Combat
Combat Styles and Traits
Combat Rounds, Action Points, Initiative, and Turns
Action Points
Initiative
Turns
Combat Actions
Proactive Combat Actions
Reactive Combat Actions
Free Combat Actions
Movement in Combat
General Combat Rules
Close Combat Rules
Ranged Combat Rules
Combat is usually an important feature of roleplaying games. Nevertheless, combat need not be a savage battle to the death. Some combat encounters can be swashbuckling duels which end without injury, or perhaps light-hearted bar room brawls. Casus Mus uses several terms to explain the core elements of combat. These are explained in the following sections:
Combat Style
The skill of wielding a group of weapons learned as part of a culture or profession.
Combat Rounds
Bookkeeping time segments of five seconds each.
Combat Actions
Possible acts a character can perform during a Round by the expenditure of an Action Point.
Weapon Size
How difficult it is to parry a particular weapon.
Engagement
When combatants can hit or be hit by a direct opponent, depending on circumstances.
Combat Maneuvers
Maneuvers which can be performed if one combatant gains the upper hand. See Combat Maneuvers.
Combat Styles
A Combat Style represents a ‘package’ of multiple weapons related by their nature, which avoids the necessity of learning each individual weapon separately.
The most important aspect of Combat Skill is that the character learns how to use each weapon in the skill, both singly and in combination so that they might be interchanged, as necessary. Combat training does not focus merely on using a specific weapon or weapons under best conditions, but also covers what to do when placed at a severe disadvantage. Such cross-training is a primary part of preparing a combatant for the unpredictable events of the battlefield, where weapon breakage or becoming disarmed is always a potential possibility.
Thus a Hyberborean barbarian may be expected to know how to use a spear, hand axe, javelin and shield; whereas a Summerian warrior may be trained in shortsword, mace, shield and bow instead. Deciding how many weapons should be included into a single style is ultimately a choice determined by the Game Runner and the setting of the game.
Characters who attempt to use a weapon not covered by their style should suffer a skill penalty of one or more difficulty grades.
Combat styles possess another function beyond simply learning a group of weapon skills. Since each style is taught by a particular culture or career, they are inherently optimised for the environment or military tactics that group normally fights with; for instance a horse nomad learns to fight from the saddle, or an infantryman trains to fight in close order formation.
See Casus Mus Combat Styles; see Online Resources for an encyclopedic list of Combat Styles and Combat Style Traits.
Combat Style Traits
Due to the training involved in Combat Styles, some Combat Styles have one or more Combat Style Traits, which grant the Combat Style an advantage under certain circumstances. Combat Style Traits are only intended to be used with the weapons and situations of that particular Combat Style.
Combat Style Trait | Description/Capabilities |
---|---|
Blind Fighting | Allows user to ignore any penalties imposed due to poor lighting or temporary blinding. |
Daredevil | May use the Evade skill to dodge blows in hand-to-hand combat without ending up prone. |
Defensive Minded | Increases the Size of your weapon when parrying by one step, provided no offensive action is taken that round. |
Formation Fighting | Permits an unflanked group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage and reducing each foe’s Action Points by one if they engage. |
Knockout Blow | When attacking with surprise treat Stun Location as lasting minutes instead of turns. |
Mounted Combat | Allows character to ignore the skill cap placed upon combat rolls by the Ride skill location. |
Mounted Lancer | Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit. |
Riposte | For two-weapon fighters such as sword and dagger or two axes, this Combat Trait allows an immediate attack from the secondary weapon after a successful parry. The riposte requires expenditure of an Action Point; the attack requires an Opposed Roll of the opponent's Combat Style vs. the parry roll. |
Skirmishing | The style permits launching ranged attacks while walking or running. |
Tail Whip | Allows access to the Tail Whip Combat Maneuver; every Casus Mus character/NPC with a tail has automatic access to this Combat Style Trait. |
Teeth and Tail | Allows a successful bite or claw attack to be immediately followed up by a tail attack, for an additional Action Point. |
Throw Weapons | Any melee weapon in the style can also be thrown at no penalty to skill, but when used in this way a weapon’s damage roll is halved. |
Unarmed Prowess | Permits the user to treat their Unarmed blocks and parries as Medium sized, enabling them to better defend against armed opponents. |
Combat Rounds, Turns, Initiative, and Action Points
Combat Rounds are bookkeeping time segments, each 5 seconds.
