| SKILL% |
Critical |
Special |
Fumble |
| 01-05 |
01 |
01 |
96+ |
| 06-10 |
01 |
02 |
96+ |
| 11-15 |
01 |
03 |
96+ |
| 16-20 |
01 |
04 |
96+ |
| 21-25 |
02 |
05 |
97+ |
| 26-30 |
02 |
06 |
97+ |
| 31-35 |
02 |
07 |
97+ |
| 36-40 |
02 |
08 |
97+ |
| 41-45 |
03 |
09 |
98+ |
| 46-50 |
03 |
10 |
98+ |
| 51-55 |
03 |
11 |
98+ |
| 56-60 |
03 |
12 |
98+ |
| 61-65 |
04 |
13 |
99+ |
| 66-70 |
04 |
14 |
99+ |
| 71-75 |
04 |
15 |
99+ |
| 76-80 |
04 |
16 |
99+ |
| 81-85 |
05 |
17 |
00 |
| 86-90 |
05 |
18 |
00 |
| 91-95 |
05 |
19 |
00 |
| 96-100 |
05 |
20 |
00 |
| 101-105 |
06 |
21 |
00 |
| 106-110 |
06 |
22 |
00 |
| 111-115 |
06 |
23 |
00 |
| 116-120 |
06 |
24 |
00 |
| 121-125 |
07 |
25 |
00 |
| etc. |
|
|
|
| (Percentage
threshold values as BRP rules) |
|
| INITIATIVE |
D12+DEX bonus once per combat. Characters act in turn,
highest first. |
| |
|
| ACTIONS |
1 MOVE & 1 ATTACK action per round (or 1 FULL-ROUND action) |
| Attack actions: |
Melee/missile attack, Cast Spell, Extra Move
or Parry,
Drink Potion, etc. |
| Move actions: |
Move (MOV/2sq), Draw/Sheathe, Stand, Pick up, Mount/Dismount, etc. |
| Full actions: |
Withdraw from combat, Charge into combat, Use
a Skill, Careful Aim, etc. |
| Free actions: |
Parry (1/rnd),
Dodge (1/hit), Free Attack (1/rnd), Shift
(1sq), Speak. |
| |
|
| ATTACK |
| Normal Hit |
Normal damage. |
| Special Hit |
Special Effect by weapon type*. |
| Critical Hit |
Maximum damage, bypass armour. |
| Fumble |
Roll on the Combat Fumble table. |
|
| *
SLASH |
Bleed 1hp/rnd (until staunched)
or 1hp damage minimum
|
| * CRUSH |
Damage
v CON or Stun d3 rnds + 1pt to parry weapon/armour |
| * IMPALE |
Double
Damage Rolled + Weapon Stuck In (see Impalement, below)
|
| * ENTANGLE |
Hit
Location/s Immobilized, as Grapple (Abd: Legs; Chest: Arms)
|
| * KNOCKBACK |
Damage
v SIZ or knocked back 1ft per hp damage & DEXx5 or fall
|
| |
|
| PARRY |
| Normal Parry |
Blocks damage up to armour points. |
| Special Parry |
Blocks
damage up to double armour points. |
| Critical Parry |
Blocks all damage. |
| Fumble |
No effect. |
|
(Excess damages parrying weapon and/or limb). |
|
| |
|
| DEFENCE |
| Normal Dodge |
Reduce hit by 10 damage |
| Special Dodge |
Reduce hit by 20 damage |
| Critical Dodge |
Reduce hit to 0 damage |
| Fumble |
No effect |
| (Requires a step back/fall/etc and interrupts casting/aiming) |
|
| |
|
| ARMOUR |
Reduces
damage from weapon hits (unless critical) but not falls/magic. |
| AMULETS |
Reduce
damage from evocation magic (e.g. Fireball, dragon breath) by
1d6/+. |
|
| GOLFBALL
Effect |
Powerful Hits (10+ damage) inflict Knockback and
damage parrying weapon/armour as Crushing
Blow. |
| Impalement |
Difficult
skill pulls out immediately; later full skill but Easy target.
