Combat Skills

  • [Weapon] Two-Handed Firearm

    Note: There is currently no way to craft firearms, nor the bullets they require for operation. The intended cost of a firearm is planned to be about the same as a crossbow across the various Tiers. The intended cost of each bullet is planned to be about the same as a 1-handed melee weapon of similar Tier value. They are powerful, & powerfully expensive to operate. Getting your hands on these items will likely be at the whim of your illustrious GM until future updates allow for their creation.

    The Two-Handed Firearm is a weapon skill. It requires both hand to operate. It requires no stats nor skills to operate any Tier value 2-handed firearm. Additionally, the 2-handed firearm requires bullets as ammunition which are larger than the 1-handed variant. Bullets may not be recovered after firing them.

    2-Handed Firearms require 2 non-contested actions to reload before it can be fired. The 2 actions do not need to be consecutive. At best it can be fired every other round. The 2-handed firearm will ignore armor on the opponent.

    The guaranteed hit range of the 2-handed firearm is the character’s skill level in [Weapon] Two-Handed Firearm multiplied by 2, in tiles (ie: level 5 in this skill would a range of up to 10 tiles).

    Guaranteed Attack Range = (2-handed firearm skill) x 2

    Hitting with any firearm within the character’s skill level in tiles is a guaranteed hit. It requires no roll. Thus, it is NOT a contested action & follows the rules for non-contested actions for when it can be used.

    Damage = (Firearm Tier x2) + (Bullet Tier x2)
    (This damage ignores all armor & shield bonuses.)

    Damage with the 2-handed firearm is the Tier value of the firearm multiplied by 2, added to the Tier value of the bullets multiplied by 2. A firearm attack will reduce the opponents armor to zero (0) for that attack (a T1 two-handed firearm with T1 bullets will reduce all armor to 0 & deliver [(1×2) + (1×2)] = 4 points of damage — a T10 with T10 bullets will reduce armor to 0 & deliver [(10×2) + (10×2)] = 40 points of damage).

    Arm
    vs
    Ammo
    Tier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12
    Tier 1468101214161820222426
    Tier 26810121416182022242628
    Tier 381012141618202224262830
    Tier 4101214161820222426283032
    Tier 5121416182022242628303234
    Tier 6141618202224262830323436
    Tier 7161820222426283032343638
    Tier 8182022242628303234363840
    Tier 9202224262830323436384042
    Tier 10222426283032343638404244
    Tier 11242628303234363840424446
    Tier 12262830323436384042444648

    Firing outside the guaranteed hit range with this weapon uses the same rules as the bow (see [Weapon] Bow). Which means it becomes a maximum range of 15 tiles & becomes a Contested action. However the firearm gains no additional damage for the roll difference & still requires 2 actions to reload.

  • [Weapon] Off-Hand Firearm

    The mechanics of Off-Hand Firearm is the same as its Main-Hand variant. Same requirements, same reload times, same weapon ranges, etc. A character taking this skill may use a different weapon in their main hand & must still use standard action/round rules. Each weapon functions otherwise independently of each other. The standard actions per round is based on players, not weapons — meaning they still may not do 2 Contested actions in each of their rounds just because they have a 2nd weapon at their disposal. (always 1 contested & 1 non-contested –OR– 2 non-contested actions are allowed to be chosen each round).

    If you are using a 1-handed firearm in your Off-Hand, you will use the Off-Hand Firearm skill.

    Having the Off-Hand variant of the firearm will allow you to make an additional shot before reloading — however, reload times remain the same for each weapon independently: For 1-handed firearm, an action is required to reload the firearm. For two 1-handed firearms, 2 actions are required to reload both of them.

    The guaranteed hit range for the Off-Hand Firearm is based off of the Off-Hand Firearm skill level (independent of the Main-Hand variant). Shots beyond that range follow the same rules as Main-Hand Firearm.

  • [Weapon] Main-Hand Firearm

    Note: There is currently no way to craft firearms, nor the bullets they require for operation. The intended cost of a firearm is planned to be about the same as a crossbow across the various Tiers. The intended cost of each bullet is planned to be about the same as a 1-handed melee weapon of similar Tier value. They are powerful, & powerfully expensive to operate. Getting your hands on these items will likely be at the whim of your illustrious GM until future updates allow for their creation.