Action Points
Action Points determine how many Proactive Actions or Reactive Actions a character can take in a single Round.
How often a character can act per Round is limited by their available Action Points. These are spent over the course of each Combat Round to perform various Combat Actions.
Once a combatant’s Action Points are expended, they may no longer act for the remainder of that Round and must wait until their points reset at the beginning of the next.
Unless otherwise specified, any Combat Action (save for "Free" Actions) costs one Action Point. Thus, combatants need to carefully consider how and when they use their Action Points. They may act as aggressively or defensively as they wish, dynamically reacting to the evolving circumstance of the combat.
Unused Action Points do not carry over from one Round to the next.
Inititive
The order of who acts when during a Turn of a Combat Round. The Game Runner counts down through Initiative values from the highest to the lowest, so that each participant has a chance to take their Turn when their number is reached.
Initiative determines participants’ order of actions in a Combat Round. It is rolled at the start of a fight and determines when each character acts. Unless something occurs to change the situation, such as certain Combat Actions or Combat Maneuvers, Initiative remains in play until it is forced to be re-rolled.
Initiative is calculated by each participant rolling 1d10 and adding their Initiative Modifier. Whoever gained the highest result acts first, followed by the second highest and so on. When two or more participants tie scores, the one with the higher DEX will act first. If this still results in a tie, have each roll a die with high roll going before the other, until one succeeds.
Turns
During each 5 second Combat Round, each participant has an opportunity to take one or more Turns, dependent on the number of Action Points they possess, and how they use them.
Upon their Turn, participants perform one Combat Action, which comprises of a declaration, possible movement, any necessary dice rolls (including Reactions), and the resolution of the Action.
If any participant has Action Points remaining, the players may each take another Turn in Initiative order. Once no Action Points remain, or any remaining are being held back for Reactions, play proceeds to the next Combat Round.
Combat Actions
Combat Actions are those acts which can be performed during battle. Drawing a weapon, casting a spell, or diving clear from an attack are all examples of Combat Actions. Most are concerned with elements of combat itself, but some relate to activities outside the realm of spells and weapons.
Proactive Actions can only be attempted on the character’s own Turn; that is to say, during their Initiative. Proactive Actions are those in which the character is the instigator, such as making an attack with a weapon.
Reactive Actions are those taken by a character to counter or resist an act made against them. Only one reaction attempt is permitted for each threat; an example would be trying to parry an attack.
Proactive Combat Actions
The following are activities a character can attempt on their Turn by spending an Action Point. Note that some Actions such as spell casting or reloading may take several Turns to complete, each Turn costing its own Action Point.
Attack
The character can attempt to strike with a hand-to-hand weapon or use a Ranged Weapon.
Brace
The character braces by taking a firm stance and leaning into the direction of a forthcoming
attack. For the purposes of resisting Knockback or Leaping Attacks, the character’s SIZ is
treated as 50% bigger. Against the Bash Combat Maneuver, SIZ is doubled.
Cast Magic
The character can attempt to cast a spell, invoke certain powers, and so on. Complex magics may require several
Actions to complete the casting. Once concluded, the magic can be released at any moment up until the
caster’s next Turn – at which point it can be held for later effect, but this requires the
Hold Magic/Power Action (see below) to maintain it in preparation for later release.
Change Range
The character can attempt to close in on or retreat from an opponent, as long as they are not engaged
in hand to hand combat with the opponent, or being pinned-down by enemy fire in ranged combat situation.
Charge
The Charge Action allows a character to move into engagement range at running or sprinting speed, using the
momentum of the charge to make a more forceful melee attack.
Delay
The character conserves one or more Actions in order to perform Reactive Actions later, such as
Interrupt or Parry. The Action Point costs of delaying is covered by whatever acts are finally
performed. If the delayed Actions are not taken before the character’s Turn in the next Round,
then the character is considered to have Dithered (see below) and the Action Points are lost.
Dither
The default option unless another Action is chosen, the character simply wastes their turn doing nothing useful.
