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Castles & Crusades Player Reference – World of Greyhawk Edition

Introduction: Why This Chart Exists

In the chaotic whirl of battle—whether amidst the haunted glades of the Gnarley Forest, deep in the dungeons beneath the Temple of Elemental Evil, or while defending the borders of the Viscounty of Verbobonc—combat is more than mere swordplay and hit rolls. Fighters, rangers, borderers, and war-priests wield not just steel, but tactics.

Yet, in the rules of Castles & Crusades, formalized conditions and special combat maneuvers are largely left to GM adjudication. This reference chart was created to bridge that gap—drawing inspiration from D&D 5e mechanics while rooted firmly in the SIEGE Engine spirit. It equips players and GMs alike with quick, consistent rulings for the most common effects in martial and magical conflict.

Use this chart to enhance drama, encourage tactical creativity, and deepen immersion in your campaign. Whether your fighter seeks to bash a cultist with their shield, or a rogue wants to leap-kick a bandit from a rooftop, the rules now ride beside you.

“True mastery of battle lies not in the blade... but in knowing when not to swing it.”
Sir Garn Velmor, Knight-Baronet of the Gnarley Watch


Combat Conditions

ConditionEffects
Blinded-5 AC; -10 on attack rolls; lose Dex bonus to AC; move at half speed; –4 to Str/Dex checks; no sight
BleedingHP loss per round (CK discretion) until treated
ConfusedActs randomly each round (may babble, attack nearest creature, flee, etc.)
CoweringNo actions, -2 AC, lose Dex bonus to AC
DazedCan take no actions; suffers –2 AC
DeafenedCan’t hear; may be surprised; limited communication
Defenseless-10 AC, helpless, +4 melee to-hit; eligible for coup de grâce
EntangledMove at half speed; cannot run or charge; –2 on attack rolls; –4 Dex (affects AC considered partially restrained
Exhausted-6 Str & Dex, half speed; becomes Fatigued after 1 hour rest
Fatigued-2 Str & Dex, no charge/run
FrightenedMust flee; -2 to attack rolls, saving throws, ability checks, and skill checks
Grappled-4 to-hit, -10 AC, considered prone/helpless
IncorporealImmune to nonmagical attacks; only harmed by magic, +1 weapons, or spells
Invisible+10 AC, ignores enemy Dex bonus to AC, +2 to-hit
Paralyzed-10 AC, helpless, no actions
Prone-2 melee to-hit, -5 AC melee, +4 AC vs. ranged; must spend movement to stand
Sickened-2 to attack, damage, saves, skills, and ability checks
Sleeping-10 AC, wakes on damage, begins prone
SlowedHalf movement, fewer actions (DM rules)
StunnedDrops held items, -2 AC, loses Dex bonus to AC, no actions (1d2 rounds)
Unconscious-10 AC, helpless

Combat Maneuvers

ManeuverEffect
Bullrush w/ ShieldCombine Shield Blow + Charge + Overbearing; damage + prone + stun
ChargingDeclare before initiative. Move to engage. On hit: +2 damage, –4 AC for the entire round.
Close Supporting FireWhen firing into melee: roll of 2–4 hits an ally. Roll again vs ally’s AC; if successful, apply normal damage.
DisarmRoll to-hit vs AC 18 + target’s level + Dex mod. On hit, disarm target.
DodgeAnnounce before round; no action that round. +2 AC vs up to 3 attackers you’re facing and aware of.
EvadeAnnounce before round; no action that round. +4 AC vs one opponent in melee.
Flank / Rear / Above+1 / +2 / +1 to-hit respectively
Kick / Vault KickMove 10'; knock prone (vaulting adds damage)
Offensive FocusAnnounce before round. +3 to-hit, but –6 AC that round.
Push-2 to-hit, Str check or move foe 1d10 ft
Parry / Dodge / EvadeParry: +4 AC, no attack; Dodge: +2 AC all foes; Evade: +4 AC vs one target
Reach WeaponsAuto-initiative on first round when closing combat
Receiving ChargeBrace spear or polearm. On hit vs charging foe: double damage.
Shield Blow-6 to-hit, 1d2 damage, Con Save or Stunned (1d2 rounds)
Shield ProtectNo attack; grant ally shield & Dex bonus to AC
Shield Wall4+ allies interlock shields: +4 AC each, +2 on Strength checks vs pushes, etc.
Terrifying BlowOn natural 20, attacker may force morale check (CK discretion).
Trip AttackAttack vs AC 18 + target’s Dex mod + level. On success, target is knocked Prone.
Two-Weapon FightingMain: -3 to-hit; Offhand: -6; adjust by Dex; Str adds to damage only.
Vault KickUse a polearm or staff to leap and kick: knock Prone, deal damage (CK discretion).

Suggested Saving Throws (C&C Style)

ConditionSave Type (Guideline)
Stun, DazeConstitution
Fear, ConfusionWisdom
Fatigue/ExhaustionConstitution
Entangled/TripStrength or Dexterity
Sleep/UnconsciousConstitution (magical sleep)

This article is published pursuant to a License from Troll Lord Games. The content appearing in this book is derived from the Castles & Crusades Player’s Handbook Copyright 2004 Troll Lord Games (and later editions). Castles & Crusades is property of and copyright 2004 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, the Castles & Crusades logo, SIEGE Engine, and the SIEGE Engine logo are Trademarks owned by Troll Lord Games. All Rights Reserved.



Cover image: by 3orcs

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