Cannot heal until removed; take half-again initial damage if
moving. Removal: full-round action, STR v Damage, fail gives d3hp
(attempts out of combat are Easy). |
|
| d20 |
Location |
| 19, 20 |
HEAD |
| 13 - 18 |
ARM (L/R) |
| 10
- 12 |
CHEST |
| 7 -
9 |
ABDOMEN |
| 1 - 6 |
LEG (L/R) |
|
| Wounds |
Effects/Injuries |
| Positive HP |
Just a scratch |
| 0 (to -4) |
Location disabled + Bleeding |
| -5 (to -9) |
Ditto + Serious Injury (+ Scar) |
| -10 (or less) |
Ditto + Critical Injury (+ Scar) |
| Below -CON |
DEAD |
|
SAVING THROWS:
POW v POW (WIS) v Mental Attacks etc;
STATx3 v Physical Effects; STATx5 v
Damaging/Lethal Effects. |
| |
| BLEEDING: On 0hp
or less = CONx5 per round or bleed 1hp |
| FIRST AID:
+d3hps (S/C/F: 2d3/3+d3/-1hp). Fail: stops bleeding |
NATURAL HEALING:
CON*x3 per day of rest to regain 1HP;
Exertion:
CON*x3 or lose 1HP (* modified by negative HPs) |
|
|
| Aiming -
Melee |
Aiming a melee
attack for a specific
location is Difficult (x1/2), but hits the chosen hit location
if successful. |
| Aiming -
Missile |
Aiming a missile
attack takes a full round - next round allowing either
a specific target/location to be hit (as above) or an Easy shot (x2). |
| Surprise |
Gives a round of
extra actions/attacks. Complete surprise makes attacks Easy
(x2) and target's Defence Difficult (x1/2). |
|
Prone |
Attacks v prone are
Easy (x2). Actions while prone are Difficult; no damage bonus;
no 2h weapons; DEXx5 to stand. |
| Rear Attacks |
Attacks from
behind are Easy (x2). Target cannot normally parry
or attack (but Defence is still possible at full chance). |
| Backstabbing |
Sleight skill
gives extra attacks from behind: +1 per full 20% if Sleight
roll succeeds, or automatically if target surprised. |
| Drowning,
etc. |
CONx10, x9
to x1 each round. Fail gives d6 CON damage: CON
2- = Unconscious; CON 0 = Death. Regain +1 CON/Breath. |
| Longer
Weapons |
Spears/Polearms etc strike first but
are Difficult in 'close combat'.
Shorter weapons must be in close combat to strike. |
| Holding At
Bay |
Long weapons can hold
an opponent 'at bay' instead of attack - closing provokes
an Easy free attack. |
| Darkness |
Semi-dark:
Attack/Parry Difficult. Total dark (inc. invisible/unseen) very difficult (x1/10). |
| Flee From
Combat (FA) |
Running away
gives Easy Free Attack which cannot be parried; else
Disengage moves back MOV/2; or Shift 5ft. |
| Missile
Ranges |
Medium Range
(2xNormal) = 1/2 chance; Long Range (4xNormal) = 1/4 chance.
