Combat Rules


Every character and monster has a basic HACIO of 12.  This is not changed accept through level/proficiency bonuses and strength.


There are two different kinds of proficiency calculations, those for weapons and those for shields  Each proficiency gained adds a bonus to the wilder, the bonuses are in a cycle of six starting from the second proficiency gained.  Some shields have different starting levels than others.


0If any character is non proficient in a weapon, they suffer a –2 to hit, damage and +2 to initiative.

1st Cancels the no proficiency penalty’

2ndGains +1 to Hit ( same as 8th)

3rdImproves the chance of a critical by 1 (same as 9th)

4thImproves damage dealt by 1 (same as 10th

5thImproves to Hit roll by +1 (same as 11th)

6thImproves the chance of a critical by 1 (same as 12th)

7thImproves initiative by one and the chance of two attacks increases by 1. (same as 13th)


Shield proficiencies wrk slightly differently, each type of shield/ parrying device has an effectiveness and each shield will give a certain degree of protection without any training.  The cycle of bonuses is again six long but this time start immediately.  Note that for every individual after the first (and up to the maximum affected  by the shield the attackers gain a cumulative bonus of +1.


Shield Type

Base Bonus

Effective against

1 – Missile AC bonus + 1

2 - Melee AC Bonus +1

3 – Damage Modifier –1

4 – Missile AC Bonus

5 – Melee AC Bonus

6 – Critical Modifier

Main Gauche

Small Shield

Medium Shield

Large Shield

1 Melee

1 Melee

1 Melee/2 Missile

1 Melee/5 Missile


1 Weapon

1 Opponent

2 Opponents

3 Opponents


Critical hits

A character with no proficiencies will critical when a rolling a natural 20 followed by a second natural 20.  If the character has enough proficiencies to gain a critical modifier this affects the second dice roll, so that 20-19 needs to be rolled..  Clearly this number reduces as the character gains experience, proficiencies and certain magical weapons also aid this figure.


Dealing Damage

There are two rules that can affect the damage done, clipping and shield modifiers.  Clipping is the rule that says the maximum bonus a wielder can increase the damage by is the same as the damage inflicted by the weapon.  Thus a Long Sword (D8) damage, used by a fighter with strength 18 (+2 damage modifier) will still only do 2 hit points of damage if a 1 is rolled.  The weapon damage is defined by the damage done by the weapon itself, thus magical bonuses are included in this element.  It is possible for high strength characters to be clipped on every dice roll, but not normal.

Shield modifier will reduce the damage done by 1 for every modifier, but one point of damage is always done.

Note that a hit does not necessarily mean a wound unless the opponent receives damage to body. However it is possible to receive a scratch if a save vs death is failed.  This is important in terms of the effect of poison.

Proficiency Training

Training can be purchased or given by a warrior who is more competent that the pupil.  The higher the difference in rank the less time the training will take.  The time taken must be continuous training.  If there is a gap between the training sessions then only half of the time can be used for the previous training sessions.  This assumes that the teacher is the same.


T1 = (New Rank)D6- [(Int-10)/2+(str-12)/2+(Dex-12)/2]+ (New Rank)2.


Training Time = [(2 * T1)/(Teacher Rank-New Rank) Weeks


Minimum training time is (New Rank) weeks.


Cost varies by trainer, normal training costs are around 2sp per day. However some weapon masters with eight or more proficiencies may charge up to a gold a day in some circumstances.  Each trainer is allowed up to his proficiency level in pupils but this will reduce his own rank by one for each pupil above the first.


Option 2

Training can be done at any time, even after a character is experienced up to the maximum training rank..


Training time is 1 month per rank, the trainer must be a higher trained rank that the trainee or have twice as many total proficiencies than the total of the trainee.


Thus training 0-1 takes 1 month

Training 1-2 takes 2 months



Choices in Combat

During the initiative phase each combatant may select a combat stance for the round. In some circumstances it is possible to try to predict what an opponent will do.  This is possible when multiple warriors are fighting a single opponent and they wish to determine who is going to be attacked, so that the appropriate person can parry.  Each player concerned may make a perception roll (less the number of proficiencies the opponent has, plus their own proficiencies to determine whether they will be attacked that round.

Attack – Default

This is a normal attack, with no penalties. And is the default action of most people.

Attack –Sweep

This is a special attack, useful against multiple and small opponents.  It can be performed against opponents coccupying the weapon flank and front of the character.  Two handed weapons can sweep across both flanks. If it is used, all shield modifiers are lost for defensive purposes. The speed of the weapon drops to one and each opponent in the arc can be attacked once, given that the attacks happen one segment later than the last and continue to the end of the round (but no further).  Each attack (including the first) suffers a –2 to hit and –2 to damage penalty, if a hit is made the minimum damage inflicted is 1.

Parry – Full Parry

The weapon gives a bonus to armour class of 4 + (Weapon proficiencies/3) places.  This can be split as the character wishes against attacks made against him/her.  Note that in order to complete this move the character must be able to retreat five feet each round.  The opponent may follow up should they desire to.