Hold Magic
Once casting is complete, the character may hold a spell in temporary check, awaiting the best
moment to release it. The magic may be held back for as long as the character continues to take
this Action on subsequent Turns, but this allows free use of the Counter Spell reaction by an enemy
if pertinent to the spell. The actual skill roll to cast the held spell is not made until it is cast.
Mount
The character can mount or dismount a riding beast or vehicle. Particularly large mounts may
require several Turns to complete.
Move
Provided one is not engaged with an opponent, the character can move any distance the Game Runner deems
suitable for the situation.
Outmaneuver
The character can engage multiple opponents in a group Opposed Roll of Evade skills. Those who fail
to beat their roll cannot attack him in that Combat Round. See the section on Outmaneuvering.
Ready Weapon
The character may retrieve, draw, sheath, withdraw, or reload a weapon or other object. Retrieving
a nearby dropped object requires 2 Actions: one to move and reach down for the object and a second
to return to a readied stance. Some missile weapons require several Actions to reload.
Regain Footing
If unengaged with an opponent, the character can automatically regain their footing from being
tripped or knocked down. If Engaged, the character must win an Opposed Roll of Brawn or Athletics
with the opponent before standing. This contest does not cost the opponent any Action Points to
resolve.
Sneak Peek
Sneak Peek allows somebody currently sheltering behind cover to take a quick look-see to judge
what the tactical situation is. The action is ostensibly safe, permitting the observer a single
Perception roll before ducking back into cover. If the Perception test is a fumble however,
they foolishly overextend their head or remain in sight long enough for an enemy to make a
ranged attack.
Struggle
If the character is the victim of certain types of attack or Combat Maneuvers,
they may attempt to extract themself from the situation. For example, breaking free from an enemy’s Grip.
Take Cover
Take Cover is a proactive action which allows a shooter to duck behind whatever cover is available
in their immediate vicinity, thereby gaining some degree of protection against incoming fire.
Unlike Evade it does not leave the user prone but does rely on some form of cover being available,
for example ducking back around a corner in a corridor or crouching down behind a table in a bar.
Depending on circumstances, the available cover may or may not be sufficient to completely protect
the character. The type of cover will also determine its protective qualities; a thick steel door
for instance may prove impenetrable to bullets, whereas a thin wooden wall might only provide 4
Armor Points. For general guidelines concerning the protective qualities of certain materials,
see the 'Inanimate Objects Armor and Hit Points' table.
Reactive Combat Actions
This list specifies Reactions that can be used at any time during the Combat Round as a response to an imminent threat. As in the previous list, a reaction costs an Action Point to perform.
Counter Spell
The character can attempt to dismiss or counter an incoming spell. This assumes the countering
magic has a Casting Time of one Turn, otherwise it must be prepared in advance and temporarily
withheld using the Hold Magic Action. Successfully intercepting magic in this manner is assumed
to negate the entire spell, even those with multiple targets or areas of effect.
Evade
The character can use their Evade skill in an attempt to dive clear of threats such as incoming
missiles or a charging attack. This leaves the character prone unless mitigated by an Ability
or special circumstance. Thus, the character’s next turn is usually spent taking the Regain
Footing Action to stand again.
Interrupt
Delaying characters only. This Reactive Action halts an opponent’s Turn at any point to take a
delayed Turn Action. Assuming no change in the tactical situation, the opponent continues the
Turn after the character’s is completed. If unable to still achieve the original declaration,
the opponent’s Action Point is wasted. An interrupt can also be used to perform an
attack-of-opportunity against anyone passing close by the delaying character and within
weapon’s reach.
Parry
The character can attempt to defend against an incoming attack using a combination of parrying,
leaning, ducking, and sidestepping footwork to minimise the blow.
Free Combat Actions
Free Actions (listed below) can be performed at any time during the Combat Round and cost no Action Points to perform.
Assess Situation
If unengaged, a character can make a Perception roll at no Action Point cost. A Success reveals
any relevant changes in the tactical situation (such as spotting a foe beginning a charge).
Assessing while Running results in a Hard Perception roll, Sprinting is Formidable.
Drop Item
Dropping an item is a Free Action.
