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.
| Armor | AC |
|---|---|
| No armor | 9 |
| Shield only | 8 |
| Leather | 7 |
| Leather + shield | 6 |
| Chain mail | 5 |
| Chain + shield | 4 |
| Plate mail | 3 |
| Plate + shield | 2 |
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:
- 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.
- 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.
| 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 |
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 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 |
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.