Combat
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 individually (see Attributes) - so some units on one side may not be suprised while others are.
A surprised individual cannot act during the surprise segment. Non-surprised charaters may move and attack freely. If everyone is 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 in order of level (equal levels occur simultaneously). A spell is spoiled if the caster is struck while casting or if they are fail a saving throw.
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:
- Flanking strikes first: combatants attacking a rear position (+2 to hit), and then from a flanking position resolve before all others.
- Weapon length: among un-flanked combatants, longer 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.
Folk Attacking
Roll d20: meet or exceed the number shown.
| Fighter | Cleric/Thief | Magic-User | AC 9 | AC 8 | AC 7 | AC 6 | AC 5 | AC 4 | AC 3 | AC 2 | AC 1 | AC 0 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1–3 | 1–4 | 1–5 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 4–6 | 5–8 | 6–10 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 7–9 | 9–12 | 11–15 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 10–12 | 13–16 | 16–20 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 13–15 | 17–20 | 21–25 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| 16+ | 21+ | 26+ | 1 | 1 | 1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Monsters Attacking
Roll d20 — meet or exceed the number shown.
| Monster HD | AC 9 | AC 8 | AC 7 | AC 6 | AC 5 | AC 4 | AC 3 | AC 2 | AC 1 | AC 0 |
|---|---|---|---|---|---|---|---|---|---|---|
| Up to 1 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 1+1 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 2–3 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 3–4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 4–6 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 6–8 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 9–10 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| 11+ | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
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 one of the following conditions are met. 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
- Incapacitation of a group's leader
- Half the group is down or routed
- Occurrence of something that is called out in a monster's entry (i.e., animal-types being afraid of fire).
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.