Close Combat Attacks
1-Declare Attack
The attacker announces that he will be attacking his target.
2-Target Reaction
If the enemy has any Reactions left, then this attack may be opposed.
The target may attempt to dodge or parry the attack, as they choose.
However, only one Reaction may be made to each successful attack.
If the enemy has no Reactions left, then this attack is unopposed.
3-Opposed Test
The attack and defence rolls are then made simultaneously by the combatants and the results compared according to the opposed test mechanics.
The attacker rolls D100 and compares it to the character’s skill in the weapon he is using.
The defender rolls D100 and compares it to either the character’s Dodge skill or the character’s skill in the weapon he is parrying with, as appropriate.
If the success levels are equal, the higher success roll wins and the lower roll is demoted by one level.
If both combatants roll a normal success, then the higher roll remains a success, but the lower roll is downgraded to a failure, or if both roll a critical success the lower roll is downgraded to a normal success.
If the participants achieve the same level of success with the same score on the die, then no downgrading takes place.
If the attack was unopposed, then the defender is counted as failing his test.
4-Resolution
Look up the attacker and defender’s results on the matrix appropriate to the defence being used and apply the results.
In any case where damage is applied to the defender, roll D20 to determine the location struck on the target.
Attack Succeeds: Each weapon has its own Damage score, to which is added the attacker’s Damage Modifier in order to determine the total damage being dealt.
If the damage is greater than the target’s SIZ at this point (before armour points are deducted), Knockback occurs.
If the defender is armoured in the location that is hit, the armour will absorb some of this damage.
Reduce the attack’s damage by the armour points (AP) of the location’s armour, to a minimum of zero damage.
Apply any remaining damage to the location’s hit points.
Attack Fails: The attack has no effect.
Where the matrix refers to maximum or minimum damage, this applies to the weapon’s damage dice only.
Damage from a creature’s damage modifier is rolled normally.
Close Combat Situational Modifiers
Situation .状況 |
Skill Modifier(*1) .技能修正値(*1) |
Target is helpless .標的が無力 |
Automatic Critical Hit .自動的に決定的ヒット |
Target surprised(*2) .標的が驚いている(*2) |
+20% .+20% |
Target prone or attacked from behind .標的が伏せているもしくは後方から攻撃された |
+20% .+20% |
Attacking or defending while on higher ground or on mount .高い地面もしくは騎乗して攻撃もしくは防御 |
+20% .+20% |
Attacking or defending while prone .伏せながら攻撃もしくは防御 |
-30% .-30% |
Attacking or defending while on unstable ground .不安定な地面で攻撃または防御 |
-20% .-20% |
Free motion of weapon arm obstructed (for example, a wall on the right side of a right-handed swordsman) .武器を持っている腕の自由な動きが妨害されている(例をあげると、右手剣士の右側に壁がある) |
-10% .-10% |
Attacking or defending while underwater .水中で攻撃または防御 |
-40% .-40% |
Defending while on lower ground or against mounted foe .低い地面にいながらもしくは騎乗している敵に対して防御 |
-20% .-20% |
Fighting in partial darkness .部分的な暗闇で戦う |
-20% .-20% |
Fighting in darkness .暗闇で戦う |
-40% .-40% |
Fighting while blind or in pitch black .盲目状態もしくは真っ暗闇の中で戦う |
-60% .-60% |
1 These modifiers are cumulative – attacking a character attacking a surprised target which is on lower ground increases their Weapon skill by 40%.
2 A surprised character may only use Reactions against attackers with a Strike Rank lower than their own.
Impaling Close Combat Attacks
A character that scores a ‘maximum damage’ result with an impaling weapon causes maximum damage as normal.
However, the character also has an additional choice – whether to yank the weapon free or to leave the enemy impaled.
Yanking
Yanking the weapon free requires a brute force Athletics test.
If successful, the character automatically causes normal (not maximised) damage for the weapon once more, to the same location as the original strike, and has also regained their weapon for use.
If the brute force Athletics test fails, 1D4 damage is inflicted upon the impaled enemy’s stricken location and the weapon remains stuck.
Impaled Enemies
Impaled enemies suffer from a –20% penalty to all skill tests, including Weapon skills, due to pain and physical difficulty.
This penalty is cumulative.
A successful unarmed close combat attack that targets an enemy’s impaled location results in the attacking character laying hold of the impaling weapon.
They may immediately attempt to yank it free.
The impaled creature may also spend a Combat Action to yank the impaling weapon free themselves (this does not require an unarmed attack).
Another character may remove the impaling weapon in a cleaner and less agonising manner through the use of the First Aid skill.
Precise Attack
A character may make one precisely aimed attack in order to strike a specific hit location, bypass a target’s armour, strike a target’s weapon or disarm an enemy.
Precise attacks may not be made as part of a charge or flurry.
All precise attacks are very difficult; the character’s Weapons Skill suffers a –40% penalty.
Precise attacks cannot be combined in a single strike.
Bypass Armour
A precise attack can be used to find chinks in an opponent’s armour, bypassing its protection.
Instead of choosing a hit location, the character can determine it normally but if successful in his attack, will ignore all AP of the location he hits.
Disarm
The attacker declares that he is attempting to disarm the target of a single held weapon.
If the attack successfully strikes the opponent, no damage is caused and instead an opposed Weapon skill is made.
If either combatant is using a weapon in two hands, they gain a +20% bonus to this test.
Should the attacker succeed, his opponent’s weapon flies 1D6–1 metres in a random direction (a result of 0 metres places at the defender’s feet).
Location Strike
The attacker declares that he is aiming for a specific hit location of the target’s body.
If successful, this strike automatically hits the desired location, instead of using the normal Hit Location table.
Strike Weapon / Shield
The attacker declares that he is attempting to attack the target’s held weapon or shield.
If the attack is successful, any damage is dealt directly to the opponent’s weapon, using the rules for attacking inanimate objects.
Natural weaponry may not be attacked in this way.