Combat

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Phase 1 (Maneuver) Options
Retreat requires Bob to back away from the enemy with his Maneuver Phase movement, and so must be chosen in that phase. Retreat gives a +6 dice bonus and allows Bob to back away an additional 15' at the end of the round if he has not taken damage (or otherwise lost his action). Retreat is otherwise identical to Defense.

Note: Retreat now allows a riposte.

Phase 2 (Action Roll) Options
Defense gives Bob a +4 bonus parry and dodge rolls. He makes no Action Roll and cannot attack, but can riposte. Defense allows no movement in any phase.

Multi-Target Attack (pushing-through): Bob can target multiple foes in a single attack. Bob must be adjacent to all targeted foes, and targeted foes must form a string unbroken by other characters or gaps of more than 5'. To be successful Bob's roll must beat all targeted foes' defense rolls. Success inflicts damage against all targeted foes. Success will also allow Bob to move between two targeted foes into an empty space behind them.

Delay: Bob may delay his action until the end of the round.

Changing weaponsrequires Bob to subtract dice from either the last Action Roll with the old weapon or the first Action Roll with the new weapon. He subtracts 2 dice for a quick change (eg. drop bow and draw sword), or 4 dice for a more difficult change.

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

Guard: The Guard action has been eliminated.

Phase 3 (Action) Options
Cancel Action: On his initiative Bob may cancel his action before a defense roll is made.

Flanking: Melee attackers on different sides of a target (>89º on a grid map) gives the 2nd attack both Hit and Damage Advantage.

Heroic Action: If Bob has a good Action Roll that he doesn't want to lose (by being hit), he can choose an alternate Defense Roll. So long as Bob would otherwise defend with at least 4 dice, he can roll ½ his normal Defense Roll, but take his (later) action normally if he is still up (ie. even if he took damage).

Missile Combat
Missile attacks may only be dodged.

Missile Range
Normally missile attacks can target only those foes who could be targeted at the start of the round. Distance for a missile attack is the greater of the distance at the start of the round or the distance at the time of the attack. The Guard, Delay and Change Action options allow missile attacks on targets not in range at the start of the round.

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.

Hint: To quickly determine the threshold for a missile attack, divide the distance in feet by 10, then round to the nearest multiple of 3. Eg. at 50' the threshold is 5 dice, which rounds to 6 dice. Exact borderline results (eg. 75') round up.

Choose to Speak
When Bob chooses speech as his main action, his initiative is determined by a Awareness Roll as the Action Roll.

Surprise
Ordinary surprise gives Bob both Superior surprise additionally gives Bob +4 to his Action Roll in the first round. A successful use of Stealth before combat will usually grant surprise.
 * 1) 1 round in which his foe may not act but may defend normally, and
 * 2) initiative advantage on the next round.