Positions / Ambush / Initiative / Resolve.
Basic Attack and Defense Test Table
COMBAT
Violent conflict on Aeranos can range from a simple fistfight between two brawlers to epic battles between armies. Combatants can use everything from barstools to swords, to bows to pistols, to powerful arcane spells. The following rules are meant to provide the framework and rules necessary to resolve such conflicts with enough detail to make it interesting and enough speed to keep the story moving.
Although this section is called the combat section, these rules can be used anytime you need to keep close track of time and the characters' actions, even in non-violent situations.
A melee zone surrounds every combatant currently wielding a melee weapon, extending into any nearby space he can reach with his current weapon.
When you enter an enemy’s melee zone while moving, he can stop you, but only if he’s not already engaged in combat with someone else.
When a combatant engages an opponent by attacking or defending, his melee zone becomes centered on his current opponent, and the rest of his zone temporarily goes away.
Certain abilities allow a combatant to declare the zone against more than one opponent.
Ranged weapons don’t generate a melee zone.
A turn is the time it takes for each combatant in a fight to make one or two swings and parries with a weapon, knock and fire an arrow, cast a simple spell, or perform some other basic action.
1. Positions |
Determine initial positions. Often this will be a simple matter of logic. The GM is always the final arbiter of everyone's starting positions.
Fathak is outside of a Nas-Kudra chieftain's stronghold. He's hiding less than a dozen paces from a pair of kudra guards, who haven't noticed him... yet.
2. Ambush! |
Check for an ambush situation. Often this only happens before the first turn of combat, but there might be an individual, or force, waiting for an opportune moment to strike.
Common Conditions | Modifiers |
Terrain disadvantageous for hiding | 1 to 2 penalty dice |
Terrain advantageous for hiding | 1 to 2 bonus dice |
Ambusher has had more than 1 day to prepare | 1 bonus die |
Per 5 people in the Ambush | 1 penalty die |
If there's only one ambusher, roll a stealth test with GM modifiers.
Unless those being ambushed are actively searching, use the passive skill of the combatant with the highest Awareness.
If there are multiple attackers, use the highest stealth skill and add modifiers.
If there hasn't been time to set up, use the lowest stealth skill instead.
If defenders are actively searching for dangers, they each get a standard Awareness test.
If the ambush is successful, the attacker's party gets a +10 Initiative. If that's enough to go first, everyone in the party gets a free action with a bonus die before turns begin.
Although his normal routine requires a witty quip or two before engaging in combat, Fathak decides that stabbing at least one of the guards in the back is the better part of valor in this situation. He rolls an AGILITY+STEALTH +2d6 and gets a 16. While the two guards aren't particularly vigilant, they are 'on duty' so each gets an awareness test. Their Awareness is 5, and each rolls less than Fathak's 16, so he gets a +10 to Initiative, which is enough to go first. He gets a free action with a bonus die before combat turns begin.
4. Initiative |
The highest initiative has the opportunity of acting first.
Remember that the particular weapon or action you are using might alter your initiative.
Anytime before your action, you can choose to lower your initiative to a new number.
Acting on the same initiative means that both characters perform their actions at the same time.
If the GM and players prefer, each combatant can roll 2d6 + Initiative.
Fathak’s initiative is higher than the guards, so not only does he get his free action for Ambushing, but he gets the opportunity to act first in the first turn as well.
5. Resolve |
The GM decides what each combatant in the initiative order needs to roll to resolve their actions for the turn.
Your character can perform a variety of simple actions.
Examples include speaking a sentence or two, kicking open an unlocked door, moving less than ten feet over easy terrain, or sheathing/unsheathing a single melee weapon.
If there's some doubt of the success AND requiring a test would add excitement to the game, consider it a Skill test instead of a Simple action.
This covers combat uses of all the other skills on the character sheet, as well as generally non-combat spells used in combat.
Only make a skill test if the outcome is in doubt, or if it adds excitement to the game.
Even ordinarily easy skill tests made in the heat of battle might prove difficult.
Wound penalty modifiers apply to these tests.
Remember the limited time limit on a turn. Performing longer actions might incur additional penalties, prevent movement or other actions, and/or take several combat turns to complete.
You can move up to half your movement rate before or after your attack. You can also choose to split your move, before and after your attack.
Attack actions are used with the brawl skill, weapon skill, combat spells, or certain magic items.
Your attack test must be greater than your opponent’s defense test in order to succeed.
Unless rendered helpless, your target will always have a chance to defend.
Attack tests with a result lower than 1 automatically fail without needing a defense test.
See full rules on Attacks below.
You forego a possible attack to gain a bonus die to all defense tests until your next action.
You forego attack actions to move your full movement this turn.
You may sprint at double your movement for the turn by taking a penalty die to any defense tests until your next action.
The GM may allow Skill test actions during a Run.
The GM may require an athletics test to avoid dangers.
Intercept rules should only be used if getting from point A to point B is contested.
Each character rolls an athletics test modified by the GM for the particular situation.
Faster movement and higher initiative generally get bonus modifiers. If the block is successful the GM has final say on where and how.