    The One-Handed Firearm is a weapon skill. It requires 1 hand to operate. It requires no stats nor skills to operate any Tier of 1-handed firearm. Additionally, the 1-handed Firearm requires bullets as ammunition. Bullets may not be recovered after firing them.

    The 1-handed firearm requires 1 non-contested action to reload before it can be fired. Essentially meaning it can be fired every round if it’s the only weapon being used & no other action is being used.

    The guaranteed hit range of the 1-handed firearm is the character’s skill level in [Weapon] Main-Hand Firearm in tiles. Attacking with any firearm within the character’s skill level in tiles is a guaranteed hit. It requires no roll. Thus, it is NOT a contested action & follows the rules for non-contested actions for when it can be used. (ie: level 5 in this skill would grant a range of up to 5 tiles as a non-contested attack).

    Damage = (Firearm Tier x2) + (Bullet Tier x2)
    (This damage ignores all armor & shield bonuses.)

    Damage with the 1-handed firearm is the Tier value of the firearm multiplied by 2, added to the Tier value of the bullets multiplied by 2. A firearm attack will reduce the opponents armor to zero (0) for that attack (a T1 one-handed firearm with T1 bullets will reduce all armor to 0 & deliver [(1×2) + (1×2)] = 4 points of damage — a T10 with T10 bullets will reduce armor to 0 & deliver [(10×2) + (10×2)] = 40 points of damage).

    Firearms may use any Tier of bullets equal or less than the firearm’s Tier value. If the Tier value of the weapon is lowered temporarily through critical hits or critical failures, it will still be allowed to fire bullets with a Tier value equal or less than it’s total repaired Tier value. But it’s damage will be lower because of the degradation (since the weapon’s Tier is part of the damage equation).

    Don’t do the math each time you use it. Do the math once for your firearm & place note it’s damage value with the ammo you have. Noting the damage for 1 or 2 Tier lower firearm might be useful, in case it somehow takes damage in combat (or just remember that it gets 2 damage per Tier, if the same ammo is used). But since it’s usually fired within the guaranteed hit range & no dice are rolled for that operation, that should be quite rare.

    If you are using multiple Tiers of ammo with the same weapon, note the total damage next to each of different Tiers of bullets. If you are using multiple Tiers of firearms… figure out a way to track it & note damage. The point is, don’t do the math at the table unless you have to for weird circumstances.

    Arm
    vs
    Ammo
    Tier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12
    Tier 1468101214161820222426
    Tier 26810121416182022242628
    Tier 381012141618202224262830
    Tier 4101214161820222426283032
    Tier 5121416182022242628303234
    Tier 6141618202224262830323436
    Tier 7161820222426283032343638
    Tier 8182022242628303234363840
    Tier 9202224262830323436384042
    Tier 10222426283032343638404244
    Tier 11242628303234363840424446
    Tier 12262830323436384042444648

    Firing outside the guaranteed hit range with this weapon uses the same rules as the bow (see [Weapon] Bow). However the firearm gains no additional damage for the roll difference & still requires a separate action to reload. Additionally, this action (attacking outside of guaranteed range) IS a contested action & follows the rules for contested actions for when it can be used.

  • [Weapon] Off-Hand Thrown

    The mechanics of Off-Hand Thrown is the same as their Main-Hand variants. Same requirements, same reload times, same weapon ranges, etc. A character taking this skill may use a different weapon in their main hand & must still use standard action/round rules. The standard actions per round is based on players, not weapons — meaning they still may not do 2 Contested actions in each of their rounds just because they have a 2nd weapon at their disposal. (always 1 contested & 1 non-contested –OR– 2 non-contested actions are allowed to be chosen each round).

    If you are throwing a weapon from your Off-Hand, you will use the Off-Hand Thrown skill as the modifier for dice rolls.

