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Table of Contents
Basic Attacks
A character in combat can always make a basic attack–either striking with a melee weapon, pummeling an opponent with a fist, or firing a ranged weapon at them. These basic attacks are the building blocks for more complex maneuvers, and many classes offer upgrades to them. Further, most classes offer improved basic attacks, allowing a character to deal more damage in later levels, or even granting some immediate benefits to damage.
Basic attacks—and, indeed, all other attacks—typically use a damage code that expresses the number of dice rolled for damage. This is a number, followed by [W], which stands for, “the normal damage die and type for this weapon”, For example, a club inflicts d8 Blunt damage; therefore, if directed to apply 2[W] damage, and you have used a club, you would inflict 2d8 Blunt damage.
Basic Melee Attack
Time Required: Simple Action
Skill: According to weapon
You strike a foe with a weapon held in hand. Make a skill check with the weapon skill appropriate to your weapon. Many melee weapon skills are based off of Body, but the Blades skill is based off Dexterity. Roll your weapon skill vs. your target's Agility defence.
- Hit: You strike your foe and inflict 2[W] damage, plus an amount equal to your Body attribute. If the weapon was wielded in both hands, it inflicts +1[W] damage.
- Miss: You fail to strike your foe, but still cause them to dodge. This will inflict 1[W] damage, plus an amount equal to your Body attribute. This damage is Non-Lethal; it can never cause hit points of damage.
Basic Unarmed Attack
Time Required: Simple Action
Skill: Unarmed Combat
You strike a foe with a fist, foot, head, knee or other appendage. This is riskier than using a weapon; if your opponent is armed, making an unarmed attack against them provokes a Counterattack. Roll Unarmed Combat vs. your target's Agility defence.
- Hit: You inflict 2[W] Blunt damage, plus an amount equal to your Body attribute. This damage is Non-Lethal; it can never cause hit points of damage.
- Miss: You fail to strike your foe, but still cause them to dodge. This will inflict 1[W] stamina damage, plus an amount equal to your Body attribute, but again, is Non-Lethal.
For most characters, their unarmed combat damage die is a d4. However, many things can adjust this, from specialized training in unarmed combat, to ancestry-specific traits such as sharp teeth and claws.
Basic Ranged Attack
Time Required: Simple Action
Skill: According to weapon
You make an attack against a foe with a ranged weapon. You must have at least one point of ammunition available of a type appropriate for your weapon, but you do not need to expend any ammunition for a basic attack. Roll your weapon skill vs. your target's Agility defence.
- Hit: You strike your foe and inflict 2[W] damage, plus an amount equal to your Dexterity attribute. If the weapon was wielded in two hands—as are most bows and crossbows—the attack inflicts +1[W] damage.
- Miss: You fail to strike your foe, but still cause them to dodge. This will inflict 1[W] damage, plus an amount equal to your Dexterity attribute. This damage is Non-Lethal; it can never cause hit points of damage.
Ranged weapons are, as the name suggests, intended to be used at range. If you make a ranged attack while a foe is adjacent to you, you provoke a Counterattack. Your attack roll will suffer a penalty if the target is further than fifteen meters away from you, as outlined in the table below.
Range | Penalty |
---|---|
0-15m | None |
16-30m | -2 |
31-60m | -4 |
61-120m | -6 |
121+m | -8 |
Basic Thrown Weapon Attack
Time Required: Simple Action
Skill: Thrown Weapons
You hurl a weapon held in hand at your foe. Almost any weapon can be thrown, but some are designed for it. Roll Thrown Weapons vs. your target's Agility defence.
- Hit: You strike your foe and inflict 2[W] damage, plus an amount equal to your Body attribute.
- Miss: You fail to strike your foe, but still cause them to dodge. This will inflict 1[W] damage, plus an amount equal to your Body attribute. This damage is Non-Lethal; it can never cause hit points of damage.
As with other ranged weapons, thrown weapons provoke a Counterattack if hurled while adjacent to a foe. Also, they suffer range penalties, as with other ranged weapons. However, the effective range to a target is doubled for a thrown weapon, and doubled again if the weapon being thrown lacks the Thrown property. You cannot throw a Heavy weapon unless that weapon has the Thrown property, and even then, the effective range to the target is doubled again.
As an example, Sir Roland hurls his seax at a foe that is ten meters away. Because the weapon is being thrown, the effective range is doubled, to twenty meters; because the seax does not have the Thrown property, the range is doubled again, to forty meters. According to the range penalty chart, that will inflict a -4 penalty to his attack roll.
A thrown weapon falls into the square occupied by the target, regardless of hit or miss. A character in that square can pick the weapon up as a quick action. After combat, a character can, of course, recover any thrown weapons.