If your attack total is at least 1, and greater than the Defense Result then:
(The difference + Damage Stat and Weapon modifier) - Target Toughness = Wound level (minimum minor)
Example: (Attack 15 - Defense 10=5) + (Strength 5 + Weapon mod 2=7) - Target Toughness 9 = Wound Level 3 (Serious)
Primary Stat + Skill level + modifiers + 2d6.
Base Skill | Primary Stat | Skill |
Brawl, Melee & Thrown weapons, | Agility | Brawl, Lt bladed, Bladed, Hafted, polearm, thrown, Dodge |
Ranged Weapons | Perception | Bow, Crossbow, Firearm |
Spells & most Spellcasting Items | Intelligence | Spellcraft |
Only those with the proper Specialty or creatures with the right ability can make more than one attack per turn.
Even those fighting with two weapons only get one attack, without the proper technique.
Only one spell can be cast per turn, even if one or both of the spells has a casting time of instant.
Brawling attacks against an opponent with a melee weapon have -1 penalty die.
Brawling defenses against an opponent with a melee weapon have 2 penalty dice.
If the target of your brawl attack successfully parries with a melee weapon, you receive a light wound.
Without the right Specialty, you can't use a brawl defense against ranged attacks.
Weapons with Reach can attack 10’ away, and over a melee ally, and get to attack and damage first in the case of simultaneous initiative actions unless used against other reach weapons.
A successful melee weapon defense against a brawl attack causes a light wound to the attacker.
You can't normally use a melee weapon defense against ranged attacks unless using a shield. Shields use your current melee weapon skill + their own parry bonus.
Each range category past the first imposes a penalty die.
Weapons can't be thrown beyond their max range.
Firing a ranged weapon while in an enemy melee zone imposes a penalty die to the attack and to your defense tests for the turn.
Each range category past the first imposes a penalty die.
Missing by 4 or less will attack a random target adjacent to the intended.
Using a ranged weapon to defend yourself imposes a penalty die. How long the weapon lasts before breaking is up to the GM.
Unless otherwise noted in the spell, use the spell test as the attack or defense test.
By subtracting a penalty die from your attack, you can choose to halve the wound result of a successful hit (rounded down).
Targets that are unconscious, sleeping, or unable to move have a total of 4 Defense.
If the attacker spends a whole turn without being attacked themself, they can usually eliminate the defenseless target's armor bonus to Toughness.
You must match or beat the attack test in order to successfully defend.
There is no limit to the number of times a defender can make a defense test. Each active attempt after the first imposes a -1 penalty to the test.
The defender can choose a passive defense (+4 instead of 2d6) for free, without stacking up the -1 penalties, but this must be done before the attack test.
You must be free to move about in order to dodge an attack. Being tied up or bound may impose a negative modifier or make dodging physically impossible.
Attacks have a damage modifier.
Even if the end damage result is 0 or lower, the target takes a minor wound.
Traps, the elements, falling, and poison are just a few of the multitude of other sources of injury. Some of these are listed under Wounds, Injury, and Healing.
The damage result of the attack determines what level of wound the target takes.
Even a 0 or less results in a minor wound.
You only subtract your highest wound modifier from your tests.
For example, if you have two minor wounds, one light wound, and a serious wound, you have a -4 wound modifier on all of your tests. If you later heal the serious wound, you have a -1 wound modifier to all of your tests.
For more details on Wounds see the Wounds, Injuries, and Healing chapter.
Damage Result | Wound Level | Modifier & Tests |
0 or less | Minor | -0. No survival test. |
1 | Light | -1 wound modifier. No survival test. |
2 | Moderate | 1 penalty die. SUR=Conscious, Fail by 5=death |
3 | Serious | 2 penalty dice. SUR=Live, Succ. by 5=Conscious |
4 | Critical | 3 penalty dice. SUR=Live, Succ. by 15=Conscious |
5 + | Mortal | No actions. SUR-3 Penalty dice =Live Successes/turns |
Characters get survival points through GM rewards and by cashing in Fate points.
You may spend Survival points equal to the wound level to convert it to a light wound.
This decision must be made on the turn you take the wound.
Taen takes a Serious wound (level 3), she can decide to spend 3 survival points to turn that wound into a light wound instead. If she only has 2 survival points, she can’t change the wound.
The Fate Points you earn from Disadvantages can be cashed in for survival points as well.
Fathak's first attack: 20
AGILITY 6 + Weapon Skill 3 + 1 for Dual Weapon 2 technique + 2d6 = 20.
Kudra's defense: 10
AGILITY 3 + DODGE 2 - 4 Ambush mod + 2d6 = 10.
Fathak hits really hard!
Fathak's damage: 17
(Attack 20 - defense 10) + STRENGTH 5 + Weapon Damage 2 = 17.
Kudra's Wound: Level 8
Damage 17 - Kudra Toughness 9 = 8 wound levels.
Since anything above 4 is a mortal wound, the GM calls it a clean kill, describing how Fathak's blade gently sinks into the soft flesh of the kudra's throat and topples the creature with barely a sound.