Point-blank (DEX ft or less) = x2. |
| Target Size |
Huge (e.g.
giant, massed troops): Easy (x2); Very Small
(e.g. dog): Difficult (x1/2);
Tiny (e.g. rat): V.Difficult (x1/10). |
| Cover |
Roll location, and if that is covered
then the attack misses (unless the shot/blow penetrates that
cover). |
| Shots into Melee |
Hit random
target. Intended target can be aimed for (x1/2), but a miss
that would otherwise hit still strikes randomly. |
| Grappling
(FA) |
Gives Free
Attack; defender can parry but not dodge;
Immobilize/Throw/Disarm/Knockdown/Injure/Strangle/etc. |
| Overbear
(FA) |
Leaping attack
with with Natural Weapon for immediate Grapple-Knockdown:
STR+SIZ v STR, and DEXx5 or 1hp |
| Knockback
(FA) |
Attack with
knockback weapon: STR* v SIZ, or knocked-back 1ft per STR*
over SIZ. (*STR+SIZ if charging). |
| Knockout
Attack |
Attack with
crush/knockback weapon aimed at head (Difficult, x1/2); Damage
> HP = Knock Out for 10+d10 rnds. |
|
Mounted Combat |
Skills limited to Ride%;
Superior position; Charge gives mount's damage bonus; Hits to
far-side leg hit mount instead. |
| Superior
Position |
Half-again higher or
more: Difficult (x1/2) to attack, unless with long
weapon; hit location rolls -2 (d10+10 for superior). |
| Setting v
Charge |
Set spears/etc gain
charger's own damage bonus; Ride roll rqd to force mount
onwards, else balks (Ride roll or fall off). |
| Perilous Poison |
Against
poisoned-weapon attacks a save is required even if
hits did not inflict damage/penetrate armour: CONx10 (CONx5
versus snake-bites and similar). |
|
| Very
Easy (Great Adv.) |
x 10 |
E.g. target asleep, incapacitated, and/or prone and
stationary or otherwise helpless |
| Easy (Advantage) |
x 2 |
E.g. target prone, held, chained, stationary,
completely surprised and/or attacked from rear |
| Difficult (Disadvantage) |
x 1/2 |
E.g. attacker prone, held, confined, on foot v. mounted opponent,
target at medium range |
| Very Difficult (Great Disadv.) |
x 1/10 |
E.g. target invisible (n.b. parrying v. invisible
opponent is also at x1/10), target at long range |
|
| Free Attacks |
Some actions
give nearby enemies an extra 'attack of opportunity' ("aoop"),
e.g.
incautious moves, spell-casting in melee, etc. |
| Magic Spells |
Magic
skill to cast: Success = normal; Failure = cost x2;
Special = no cost; Critical = effect doubled.
(1POW/intensity). |
| Clerical Miracles |
WISx5 to
invoke: Success = normal; Failure = no effect; No
S/C/F. Benefits halved to non-believers. (1 POW/level). |
| Paladin
Miracles |
Activate
miraculous abilities at will as a Free action, automatically.
Benefits halved to non-believers. (1POW/level). |
| Movement
Rates |
Normal move
rate (10) allows 5 squares per Move action
(3=1sq.; 6(hobbit)=3sq.; 8(dwarf limit)=4sq.; 11(elf
special)=5sq.; etc.) |
| Encumbrance |
Capacity =
Body Weight x STR/20. Over half means Encumbered:
halve move rate, initiative and sneaking skills. |
| Fatigue |
Extended
exertion (e.g. 10 mins of combat) causes CONx5 to avoid
becoming Fatigued: halve move rate, initiative and
all skills. |
| Falling |
Damage d6 per
10ft. Defence applies, Armour does not. (Success with
Jump/Acrobatics skill reduces by d6 damage). |
|
Exposure, etc |
Thirst: after 1 day,
physical actions Difficult. Hunger: after 3 days, physical
actions Difficult.
Heat/Cold/Thirst/Hunger: after CON/2 days, all actions require CONx5
to perform and
take 1hp from exertion; after CON days all rolls Difficult. |
| Sweep Attacks |
Huge
weapon: Easy attack, half damage; Dodge/Jump;
Parry requires STR v (full) Damage. (Cannot Impale/Entangle). |
| Two Weapons |
Can perform a 2nd attack if
both skills 100%+ and split. Off-hand Difficult, unless
shield/parry dagger. |
| |
|
| |
|
| |
|
| |
|
|