  • [Weapon] Off-Hand Crossbow

    The mechanics of Off-Hand Crossbow is the same as its Main-Hand variant. Same requirements, same reload times, same weapon ranges, etc. A character taking this skill may use a different weapon in their main hand & must still use standard action/round rules. Each weapon functions otherwise independently of each other. The standard actions per round is based on players, not weapons — meaning they still may not do 2 Contested actions in each of their rounds just because they have a 2nd weapon at their disposal. (always 1 contested & 1 non-contested –OR– 2 non-contested actions are allowed to be chosen each round).

    If you are using a 1-handed crossbow in your Off-Hand, you will use the Off-Hand Crossbow skill.

    Having the Off-Hand variant of the crossbow will allow you to make an additional shot before reloading — however, reload times remain the same for each weapon independently: For 1-handed crossbow, an action is required to reload 1 crossbow. For two 1-handed crossbows, 2 actions are required to reload both of them.

    The guaranteed hit range for the Off-Hand Crossbow is based off of the Off-Hand Crossbow skill level (independent of the Main-Hand variant). Shots beyond that range follow the same rules as Main-Hand Crossbow.

  • [Weapon] Off-Hand Melee

    Off-Hand Melee weapons can sometimes work exactly the same as the Main-Hand variants. This is the case when using a non-Melee weapon or a shield in the Main-Hand. It still follows the same action/round rules, etc. If you are using a melee weapon in your Off-Hand, you will use the Off-Hand Melee skill as the modifier for dice rolls.

    However! When used in conjunction with another Melee weapon, such as using Main-Hand Melee & Off-Hand Melee at the same time, or when using either skill with Unarmed Melee, the character may use the rules found under: “Combat Rules – Dual Wield Melee”.

  • ·

    Traps

    Traps have two distinct mechanics. One of which is for gathering food, hides, & feathers. The other is for use versus an opponent. An opponent is any sentient race or animal. Traps requires a minimum Crude tools to perform.

    Trapping used for gathering

    Each Traps roll is vs environment & each roll is 1 daily task for trapping.

    The roll for Traps is: [Trap + Presence + 1d20] vs [that Zone’s target number]. For each number rolled over the target number, the trapper will gain 1 unit of food, 5 feathers (see “Bowyer”), & 1 cloth fragment (see “Tailor”).

    When trapping within a city or on any tile that has a road or trail on it; the Environmental Roll will be 20 & will not change unless GM specified.

    For each Zone traveled away from a city or road; the difficulty will lower by 1, to a minimum of 1. A Zone is a [1000 tile x 1000 tile area] & is commonly referred to as “1 square mile”.

    Out in the wilderness zones, for each successful day using the Traps skill the difficulty will increase by 1 for that Zone. Regeneration of small game caught with Trapping occurs each month – all Zones will reduce their difficulty by 1 each month until they have returned to baseline.

    While the rolls remain the same, when this skill is used with Basic tools; double the amount of food & cloth fragments obtained on any successful roll. Traps do not get a workshop bonus.

    Trapping versus Opponents

    When setting traps for an opponent, for each trap roll: [Traps + Presence + 1d20]. That number is the difficulty value of that trap for as long as it remains active. Whenever a person (or thing) travels near that trap later, they will roll [Traps + Presence + 1d20] to contest the trap. A character may set a number of traps this way equal to their Traps skill in traps set each day. This is not considered a Daily Task. They must note difficulty value & location of each.

    If the opponent wins, they discover the trap or did not get close enough to it for it to be discovered nor triggered (GM choice). If they discovered the trap, they may disarm it as a non-contested action.

    If the trapper wins the contested roll, the trap triggers dealing damage to the opponent equal to the roll difference (unless the trapper set it to not deal damage – yes! That is an option.) & immobilizing them for the Trapper’s level in their Trapping skill in combat rounds. This damage ignores armor & shield bonuses.

    The damage and immobilization from an opponent triggering a trap constructed with the use of Basic tools is doubled.

    Immobilizing a character only keeps them from moving off of the tile they currently occupy. They may still attack & defend as normal.