Now the actual combat turn begins. Since Fathak still has a higher initiative, he attacks again, but this time against a startled but wary opponent. He rolls an 8 this time, for an attack total of 18. The remaining kudra uses its spear and defends with a parry total of 12. Another hit for Fathak. The difference + his weapon and strength damage is 13.
Compared to the kudra's toughness of 9 we see that Fathak did 4 wound levels. A critical wound! The GM could now roll a survival test for the kudra, but since the creature is basically a grunt, and has practically no chance of remaining conscious, he states that the second kudra falls nearly as cleanly as the first, only managing a few rasping, blood choked curses before expiring.
These maneuvers can be attempted by any combatant.
Some require a certain kind of attack.
Characters with the Gift of the Warrior specialty will have additional adept techniques available.
Called shots are announced directly before your attack test.
If you were off by 2 or less, you still manage a standard attack hit.
If you were off by more than 2, you missed the target altogether.
Called shots are not used to hit an unarmored spot on a standard opponent.
Location | Modifier | Special Effects |
Torso | 1 Penalty die | Damage bonus equals your penalty roll. |
Leg | 1 Penalty die | Damage bonus equals your penalty roll. |
Arm | 1 Penalty die | Damage bonus equals penalty. |
Head | 2 Penalty dice | Damage bonus equals your penalty roll. |
Modifier: 2 Penalty dice
A successful attack does no damage, instead knocking a target’s held weapon or item away.
Can't normally be attempted with thrown or ranged weapon attacks.
Modifier: 1 Penalty die
In addition to damage, steer your opponent backward or sideways five feet per success level.
Can't be attempted with thrown or ranged weapon attacks.
Modifier: 1 Penalty die
Lock weapons with an opponent, or grapple them and try to hold them hostage.
A successful attack does no damage.
You become the 'Aggressor' in a pin which prevents the defender from moving and allows you to make future attacks against that opponent with a +2 modifier.
You may move yourself and the opponent no more than five feet per turn while pinning.
This maneuver can't normally be attempted with thrown or ranged weapon attacks.
Modifier: 1 Penalty die
Break another's current pin 'aggressor' status against you.
Failure in this 'attack' allows the aggressor an immediate attack against you with +2.
Modifier: 1 Penalty die
In addition to damage, you knock your opponent prone.
Modifier: 1 Penalty die
Once per turn you may attempt to use your own defense test to defend an adjacent ally.
You have a Penalty die to melee attacks and melee defenses while prone.
You have a Penalty die to defense tests against close-range attacks.
You have a Bonus die to defense tests against all other ranged attacks.
It normally takes the Movement action to stand up. You can stand up as a half move with a successful Athletics test.
Cover Amount | Modifier to Attack | Defender's Speed and Body Tests |
Up to Half Cover | 1 Penalty Die | 1 Bonus Die |
Half to Nine-tenths. | 2 Penalty Dice | 1 Bonus Die |
Any attack that misses by 4 or less is considered to have struck the cover instead.
For every two attackers, all allies gain a cumulative +1 modifier to their attack tests.
Generally, no more than six standard-sized combatants can attack one standard-sized target.
Larger targets can be attacked by two extra combatants per difference in size.
Smaller targets can be attacked by two fewer combatants per difference in size.
If the target is flying, or some of the attackers are flying, this number might be altered since there are more angles from which to attack.
2 Penalty dice to all attack and defense tests.
Awareness Test with a Penalty die vs. 10 (or target’s stealth test) to pick the correct, adjacent melee target.
Awareness Test with 2 Penalty dice vs. 10 (or target’s stealth) to pick the correct, ranged target.
Movement beyond 10 feet, through any difficult terrain, requires an Athletics test with 2 Penalty dice. Failure results in falling prone and possible damage.
Certain racial traits and magical effects, lessen or eliminate the below modifiers.
Light Source | Modifier |
Deep Shade to starlight | 1 Penalty die |
Near Pitch Black | 2 Penalty dice |
Total Absence of light | As Blinded |
Riding a horse or another mount in a non-combat, non-stressful situation usually doesn't require an Athletics test.
You need to spend an action to make an Athletics test when fighting from the back of a mount.
Each success level on your Athletics test can be used as a Bonus die to one of your mount's dodge attempts. When those successes are used up, you don't get more until you spend an action to make a new Riding Athletics skill test.
You have Bonus die to attack and defend against regular-sized, unmounted opponents.
Attacking smaller opponents grants no benefit or disadvantage.
Larger opponents could still have size-based modifiers to hit you.
When fighting from a mount, you use the mount's movement instead of your own. A mount can even sprint and still allow you an action, though your action incurs a Penalty die.
If your mount is trained for war, it can make its own attack on your initiative.
If your mount takes damage, its wound modifiers affect you while you are mounted. In addition, you are required to make an immediate Athletics test with the wound modifier to keep from being thrown. Being thrown requires a speed test (modified by the GM based on the terrain). Every 2 points of failure result in 1 level of wound to the rider from a bad fall.