Action Resolution
ACTION RESOLUTION
The actions of all combatants are now resolved, with all members of the Company going first. When all Player-heroes have resolved their actions, the Loremaster will resolve the actions of all the adversaries involved in the fight.
PLAYER-HERO ACTIONS
When it is the Company’s turn to act, all players resolve their actions in stance order, with Player heroes in Forward stance going first, and progressing through the stances until those in a Rearward have acted (if two or more Player-heroes are fighting in the same stance the order of action is up to the players).
LOREMASTER ACTIONS
When it is the enemies’ turn to act, the Loremaster chooses their actions, again in stance order (using the stance of the Player hero they are attacking). The actions of enemies who stood back unengaged to attack with ranged weapons are resolved last.
Resolving Attacks
Player-heroes attack their enemies as a main action. They attack in close combat by fighting in Forward, Open, or Defensive stance, or from a distance using ranged weapons from a Rearward stance. Adversaries make close combat attacks if they are engaged in a Close Combat stance, and can use ranged weapons only if they stand back and remain unengaged.
ATTACK ROLL
An Attack roll is made using the Combat Proficiency corresponding to the weapon used.
♦ The difficulty of all attack rolls is based on a Player-hero’s STRENGTH TN, modified by the Parry rating of the targeted enemy.
♦ The difficulty of all attack rolls made by adversaries against Player-heroes are equal to the target hero’s PARRY score instead
A successful attack roll inflicts damage on its target in the form of an Endurance Loss based on the weapon used, and may inflict additional Special Damage types based on the Quality of Success of the roll. Finally, attacks may cause more longlasting injuries if a Piercing Blow is scored.
When a melee or ranged attack roll succeeds, the target suffers an immediate loss of Endurance equal to the Damage rating of the weapon used.
As seen previously, Player-heroes seeing their Endurance decrease to match or go below their total Load score become Weary; if their Endurance is reduced to zero, they drop unconscious instead. Adversaries do not normally become Weary due to Endurance loss, but are normally eliminated upon reaching zero Endurance.
KNOCKBACK
Sometimes, an attack is so powerful that a fighter prefers to ‘roll with the punches’ and reduce the force of the blow by giving ground.
Once each round, Player-heroes (not adversaries!!) can halve the Endurance loss caused by a successful attack (rounding fractions up) by choosing to be knocked back: they will spend their next main action recovering their fighting position.
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