Signal
If unengaged, gesturing or signalling to one or more participants (if they can perceive the
sign) is a Free Action.
Speak
A character can speak at any time during combat, but what is said should be limited to short
phrases which can be uttered in five seconds or less; for example, ‘Look out behind you!’
or ‘Damn you to hell!’
Use Luck Point
Using a Luck Point – to re-roll a particular result for example – is a Free Action.
Movement in Combat
• Movement is performed by either the Move or Charge Action.
• The Move Action allows the character to move a distance equal to their Movement Rate.
• Movement can only be performed by unengaged characters (save for special cases such
as Disengaging or Outmaneuvering).
• Except in certain cases (such as charging), all significant movement ceases once a
character enters the engagement range of the intended opponent.
• Unless charging through contact, moving into the opponent's engagement zone
places each in engagement with the other.
• Once Engaged, characters cannot move away from an opponent unless first Disengaging or
Withdrawing from close combat.
• Attempting to move past an unengaged foe who is using the Delay Combat Action permits
(as a specific exception) that opponent to strike at moving characters as they pass by or block a
character’s progress, prompting close combat on the following Turn or Round.
Disengaging
A Character can disengage from an opponent by using the Move proactive combat action, triggering an Opposed Roll of Athletics or Combat Style (both combatants can choose either; i.e., one can choose Athletics and the other can choose Combat Style, both can choose Athletics, or both can choose Combat Style). Successfully disengaging then allows the disengager to move up to half their base Movement Rate. If the opponent disengaged from can subsequently move in the same round, they can choose to reengage simply by moving up to their opponent and using an Action Point to attack (a single Action Point may be used to carry out both the move and the attack).
Characters can also disengage using the Widthraw Combat Maneuver, or the Outmaneuver Proactive Action.
Situational Movement Rates
These movement rates are situational and are not always an option. Some are detailed elsewhere but are included here for convenience. Most of these situational rates may be used in addition to a normal Movement Rate under set restrictions. Such information is detailed in the specific descriptions below.
Climb
A character that moves adjacent to or starts the Turn next to a climbable surface
or object may climb at a rate equal to the Base Movement Rate. The character cannot
have moved faster than a Walk and must have movement remaining, with the distance
climbed being reduced by any movement already used. Worn armor hinders climbers
by an amount equal to the Armor Points of the heaviest item worn.
Crawl
A character that begins the Turn prone may crawl at a maximum rate of two meters
per Turn in place of a normal Move. Creatures that naturally crawl as their normal
mode of movement instead use the rules for Walk, Run, and Sprint.
Jump
A character that moves adjacent to or starts the Turn next to a jumpable obstacle
may attempt to leap over it. The character may be moving at any rate up to the
point of the leap. A successful Athletics roll allows one to jump up to twice one’s
own height horizontally or up to half one’s own height vertically (if the character
has at least a five meter run-up available). If jumping from a standing position,
then these distances are halved.
Swim
A character that moves adjacent to or starts the Turn next to a body of water may
swim at a rate equal to the Base Movement Rate, minus any movement already used.
See the Swim skill description for more information.
General Combat Rules
Fighting in Casus Mus is resolved with each attack or parry representing a single stab, swing, spell cast, or shot of a weapon. Any offensive Action permits the chance to be resisted by a reaction.
Thus, even if a character manages to strike an opponent, the foe is permitted their own roll to see if they can parry the blow before it lands. The same philosophy is used whether the attacks are missile weapons against targets diving for cover or trying to break free from the iron grasp of a giant octopus.
Attacks and Parries
Combat (both close and ranged combat) is handled in the following step-by-step manner:
• On their turn the attacker spends an Action Point, rolls against their Combat Skill, and notes the result.
• If desired, the defender spends an Action Point to Parry (or Evade), rolls against their Combat Skill, and notes the result.
• The success level of the results are compared as Differential Rolls .
• Any difference grants the successful combatant with the superior roll one or more Combat Maneuver.
• If the attacker achieved a Success or Critical, they may roll weapon damage and apply their Damage Modifier (if any).
• If the defender achieved a Success or Critical, reduce any damage inflicted according to the comparative
sizes of the weapons involved.
• Reduce any remaining damage by the Armor Points of natural or worn protection.
