Close Combat Actions
Making Close Combat Attacks
- Making the attack: To attack, the player simply rolls 1D100 and compares it to the character’s Close Combat skill. This roll may have modifiers for a specific situation or special attack, such as a Great Attack.
- If a character rolls equal to or lower than their Close Combat skill, they have hit their target if the target fails to defend.
- If a character rolls greater than their Close Combat skill, they have missed their target.
- Target reaction: If the enemy chooses not to or cannot react against the attack, then this attack is unopposed. Move straight on to damage resolution below.
- If the attack is opposed, the defender makes a Dodge or Parry (see Defensive Reactions).
- Damage resolution: If the attack is successful, roll damage. Each weapon has a damage score; add the attacker’s damage modifier to determine the total damage.
- Armour reduces Damage: If the defender is armoured, then the armour will absorb some of this damage. Reduce the attack’s damage by the armour points (AP) of the defender’s armour.
- Damage application: Apply any remaining damage to the defender’s hit points.
Close Combat Situational Modifiers
|Target is helpless||Automatic Critical|
|Target is prone or attacked from behind||+20%|
|Attacking or defending while on higher ground or while riding an animal||+20%|
|Attacking or defending while prone||–20%|
|Attacking or defending while on unstable ground||–20%|
|Attacking or defending while underwater||–50%|
|Defending while on the lower ground or against a mounted foe||–20%|
|Fighting in partial darkness||–20%|
|Fighting in darkness||–50%|
Close Combat Options and Variations
These are non-standard close combat attack actions. A character may only make one of these types of attack in a combat round.
All-out Attack: The attacker gives up all their defensive reactions for the round but gains a second Close Combat attack, which happens straight after the first attack. Both attacks are at -20% due to the loss of skill during this frenzied attack.
Athletic Attack: This combat action is where the character performs some sort of movement above and beyond the usual free move and then attacks at the end of it. A flying kick or swinging off a chandelier into combat, are examples of this form of attack. To make the attack, you roll the dice as normal. With this dice roll, you must pass a skill test versus both Athletics (which represents the move) and the combat skill which you are using to attack with. If you succeed at both, you automatically score a critical hit. If you fail at either, you automatically score a fumble. There is no middle ground since this attack is an especially risky manoeuvre.
Disarming Attack: Resolve as the standard Close Combat Attack above, but if successful the attacker disarms the target, knocking either their weapon or shield out of their grip and sending it 1D6 metres away from them. The target may defend against this attack using any of the standard defensive reactions; Dodge represents them moving physically away from the attack’s reach and Parry represents the target moving the weapon/shield out of the attacker’s reach.
Great Attack: An attack for those attackers using swords, axes or maces, where the attacker has enough room to wind up the weapon for a forceful blow. The attacker gains a +20% to attack and automatically does the maximum damage bonus value but loses their reaction for that combat round.
Natural Weapon Attack: Natural weapons, such as the teeth and claws of monsters, count as close combat weapons and not Unarmed Attacks. The damage they deal is in the monster’s description.
Set Weapon: A character can spend their action fixing the shaft of a weapon, such as a spear or a polearm, in the ground, in anticipation of a charge from an opponent. When the charge comes, the character automatically gets an attack at +20% before the charging character gets their attack. If the character makes any other action or reaction before the charge, the weapon becomes ‘unset’.