Combat is divided in rounds of action. A combat round lasts for 3 seconds where the opponents exchange blows.
The first step, to determine the fastest attacker is to roll for initiative. This is done by rolling a 1d10 and adding the result to the Dexterity or Agility (Depending on the kind of attack, whether it requires dexterity, because it involves only the hand and arm speed, as in throwing, or agility, because it involves the whole body speed, as in sword fighting)
The highest result attacks first.
Initiative is rolled each round.
2/COMBAT STYLE DECISION
The opponents choose their actions and style of fighting. It is possible to Attack and either Parry or dodge versus a single opponent in a round.
In case of multiple opponents, it is possible to parry and dodge two different attacks, with a DF of -2 to the first action and -4 to the second.
It is also possible to split the parry between several attacks. A -2 DF is given to each parry, and the DN of each parry is equal to the DN divided by the number of parries (rounded down).
Based on this, the player choose his style of fighting: This will alter the difficulty factor and the damages done or taken.
-Full Attack: The attacker lashes at his opponent and tries to make a maximum of damages, but doesn't try much to cover himself, expecting to render his opponent unable to counter attack.
(only a reflex parry will be possible) DF -5 if the attacker needs to parry after. The Attack gets a +1 DF. If the opponent parries, he will have a DF -4 for his attack. It is not possible to parry or dodge multiple attack when attacking in full.
-Full Parry : The defender tries to cover himself at the maximum, blocking attacks, and not really trying to fight back.
(only a reflex riposte will be possible) DF-5 for the riposte if the defender tries to counter attack. The parry gets a +1 DF.
-Parry and Riposte: The defender blocks the attack but is in fact looking for an opening in the attack of his opponent to surprise him with a riposte. The danger is that if the parry is not successful, the riposte might not be possible. (You get wounded and it messes up with your timing). The Success Level (SL) of the parry must be inferior of the Success Level of the attack. If the Success Level of the parry is higher than the Success Level of the attack, the riposte is made at -4 DF. If the parry fails, the riposte is made at -8 DF.
A riposte does less damage than a normal attack but since it is surprising, it is harder to parry: -4 DF to parry a riposte.
-Attack and Parry This is the normal style of fighting. You basically exchange blows without taking extreme risks, but without avoiding danger. No special modification.
3/BLOW STYLE DECISION
Some weapons do different kind of damages when they are used to slash or thrust. The player can state what kind of blow he is attempting. In that case, he gets a -2DF to succeed at the specific blow.
If the player wishes not to state what kind of blow he is attempting, the result is determined by a 1 d10 on the table below:
9-0 Special attack.(if the weapon allows for special attack).
It is possible to make a called shot. This means that the character can aim for a specific location or a specific result, like disarming the opponent, cutting a piece of equipment, hitting a special target
The called shot requires a High or Special Success Level. (Depending on the difficulty of the attempt)
If the High or Special Success is not reached, the action fails completely.
The Attack DN (Difficulty Number) is calculated by adding the DF (Difficulty factor) corresponding to the situation, type of attack and combat style, to the Skill total.
The Parry DN is calculated in the same way.
The table below gives some other DF modifiers according to the situation and kind of action attempted.
Both opponents roll for attack and parry, trying to get a result equal or lower than the DN.
The Success Level of the actions is then compared.
An attack is basically successful no matter what the Success Level, as long as it is not parried or dodged.
A parry is successful no matter what the Success Level.
If the action results in damages, the location is rolled on the location table (Unless it was a called shot).
3-5 Right arm
6-8 Left arm
13-16 Right leg
17-20 Left leg
According to the kind of attack (Slashing, thrusting or special), the damage is rolled, then the personal damage bonus is added.
If the opponent has armor of protection, the protection points are subtracted from the damages.
In case of a head blow, or a critical hit or a special hit, the remaining points are multiplied.
The damage points are then subtracted from the total life points.
If the damage sustained to a limb is equal to or higher than half the life points, the limb is rendered useless. If the damage to the limb is equal to or higher than 2/3 of the life points, the limb is severed. ( It doesn't apply to the head). A blow to the head superior to the number of life points means a severed head.
-If the damage is 1/3 of the life points, the victim must make an END CF x2 roll to avoid falling unconscious for 1d10 rounds.
-If the damage is 1/2 of the life points, the victim must make an END CF x1.5 roll to avoid falling unconscious for 1d10 rounds.
-If the damage is 2/3 of the life points, the victim must make an END CF x1 roll to avoid falling unconscious for 2d10 rounds.
-If the victim has less than 10 points left after the attack, he must make an END CF x0.5 roll to avoid falling unconscious for 2d10 rounds.
-If the victim has only one point left after the attack, he is unconscious for 1d10 hours.
-If the victim has 0 to -8 points left , he is in coma and will die in 1d20 x5 minutes if not cured.
-If the victim goes below -8, he is dead on the spot.
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