    To break out of the immobilizing effect of a trap, a character may perform a contested action by rolling: [Any Stat + Traps skill + 1d20] vs [that Trap’s assigned difficulty value]. This means you can outsmart it (Mind), force it apart (Body), slip out (Reflex), or dismantle it (Presence).

    Traps may be used in combat only if you cannot be seen setting them, usually by terrain that blocks vision (but not simply with the Stealth skill – as to remain in Stealth requires a contested action). Each trap set up in combat requires 3 (three) actions. The first action is “get gear ready to set up trap” (non-contested). The second action is “setting & hiding the trap” (contested). The third action is “put gear away & hide unwanted evidence” (non-contested). Any person that sees you during any step of setting up the trap, they will be aware of it. The daily limit of Traps vs opponents must be respected for any Traps set during combat.

  • ·

    Stealth

    Stealth may be used in or out of combat. To initiate stealth a character needs to be obscured from the vision of their target or targets in some way. Most commonly this will be by using shadows, cover or distraction.

    In & out of combat, the character may move the distance associated with their race without leaving stealth each round (approximately 10 seconds of time). A stealth check vs their opponents would occur as the first action of each turn for the stealthed character to remain in stealth unless they are fully behind cover. If they move for their first action, they risk being seen for that action unless terrain blocks vision.

    If a character attempts a Stealth check & fails against their opponent; they used their contested action for that turn. They do not get to attempt another attack (or Stealth check) or any other contested action that turn. If there is terrain (or any other thing that would reasonably block vision) between them, the opponent will have seen or heard something suspicious in that direction. If no obstacles to vision are present, they will see that character acting “shady af”.

    Stealth For Positioning

    If you approach a person or group of people: if you do try to use stealth, you must roll against everyone once you are 30 tiles to them or closer. Before your character moves from behind cover, they must perform a stealth check against all opponents (unless your opponent is blind from another effect).

    The roll is a skill check versus opponents using: [Stealth + Presence + 1d20] vs [Stealth + Presence + 1d20]. This skill check considered a contested action. If grouping the defense roll for multiple opponents, the GM may roll once for the group, then apply any stat & skill modifiers to each of them to that one roll.

    If you remain still, behind cover, you do not need to roll a stealth check to remain in position. If the cover is wide enough, you can move while behind cover without a stealth check as long as you do not cross any opponent’s line of sight (regardless of the direction they are looking).

    Being behind cover does not automatically grant you Stealth. While you are functionally unseen, you would still need to peek out to perform any attack from behind cover. Thus, positioning to attack from behind cover for this skill still requires a Stealth check to get the bonus “Stealth attack”.

    Stealth In Combat

    You may attempt a Stealth roll any time you are behind an opponent. Even in combat. Even if they are aware of you.

    The roll is a skill check versus opponents using: [Stealth + Presence + 1d20] vs [Stealth + Presence + 1d20]. This skill check considered a contested action. If grouping the defense roll for multiple opponents, the GM may roll once for the group, then apply any stat & skill modifiers to each of them to that one roll.

    Each character that rolls under the total rolled by the initiator will have a stealth flag attached to them until the start of the stealthed character’s next turn. Characters with a stealth flag are treated as having the Blind status to the stealthed character while they move around. Meaning they will be aware someone is there if they occupy an adjacent tile, but won’t know who they are until they make an action to identify them. If an effected character with a stealth flag wishes, they may attempt to use a contested action to try to locate the stealthed character on their turn. Additionally, this also means that the stealthed character may choose to initiate their Stealth attack by crossing a line path left by their victim in that same round (see- Darkness & Blind Status).

    Dealing Damage with Stealth

    When any character has a Stealth flag, the owner of that flag gains a “Stealth attack” as a free action against them for the duration. Once this attack is used; all opponents whose vision is not blocked by terrain, or darkness, will lose their Stealth flag attached by that character. The bonus Stealth attack may be claimed any time an opponent with a Stealth flag occupies or passes through any tile within range of the Stealthed character. With any weapon, including unarmed, dual wielding, & projectile weapons.

    Stealth attack: Until their next turn – The Stealthed character may make an attack, as a free action, to anyone with a stealth flag that is in range. The defender may not use any stat, skill or dice to reduce damage received. Armor still reduces damage received normally.

