means that you can attack your target after no more than 15’ of movement. Melee range is always symmetrical: if A is within melee range of B, then B is also within melee range of A.

If A and B have weapons with different reaches, use the reach of the weapon with the highest initiative to determine range.

Riposte
If your melee parry achieves 3 or more Victories (before any Second Roll), you inflict damage on the attacker as if you had achieved 2 fewer Victories in an attack. Your foe gets no Defense Roll against your riposte.

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, choose two adjacent foes and roll your melee attack. If your roll is higher than both foe’s Defense Rolls you break through the line and may (depending on any Second Rolls) inflict damage against both foes. You 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 your 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 the target’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
Know your missile Threshold in advance so no time is lost during your turn.


 * If your Action Roll is below your Threshold, you missed and your turn is over.
 * If your Action Roll is lower than your target’s Dodge Roll, you missed and your turn is over.
 * Compare your your Action Roll to your target’s Dodge Roll and calculate Victories.

Distance, Size, Time and Cover
05-05-22

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. Some ranges cannot be hit at all, but are included to accommodate the modifications for size and cover.

The 1st column is twice as long to avoid range considerations in the most common situations.