Note that any Combat Maneuvers generated by the exchange are independent of whether damage is inflicted. It is quite possible for a defender to gain the higher success level, yet still suffer injury.
Weapon Size
Every weapon in Casus Mus possesses several different attributes, from the damage it deals to how many hands are required to wield it. Size is a combination of a weapon’s mass, leverage, and stability, and is used to determine the weapon’s ability to impose and parry damage.
Size categories are Small, Medium, Large, Huge, and Enormous. The unarmed attacks of creatures are assigned similar categories according to their physical characteristics.
Damage Reduction
If a defender succeeds in parrying, then they can reduce an attacker’s damage, if any, according to the comparative Size of the weapons used.
• Parrying an attack with a weapon or shield of equal or greater Size deflects all damage
• Parrying with a weapon or shield of one Size less only deflects half damage
• Parrying with a weapon or shield two or more Sizes less fails to deflect any damage
For example, parrying a great axe (Huge) with a kite shield (also Huge) would block all damage; parrying it with a Longsword (Large) would halve the damage, and parrying it with a shortsword (Medium) would stop no damage at all.
Armor
Any damage which penetrates the defender’s Parry is further reduced by the Armor Points of any natural protection (such as scales or a shell) or worn armor they possess. If the defender has both, then the two stack together to reduce damage.
Due to its mass and restriction to movement, armor worn by a character acts as a penalty to their Initiative roll.
Parrying a Missed Attack
If the attacker misses their initial attack roll, the defender has the option to spend an Action Point to Parry. Although it may seem disingenuous to parry an attack which will miss anyway, a skilled defender can use this to their advantage to gain one or more Combat Maneuver, potentially weakening or incapacitating a foe and preserving their next turn for some other Action.
Unable or Unwilling to Parry
In a situation where a defender is unable to Parry due to having no Action Points remaining, or, confident in their ability to weather the blow, elects not to Parry, they are treated as having automatically rolled a Failure. This has the consequence of granting a successful attacker one or more Combat Maneuver.
Unsuccessful Rolls and Fumbles
If both combatants Fail their rolls, or the defender decides not to take advantage of a missed attack, then the attack – Parry sequence ends, and combat continues on to the participant with the next highest Initiative.
Close Combat Rules
Close (melee) combat is hand-to-hand fighting in its classic sense, when combatants strike each other with wielded or natural weapons. The following guidelines offer ways to make close combat more interesting.
Situational Modifiers
Situational modifiers may be applied when fighting in particular conditions, or as the result of a Combat Maneuver. For example, fighting in the dark might incur a Difficulty Grade of Herculean. Unless stated otherwise, modifiers are decided by the Game Runner. Where two or more situations are pertinent to the character, use the most severe.
Some modifiers are circumstance dependent, but rather than applying a Difficulty Grade the Combat Style skill is limited by a relevant skill. For example, fighting from the back of a horse would cap the combatant’s Combat Style by their Ride skill, while fighting in water might cap it to the value of the character’s Swim skill.
Close Combat Situational Modifiers Table
Situation | Difficulty Grade |
---|---|
Attacking a helpless target | Automatic |
Attacking in a confined situation | Hard |
Defending while on lower ground or against mounted foe | Hard |
Fighting while on unstable ground | Hard |
Fighting while crouching or from one knee | Hard |
Fighting in poor visibility (thick fog, snowstorm) | Hard |
Defending against an attack from behind | Formidable |
Fighting while prone | Formidable |
Fighting in partial darkness (dim illumination) | Formidable |
Fighting in pitch black conditions (no illumination at all) | Herculean |
Blinded or loss of primary perceptive sense | Herculean |
Engagement
A character is considered Engaged if within melee weapon range of an opponent. This does not necessarily require that both combatants can reach each other; only that one of them can be potentially struck by the other. Once a character has Engaged with an opponent, they can no longer freely depart that fight (charging past is a special exception). It requires some form of deliberate act to break contact with a foe such as Disengaging, the Outmaneuver Proactive Action, or the use of the Withdraw Combat Maneuver.