    While stealth attacks may be made with any weapon. Common damage dealt with a Stealth attack is:

    • 1-Handed melee damage is:
    1d20 + [1h melee skill level] + Reflex = Roll difference.
    Roll difference + Body + [Tier of weapon used] = Damage dealt.
    Damage dealt – Armor = Damage received.

    • Bow damage is:
    1d20 = [Bow skill] + Reflex = Roll difference
    Roll difference + [Tier of weapon used] = Damage dealt
    Damage dealt – Armor = Damage received.

    • 2-Handed Crossbow damage is:
    [Tier of weapon used] = Damage dealt
    Damage dealt – (Armor – [Tier of weapon used x 2]) = Damage received.

    *Note that crossbows do not gain extra damage from Stealth. Any other weapons apply damage similar to each other: ignoring stat, skill & roll. Each using their own rules found under their respective skills.

    *Essentially, you may add the “to hit” to the “bonus damage” for any Stealth attack.

  • [Weapon] Unarmed Melee

    Unarmed Melee is technically a weapon skill. It has no requirements to use assuming your character is awake & not stunned or tied down or somesuch.

    Melee attacks are contested actions & thus may be used with a non-contested action in each round. Furthermore, this skill may be used with any combination of main-hand or Off-Handed weapon skills, or a Shield (you must still use the standard action/round rules with this skill in combination with any skills).

    The range for Unarmed Melee typically requires being in a tile touching the opponent either horizontally, vertically, or diagonally (generally 1 tile).

    Hitting with Melee is a contested action vs opponent where each add their Rflx+ [weapon skill] + 1d20. The winner adds the roll difference to their damage calculation.

    Damage with Unarmed Melee is: [roll difference] + Body Stat.

    Unarmed Melee can be used with Dual Wielding rules without any other skill requirements. It is automatically main & off hand variants of itself.

    Rolling a critical (natural 20) will not allow damage to opponents weapon with this skill. You can still damage the armor or shield. (see “Combat Rules -Critical Rolls”)

    Rolling a critical failure (natural 1) will damage your weapon (you!) by lowering your Tier value by 1 until you get you repaired… It does 10 damage to you. Good job! You likely broke your hand. This damage ignores armor.

    An opponent rolling a 20 & declaring the weapon (your body) as the target will have the same effect as you rolling a 1. Damage occurs to your body, ignoring armor.

    When using 2d20 & choosing the higher, if you roll a 1 & choose the other roll, you did not have a critical failure — however, if you roll both 1’s on the 2d20, you must select one of them. In theory, this should be very rare as you risk using your body as your weapons in this way… in practice however…

    May be used with the Stealth skill (see: Skill – “Stealth”).

  • [Weapon] Two-Handed Melee

    The 2-handed melee is a weapon skill. It requires 2 hands to operate. It requires a Body Stat equal or greater than the Tier value of the weapon to operate.

    Melee attacks are contested actions. However, with the 2-handed melee weapons a character may make a Contested action against an opponent without the possibility of the opponent dealing damage back to them. The opponent may still move in to make a Contested action against that character on their next turn. But for this action, you are safe!

    The range for a 2-handed melee weapon will be within 2 tiles (1 & 2 tile range) of their opponent. Which means they can make their attack without the risk of a counterattack. Meanwhile, the character with the 2-handed weapon will still retain the ability to deal damage on the other character’s turn if they choose to move into range & make a contested action against them. In essence, a 2-handed melee weapon can also be used as a 1-handed melee weapon.

    Unlike other range-type weapons, 2-handed melee weapons may be used even if one of the tiles between attacker & his opponent is occupied by another character or at the edges of any other obstacle (see “Combat Rules – Cover”). It doesn’t matter if that character between them & their target is friend or foe.

    Hitting with Melee is a contested action vs opponent where each add their Rflx+ [weapon skill]+ 1d20. The winner adds the roll difference to their damage calculation IF they are within range to do so with their equipped weapon.

    Damage with Two-Handed Melee is: [roll difference] + Body Stat + Tier value of weapon.

