Basic Combat Mechanics

Melee Range
Combatants can only engage in melee if they begin the round within Melee Range. Melee Range means that Bob can attack his 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 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.

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
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.