Charging
The Charge Action is the act of moving quickly to increase the force and impact of an attack. A charge requires the attacker to choose a Charge Action, moving at either a Running or Sprint gait. If this brings them into contact with their opponent, they must stop there and conduct the Attack Action, as modified for the charge. There is no minimum distance that must be covered before a charge can take place, as the distance moved is less a factor than the momentum achieved.
While charging, the attack roll suffers one Difficulty Grade penalty. In return the charge increases the Size of the attacking weapon by one step and a bipedal attacker’s Damage Modifier by one step (two steps if a quadruped or more legs). Riding characters may use their mount's Damage Modifier instead of their own. The final position of the charging character depends on the result of the exchange and whether the attacker wishes to stop or continue sweeping past, immediately breaking engagement.
Rather than Parrying or Evading, the recipient of a charge can simultaneously counterattack the charging attacker instead. In this case the wielder of the longer weapon strikes first. If the weapon can be set to receive a charge (such as a spear), the recipient may use the Damage Modifier of the charger instead of their own.
Cover
Opponents may use cover to obstruct attacks against them, by either physically blocking a blow due to the toughness of the interposing material, or by obscuring where precisely the foe is. The precise value of cover depends on the thickness of its protection and the extent of its coverage.
In order to understand how much cover is provided, the attacker should roll a random Hit Location so it can be determined whether they're covered or vulnerable.
An attack against a target that lands on an obscured Hit Location will be blocked to the extent of the cover’s inherent protection. Cover can be partially negated by striking through the cover if the weapon is capable of penetrating it.
Evading
Evading in combat is to throw oneself clear of an overwhelming attack. This requires an Opposed Roll of the Evade skill of the defender versus the attacker’s pertinent roll. This could be anything from the Drive skill of a ramming battle tank to the spell casting skill of a magician. If the attacker wins then they inflict damage as per normal. If the defender wins, damage is completely avoided.
Whatever the result, the evasive gambit leaves the defender prone – usually requiring the character to regain their footing on their following turn – unless a Combat Style Trait or other circumstance prevents the evader going prone.
Knockback
An attack which imparts more damage than the SIZ of the recipient will, by default, result in the character being knocked back. The damage in this circumstance is before any reduction due to parrying or armor. On receiving such a blow, the recipient must pass an Easy Acrobatics or Standard Athletics roll to avoid falling prone. They are also thrust back one meter for every five points of damage (or fraction thereof) over their SIZ. Proactively using the Brace Combat Action can reduce or even negate the effects of knockback.
Leaping Attacks
Leaping attacks can be launched from a variety of situations. Most are triggered as part of an ambush or at the conclusion of a charge, but some creatures can leap atop an opponent without the need for a run-up or superior height.
A leaping attack is resolved with an Opposed Roll of the leaper’s Athletics skill versus the defender’s Brawn or Evade skill. Quadruped targets make the attack roll one Difficulty Grade harder. If the leaper wins then the defender is automatically knocked prone, with the attacker astride them. Failure means the defender has weathered or sidestepped the impact. If the winner of the Opposed Roll achieves one or more levels of success over their opponent, they may select suitable Combat Maneuvers as per normal combat.
No damage is inflicted as part of the leap; however, a subsequently prone victim cannot recover their footing until either their attacker leaves, or they eventually win a Combat Maneuver permitting them to Arise.
Leaping attacks only work against opponents of up to twice the attacker’s SIZ. A target can make themselves more difficult to knock down by proactive use of the Brace Combat Action, provided they are aware of the impending leap attack.
Outmaneuvering
A character facing multiple opponents can use movement to limit the number which can attack him at any time, constantly shifting position, forcing foes to interfere with one another. Outmaneuver requires that the character has room to move about and is not pinned in a confining area.
Outmaneuvering requires that the character engages their opponents in a group Opposed Roll of Evade skills. Every participant, both the maneuvering character and those foes who wish to corner him, must spend an Action Point. Then they each roll once; those who fail to beat the maneuvering character’s roll cannot attack him for the remainder of that Combat Round, being blocked by their allies or terrain features.
If the maneuvering character beats all of their opponents, they have the choice of safely engaging a single foe for the rest of that Round or Withdrawing from the fight completely.