    The 2-handed weapon used within the opponent’s melee distance will allow them to deal damage as a counterattack if the opponent wins the roll.

    May be used with the Stealth skill (see: Skill – “Stealth”).

  • [Weapon] Two-Handed Crossbow

    The Two-Handed Crossbow is a weapon skill. It requires both hand to operate. It requires no stats nor skills to operate any Tier value 2-handed crossbow. Additionally, the 2-handed crossbow requires bolts as ammunition which are larger than the 1-handed variant. Crossbow bolts may not be recovered after firing them.

    2-Handed Crossbows require 2 non-contested actions to reload before it can be fired. The 2 actions do not need to be consecutive. At best it can be fired every other round. The 2-handed crossbow will ignore armor on the opponent equal to the Tier value of the crossbow fired multiplied by 2.

    The guaranteed hit range of the 2-handed crossbow is the character’s skill level in [Weapon] Two-Handed Crossbow in tiles (ie: level 5 in this skill would a range of up to 5 tiles).

    Hitting with any crossbow within the character’s skill level in tiles is a guaranteed hit. It requires no roll. Thus, it is NOT a contested action & follows the rules for non-contested actions for when it can be used.

    Damage with the 2-handed crossbow is Tier value of the crossbow (a T1 will deliver 1 point of damage — a T10 will deliver 10 points of damage). Additionally, it will reduce the armor of the opponent by the twice that amount for that attack (a T1 will reduce their armor by 2 — a T10 will reduce their armor by 20!).

    Firing outside the guaranteed hit range with this weapon uses the same rules as the bow (see [Weapon] Bow). However the crossbow gains no additional damage for the roll difference & still requires 2 actions to reload. Additionally, declaring this action IS a contested action & follows the rules for contested actions for when it can be used.

  • [Weapon] Siege Weapon(adv)

    Prerequisite skills — Scholar:5

    The Siege Weapon is a ranged weapon that is typically too large to be wielded. Often they will be attached to or built into a cart, wagon, or ship for easy transport & operation. They may also be built in fixed positions as well — to defend your castle.

    It’s size is reflected in it’s Tier value. A T1 siege weapon is likely a small ballista, while a T12 siege weapon is likely a trebuchet.

    To operate a Siege Weapon, at least 1 player using the weapon must have a Siege Weapon Skill equal to or greater than the Tier value of the weapon being fired.

    Siege Weapons can be used target specific tiles, objects, or enemies. Only one character may apply any relevant skills being used, declare targets & perform any dice rolls related to its operation. Regardless of the number of other characters involved in its operation.

    Attacking with a Siege Weapon:

    The Hit calculation is: 1d20* vs opponent’s 1d20+ Rflx+ [Weapon skill]

    The Damage calculation is: (Tier value of the weapon x10) +Roll Difference*.

    *Walls, doors, tiles, or any other stationary objects do not roll nor add any bonuses for Hit Calculations.

    The Maximum effective range in tiles is: (Weapon Tier +Scholar Skill) x10

    Skill: 5Skill: 6Skill: 7Skill: 8Skill: 9Skill: 10Skill: 11Skill: 12
    Tier 160708090100110120130
    Tier 2708090100110120130140
    Tier 38090100110120130140150
    Tier 490100110120130140150160
    Tier 5100110120130140150160170
    Tier 6110120130140150160170180
    Tier 7120130140150160170180190
    Tier 8130140150160170180190200
    Tier 9140150160170180190200210
    Tier 10150160170180190200210220
    Tier 11160170180190200210220230
    Tier 12170180190200210220230240

    The Number of Turns to Reload is: Tier x2

    Tier# of TurnsTier# of Turns
    12714
    24816
    36918
    481020
    5101122
    6121224

    The Number of People to Operate is: Tier /2 (Tier divided by 2)

    Tier# of PeopleTier# of People
    1174
    2184
    3295
    42105
    53116
    63126

    Total Body Stat Value to Transport a Siege Weapon is: Tier x4

    TierTotal BodyTierTotal Body
    14728
    28832
    312936
    4161040
    5201144
    6241248

    *To move a T4 siege weapon can be done with 1 character with a Body of 10 & another with a Body of 6. Totaling the 16 Body requirement… Or 16 characters with a Body of 1.

