MACE

Combat

Armor Class

Armor reduces hit probability by lowering Armor Class (AC). Lower numbers are better. Unarmored is AC 9; the best normal equipment reaches AC 2.

ArmorAC
No armor9
Shield only8
Leather7
Leather + shield6
Chain mail5
Chain + shield4
Plate mail3
Plate + shield2

Magic armor and extraordinary circumstances can push AC below 2.


Surprise

Before combat begins, both sides roll 1d6. A result of 1–2 means that side is surprised. Apply each combatant's Wisdom Surprise Modifier (see Attributes).

A surprised side cannot act during the surprise segment. The non-surprised side may move and attack freely. If both sides are surprised, no one acts and normal initiative begins.


The Combat Round

Combat uses a move/counter-move system. Each round proceeds through seven phases. After step 6, if fighting continues, return to step 1.

1. Initiative

Both sides roll 1d6. The higher roll wins initiative and chooses whether to be the Mover or the Counter-Mover for this round.

Ties: both sides act as Movers.

2. Movers Move — Counter-Movers Fire

  • Movers advance, retreat, or reposition.
  • Stationary Counter-Movers who have missile weapons fire their first missile volley at the moving enemy. Movers who hold position do not fire here.

3. Counter-Movers Move — Movers Fire

  • Counter-Movers advance, retreat, or reposition.
  • Stationary Movers who did not move in step 2 fire their first missile volley now.

4. Magic

All spells are cast simultaneously. A spell is spoiled if the caster is struck while casting or if they are already in melee.

Spells require one full round of preparation before they can be cast. A caster who begins preparing a spell in round 1 may cast it in round 2 — provided they are not struck or forced into melee during the preparation round.

5. Remaining Missile Fire

All remaining missile fire (combatants who moved this round and can still shoot, second shots, etc.) happens simultaneously.

6. Melee

Melee is resolved in order:

  1. Flanking strikes first — combatants attacking from a left flank (+2 to hit) or rear (+2 to hit) resolve before all others. A target struck from the rear cannot attack back and loses next round's initiative.
  2. Weapon length — among un-flanked combatants, longer weapons strike first. In subsequent rounds, shorter weapons strike first. Equal-length weapons strike simultaneously.

7. Repeat

If any combatants remain, return to step 1. Check Morale whenever a casualty threshold is reached in any phase (see Morale below).


Attack Rolls

Roll 1d20 and apply modifiers. If the result meets or exceeds the number on the matrix for your class/level versus the target's AC, the attack hits.

  • Melee: Add Melee To-Hit modifier based on Strength to the roll.
  • Missile: Add Missile To-Hit modifier based on Dexterity to the roll.

Men Attacking

Roll d20 — meet or exceed the number shown.

FighterCleric/ThiefMagic-UserAC 9AC 8AC 7AC 6AC 5AC 4AC 3AC 2AC 1AC 0
1–31–41–510111213141516171819
4–65–86–10891011121314151617
7–99–1211–15567891011121314
10–1213–1616–203456789101112
13–1517–2021–2512345678910
16+21+26+1111234567

Thieves use the Cleric column. Demi-human classes use the column matching their combat ability.

Monsters Attacking

Roll d20 — meet or exceed the number shown.

Monster HDAC 9AC 8AC 7AC 6AC 5AC 4AC 3AC 2AC 1AC 0
Up to 110111213141516171819
1+19101112131415161718
2–3891011121314151617
3–46789101112131415
4–6567891011121314
6–845678910111213
9–10234567891011
11+0123456789

Number of Attacks

Combat type determines how many attacks a combatant makes per round.

Non-fantastic combat — between opponents where one side has ≥4× the Hit Dice of the other, or where all opponents have 1 HD or fewer:

  • Men attack a number of times equal to their Fighting Capability (FC) (see class tables).
  • Monsters attack a number of times equal to their HD, with any plus (e.g. 2+1) adjusting one of those attacks rather than adding a full extra.

Fantastic combat — any melee involving a monster of more than 1 HD against opponents within a 4:1 ratio:

  • Typically 1 attack per round per combatant.
  • Multi-attack monsters (dragons, giants, etc.) follow their individual entries.

Damage

On a hit, roll the weapon's damage die. Add Strength modifier to melee damage (Fighters only receive bonuses; all classes suffer penalties). See Weapons for damage by weapon type.


Morale

Check morale whenever a casualty threshold is met during any phase of the round — not just at round's end. Roll 2d6; if the result exceeds the group's Morale score, they break: surrendering or fleeing as the referee sees fit.

Check morale when:

  • The first casualty of a group falls
  • Half the group is down or routed
  • The leader is slain

Retainers and hirelings use their Loyalty score in place of Morale. Player characters never check morale.


Death

A character reduced to 0 HP or less is dead.

TODO: add my horrible wounds rules as an option.