Surprise
Surprise occurs when an unexpected attack is launched against opponents unaware of the attacker’s presence or intention. An ambush would be an example of the former, while treacherously turning on an unsuspecting ally during amiable conversation illustrates the latter.
The effects of surprise on a target are potent:
• The target suffers a –10 penalty to Initiative
• Until their Initiative arrives, they are considered flat-footed and cannot defend themselves
• The first attack on the target, if successful, gains a bonus Combat Maneuver
• For the remainder of the Round, they may not perform any offensive Action
Sweep Attacks
Sweep attacks occur at the Game Runner’s discretion, when weapons or creatures of unusual size attack a closely clumped group of opponents - for example, the scything tail of a huge dragon or the unstoppable charge of a giant triceratops – striking several foes simultaneously.
A sweep attack is made by applying a single attack roll of the weapon or creature to all targets in its path. Each defender must resolve the effects of the attack separately and any Combat Maneuvers imposed on the attacker are treated as having occurred concurrently.
Ranged Combat Rules
Ranged combat incorporates all forms of weaponry which require to be shot, thrown, or slung to strike their target. Ranged attacks are resolved in an identical way to close combat. However, Ranged Weapons can normally only be parried with shields; those without must rely on natural cover or use Evade to dive out of the line of fire. Thus, against lightly armored foes, Ranged Weapons can be formidable deterrents.
Each Ranged Weapon has several specific attributes which determine its effectiveness. Those with a key bearing on combat are as follows:
Force
The Ranged Weapon equivalent of Size. It is an abstract measure of the penetrative power
of a weapon or its ammunition to determine whether the blow overcomes a (shield) parry.
Damage Modifier
This Attribute shows whether or not the Damage Modifier of the attacker can be used to
boost the Ranged Weapon’s damage roll. In general, only self-drawn bows and thrown
weapons allow the user to apply their Damage Modifier.
Range
Three numbers separated by slashes, representing the maximum Close, Effective, and Long
ranges of the weapon or its ammunition. Close Range provides an Easy Difficulty Grade.
Effective Range has no significant modifiers. At Long Range, the weapon can still
inflict harm, but the amount of damage is halved, and Force is reduced by one step.
Load
The time in Turns taken to load or reload a weapon that fires ammunition. A character
can reduce the time spent loading or readying by use of the Rapid Reload Combat Maneuver.
Impale Size
The Size of an impaling weapon is different from the Force it strikes with. Ranged
impaling weapons have a special column denoting their actual size when considering the
hindrances caused by the Impale Combat Maneuver.
Situational Modifiers
As with close combat, situational modifiers may be applied when using Ranged Weapons in particular conditions. A character’s Combat Skill may be capped when using the weapon in difficult circumstances, such as throwing a spear while riding a horse.
Ranged Combat Situational Modifiers Table
Situation | Difficulty Grade |
---|---|
Light Wind1 | Hard |
Moderate Wind1 | Formidable |
Strong Wind1 | Herculean |
Gale, Storm, or Worse1 | Hopeless |
Target is Running | Hard |
Target is Sprinting | Formidable |
Target obscured by mist or is in partial darkness | Hard |
Target obscured by thick smoke or is in darkness | Formidable |
Target completely obscured | Herculean |
Target completely invisible | Impossible2 |
Target prone | Formidable |
Attacker prone3 | Herculean |
Attacker is on unstable ground | Hard |
Assumes the thrown weapon or ammunition is vulnerable to crosswinds, and supersedes the normal penalty imposed by the winds on normal skills.
Unless targets general location is revealed or known, then treat as Herculean.
Unless using a crossbow or firearm from a prepared position.
Aiming
By spending additional time aiming a Ranged Weapon, a character can potentially increase their chance of hitting. Aiming requires an entire Combat Round steadying the weapon and waiting for the best opportunity to release, for example withholding a bowshot for a momentary lull in the wind or until a target moves between two obstructions. By aiming, the character may reduce the difficulty of a Range or Situational Modifier by one grade. Additional Rounds spent aiming grant no further advantage.
Based on Mythras Imperative, Written by Pete Nash and Lawrence Whitaker, and published by The Design Mechanism, Copyright 2023.
Material on this site not covered by other ownership or copyright statements is Copyright © 2024 Robert Prince.