  • ·

    [Weapon] Off-Hand Weapons

    [Weapon] Off-Hand Crossbow & Off-Hand Thrown

    The mechanics of Off-Hand Crossbow & Off-Hand Thrown are the same as their Main-Hand variants. Same requirements, same reload times, same weapon ranges, etc. A character taking this skill may use a different weapon in their main hand & must still use standard action/round rules. Each weapon functions otherwise independently of each other. The standard actions per round is based on players, not weapons — meaning they still may not do 2 Contested actions in each of their rounds just because they have a 2nd weapon at their disposal. (always 1 contested & 1 non-contested –OR– 2 non-contested actions are allowed to be chosen each round).

    Having the Off-Hand variant of the crossbow (or thrown) weapons will allow you to make an additional shot before reloading — however, reload times remain the same for each weapon independently (for 1-handed crossbow, an action is required to reload 1 crossbow. For two 1-handed crossbows, 2 actions are required to reload both of them. Thrown weapons have no reload time, but have limited ammunition).

    The guaranteed hit range for the Off-Hand Crossbow is based off of the Off-Hand Crossbow skill level (independent of the Main-Hand variant). Shots beyond that range follow the same rules as Main-Hand Crossbow.

    [Weapon] Off-Hand Melee

    Off-Hand Melee weapons can sometimes work exactly the same as the Main-Hand variants. This is the case when using a non-Melee weapon(crossbow) or no weapon(empty hand or shield) in the Main-Hand. It still follows the same action/round rules, etc.

    However! When used in conjunction with another Melee weapon (Main-Hand Melee & Off-Hand Melee at the same time), the character may throw 2d20 & select either one of the 2 rolls for the Hit roll vs their opponent in a Contested action. If they do this, they will receive the lower of the 2 applicable skills(Main-Hand/Off-Hand Melee/Unarmed) as their skill bonus for this roll. Damage for using On & Off-Hand Melee skill(dual wielding) weapons is based on the lower Tier of the 2 weapons used (unarmed is equal to T0).

    To hit = Rflx + [Main-Hand Melee/Off-Hand Melee skill](whichever is lower) + 1d20 thrown twice (generally selecting highest roll among them) vs opponent’s Rflx+ [weapon skill]+ 1d20.

    Damage = [Roll Difference] (highest die, lowest skill) + Body Stat + Tier value (of the lowest weapon equipped) vs opponent’s armor & shield.

    May be used with the Stealth skill (see: Skill – “Stealth”).

  • [Weapon] Main-Hand Thrown

    Main-Hand Thrown is a weapon skill. It requires 1 hand to operate. It requires a Body Stat value equal or greater than the Tier value of the 1-Handed Melee Weapon being thrown. Additionally, the weapon requires itself as ammunition. So it will often be single use in combat. Thrown melee weapons may be recovered in most cases.

    Thrown weapons may be used as contested actions. Additionally, like the melee weapons, it also gets bonus damage based on the Body Stat. Any One-Handed Melee Weapon may be used as a Thrown Weapon.

    The range of Thrown weapons will be within 5 tiles.

    Hitting with a Thrown weapon is a contested action vs opponent where the character throwing their weapon adds Rflx + Thrown + 1d20 vs the opponent’s Rflx + [any weapon skill] + 1d20. If the opponent wins the roll — the thrown weapon misses them. If the character throwing the weapon wins the roll — they add the roll difference to their damage calculation.

    Damage with the thrown weapon is: [roll difference]+ Body Stat + Tier value of the thrown weapon.

    A character whom is utilizing dual wielding does not get to roll their additional d20 when receiving ranged attacks unless the attack is declared from within their melee distance.

    A melee weapon thrown within another character’s melee distance will allow them to deal damage as a counterattack if they win the roll.

    While technically you could use your Thrown skill in defense of a contested action declared against you. You would only dodge the attack on a successful roll against them. All contested actions using projectile weapons may only deal damage on the turn of the character using the projectile weapon.

