Resolving the Battle

Combat makes the most concentrated use of the task resolution system of any situation that can occur in the game, the Block and Parry aspects of the character’s Weapon skills, or the target’s Dodge DV, or even some combination of these in the case of the Warrior trades), being tested by their opponents’ attacks by means of their own Weapon skills.

Any clash of arms is resolved by means of percentile dice, using the attacker’s AV and the defender’s DV to find the percentage chance of success, as described under the heading “Task Resolution”.

For a direct challenge in battle, a common “pass of arms”, the GM takes the attacker’s Weapon (or Brawling) AV and the defender’s Weapon (or Brawling, or Shield) AV and cross-indexes them on the table in “Task Resolution”, using the defender’s Defense AV as the DV, to determine the attacker’s % chance of success normally, then calling for the player of the attacker to roll d100 against the character’s % chance to determine if he strikes true.

  • IF the player of the attacker succeeds in rolling less than or equal to the % chance, the attacking character strikes his opponent.
  • IF using the optional END rules, one point is expended by both attacker and defender at this time.
  • IF the attacker fails to roll less than or equal to the % chance, the attacking character misses his opponent.
  • IF using the optional END rules, one point is expended by both attacker and defender at this time.

In missing, the attacker ends up just off balance enough and with his guard just down enough to require a moment to recover, leaving him open. This allows the defender an opportunity to either offer an immediate Reprisal (returning the attack) OR to disengage and Move away (as follows).

Resolving Ranged Attacks

Both Hurled and Missile (bow, sling, spear-thrower) ranged attacks provide the only exceptions to the normal (Contested Roll) procedure for resolving attacks. These attacks are made using their usual AV’s, but are resolved by using a simple roll against:

  • a) the target’s Dodge (including ONLY Acrobat bonus, as applicable, NOT including any Player or Silver Tongue skill bonus), BUT, only if the target is aware of his danger.
  • b) the target’s raw AGL att. mod. (including shield modifier, as applicable), BUT only if the target is unaware of his danger AND is engaged in some activity that indicates he must also be in motion.

In either case, if the target is actually moving from point to point on the display, his speed in mph’s is added to the DV. In addition, a shield provides a modifier based on the degree of coverage it provides relative to the (modified) STA of the one carrying it. This is explained in the description of the Dodge DV in character generation, “Tactical Attributes”. This is applied after the rate of speed modifier is added (as applicable).

  • c) a DV of one (1), BUT the target must be unaware of his danger AND relatively stationary (GM’s discretion)

This is due to the fact that hurled weapons travel roughly 50 feet per second and arrows roughly 200 feet per second. The target does not have time to assess the bowman’s intent as to specific target nor the moment the weapon is loosed at him, so he can time his movements and determine the best time and direction

Misses & Stray Fire

When a missile or hurled attack misses the mark, the attacker and the location of the target describe a line of fire. This is of immediate importance to those lying beyond the target who might be hit when the original target is missed. If, by stretching a string or thread or laying a straight-edge from the attacker to the target and beyond crosses the Zone of any other combatant, the GM should make a check to see if they are struck, as if they were the intended target, with the exception that a Progressive modifier is added to the DV to hit for every point by which the new target is smaller in (modified STA) than the original target, or subtracted from that DV if they are larger than the original target.

If the new target is missed as well, the line of fire is extended again to see if anything or one else lies beyond and checks made for each until that portion of the range at which the original target lay is exhausted. The original arc of the flight is only sufficient for that portion of range. Its arc takes it down to the ground when it passes the limit of the range at which it was originally fired.