Parry – Half Parry

The fighter must have at least three proficiencies to do this.  A normal attack is made with 1/3 proficiencies and a parry is made with 1/3 proficiencies and the +4 benefit is lost.

Attack – Double weapon Attack

  1. i)Roll separate initiative for both weapons 

  2. ii)Strength, Dexterity and proficiency bonuses applied in full 

  3. iii)Major hand suffers +3 initiative and –1 to hit penalty 

  4. iv)Minor hand suffers +5 initiative, -2 to hit and –1 damage. 

  5. v)If the character is either handed both hands count as Major 

  6. vi)If the character is ambidextrous then no penalty is incurred. 


Parry – Retreat

If the character elects to retreat, this is calculated exactly as a parry except that any opponent to the front must roll initiative at +1, the chaacter MUST retreat 10 feet.


Parry – Full Retreat

The character must retreat 20 feet and must make a dexterity roll to avoid falling over. The character can make an initiative roll at +4 the following round to escape from combat. Sensible if they are a faster runner of course.


Attack – Advance

This allows the character to push an opponent back a small amount, normally five feet. If an attack roll is made then a Str+BP vs STR+BP rolls is made to succeed in pushing the opponent back..  The attacker gets +1 to hit but suffers a penalty of 2 to AC.



There are three types of aiming, one in close combat and one in ranged, the third applies to both.


If a character in combat or ranged wishes to aim for a specific location then they can do so.  Aiming for the legs and arms will give a penalty of –4, for the chest or abdomen –5 and for the head –6.  If the attack roll is made then that location is struck.  This can clearly be useful in terms of fighting undead or assassinations.


The second aiming allows a character to modify the location hit by 1 for each penalty taken.  Less sure than the first style of aiming it can make a difference in a fight.


The third aiming applies only to missile fire and allows the shooter a cumulative bonus of +1 for a maximum of five rounds of aiming.  This will only work if the opponent is in sight at all times.



A berserker gains +2 to hit, +2 damage, -2 critical, -2 initiative, they lose dex AC bonuses, shield bonuses, they cannot parry and they remain  in a berserk state until either unconscious or there are no enemy standing.


Often berserkers will make a sweep attack if faced by multiple opponents.


It is only possible to come out of a berserk fury through death, subdual, magic, running out of living things.  Or an ally trying to talk them out of the rage, to succeed the friend must make a charisma roll and the berserker half charisma.


If a berserker is reduces to 0 BP or less they may make a system shock roll to remain conscious and continue fighting.

Body Points

Body points are equal to Weight in pounds/20  (rounded to nearest)


If a character has lost all his luck points then that character is reliant upon body points.  Each hit thereafter is treated as a body hit.  The wounded character must make a system shock roll to avoid losing the use of that limb etc.


If a character receives a blow that takes him/her below zero then the character may be bleeding. Every round after the first they need to make a system shock roll roll, they need to roll this until success, for each failure the character bleeds another point.


Body points are recovered at a rate of 19 -  (20-Con) days , min 1.

Unarmed Combat

Unarmed combat works slightly differently to normal combat.  The following proficiencies are available : Foot Strike, Hand strike, Grapple and block.


At statement of intent four options are normally available, these are  “Double Strike”, “Full block”, “Block and counter strike” and “Grapple”.  The armour class adjustments are listed under Kick and fist under the Weapon lists.


Opponents gain a +4 to hit if no parrying weapon is available.


Double strike

This allows the character to hit strike with two different limbs (assuming they are available).  It is not possible to use this attack when using a weapon and attacking with two fists.


Full Block

This gives the weapon no attack chance but they basically do a full parry in the same way as a normal fighter.  Splitting both block proficiencies with a bonus of 2 against any weapon attacks. A highly adept artist may instead use standard proficiencies twice against attacks.  


Block and counter strike

This skills allows the block skill to act as a shield against one or more weapon attacks (but the bonus is divided if more than one) and get either a strike attack or a grapple attack.



Roll initiative on D6+6, speed is 10.  All defensive armour is disregarded but the defender gets a bonus of dexterity/4. The following effects occur.


If the grappler was hit before the potential attack, then the attack fails.automatically.


If the grapple attack misses:

  1. a)If it was not a counter attack the defender gets a free attack for half damage (unless attack launched from behind) 

  2. b)Otherwise – no effect 


If the attack succeeds, the attacker may elect to Hold or Throw.

  1. a)Hold, Roll to hit against grapple skill, If this succeeds then a location is held and in the following rounds a maximum damage double fist strike can be attempted against the opponent.  If this roll is failed, the target is still considered “grappled”. 

  2. b)Throw: Roll to hit. If succeeds the opponent is thrown  [(Prof+OwnBP)*2] – Opp BP feet away (double this if the attacker was charging).  The victim needs to make a falling damage rolls for any “fall” of ten feet or more.  If the throw was 0 feet the target cannot be thrown but is still grappled, otherwise the target is released. 


To break a grappled hold (Victim [Str+grapple prof]*2 + BP) – Attackers((av Str + Grap Prof + Total BP)) on a D20


To break a hold, Str and Grapple proficiencies are not doubled.