    May be used with the Stealth skill (see: Skill – “Stealth”).

  • [Weapon] Main-Hand Melee

    The One-Handed Melee is a weapon skill. It requires 1 hand to operate. It requires a Body Stat equal or greater than the Tier value of the weapon to operate.

    Melee attacks are contested actions & thus may be used with a non-contested action in each round.

    This skill may be used with any combination of Off-Handed weapon skills or a Shield.

    The range for One-Handed Melee weapons requires being in a tile next to the opponent either horizontally, vertically, or diagonally.

    Hitting with Melee is a contested action vs opponent where each add their Rflx+ [weapon skill] + 1d20 (opponent may technically use any weapon skill in defense – even if it is not equipped). The winner adds the roll difference to their damage calculation.

    Damage with One-Handed Melee is: [roll difference] + Body Stat + Tier value of the weapon.

    May be used with the Stealth skill (see: Skill – “Stealth”).

  • [Weapon] Main-Hand Crossbow

    The One-Handed Crossbow is a weapon skill. It requires 1 hand to operate. It requires no stats nor skills to operate any Tier of 1-handed crossbow. Additionally, the 1-handed crossbow requires bolts as ammunition. Bolts may not be recovered after firing them.

    The 1-handed crossbow requires 1 non-contested action to reload before it can be fired. Essentially meaning it can be fired every round if it’s the only weapon being used & no other action is being used.

    The guaranteed hit range of the 1-handed crossbow is the character’s skill level in [Weapon] Main-Hand Crossbow in tiles. Attacking with any crossbow within the character’s skill level in tiles is a guaranteed hit. It requires no roll. Thus, it is NOT a contested action & follows the rules for non-contested actions for when it can be used. (ie: level 5 in this skill would grant a range of up to 5 tiles as a non-contested attack).

    Damage with the 1-handed crossbow is the Tier value of the crossbow and will reduce the opponents armor effect by the same amount for that attack (a T1 will reduce armor by 1 & deliver 1 point of damage — a T10 will reduce armor by 10 & deliver 10 points of damage).

    Firing outside the guaranteed hit range with this weapon uses the same rules as the bow (see [Weapon] Bow). However the crossbow gains no additional damage for the roll difference & still requires a separate action to reload. Additionally, this action (attacking outside of guaranteed range) IS a contested action & follows the rules for contested actions for when it can be used.

  • [Weapon] Bow

    Bow is a weapons skill. It requires 2 hands to operate. It requires a Body Stat value equal or greater than the Tier value of the bow to operate it. Additionally, the bow requires arrows as ammunition. Arrows cannot be recovered after firing them.

    It can be fired each round with the load & fire actions being combined as the character’s single contested action. Thus freeing up the other non-contested action for the character.

    The range of the bow will be within 15 tiles.

    Hitting with a bow is a contested action vs opponent where the bowman adds Rflx +[Bow Skill Level] +1d20 vs the opponent’s Rflx +[any weapon skill] +1d20. If the opponent wins the roll: the bowman misses them. If the bowman wins the roll: they add the roll difference to their damage calculation.

    Damage with the bow is: [roll difference] + Tier value of the bow.

    A character whom is utilizing dual wielding does not get to roll their additional d20 when receiving ranged attacks from a bow unless the bow attack is declared from their normal melee distance.

    The bow fired within another character’s melee distance will allow them to deal damage as a counterattack if they win the roll.

    The bow skill may be used in defense of a contested action declared by another character, however it cannot deal damage on another character’s turn. If you win the roll with a bow in defense, no damage is dealt that turn. You succeed in dodging the attack.

    The bow may be used with the Stealth skill similarly to melee (commonly from behind an enemy). The Stealth skill would replace the contested roll for the bow. A successful Stealth roll versus an enemy would cause the damage to be rolled as a non-contested roll on a successful attack (as a free action), thus removing the enemies bonus’ from Stats, Skills, & dice. Leaving only armor to protect them from the attack.

    A bow may not be fired through other characters on the battlefield nor through terrain (such as trees), unless the bow is fired from the edge of that object or objects (see combat rules – cover).