Melee combat is any combat that happens within several meters, where participants fight either with wielded or natural weapons. The melee weapons a character can use are listed as part of their Combat Style skills.
Melee Combat Circumstance Modifiers
Like all tests, tests made in melee combat should always be subject to difficulty based on the environment or circumstances in which the combat is happening. Disadvantageous circumstances can be rated in a simple scale by the GM and should not usually be worse than -30. The table below provides the scale and some examples.
Melee Combat Circumstances Modifiers
| Modifier | Common Examples |
|---|---|
| Minor Disadvantage (-10) | Fighting in poor visibility. |
| Disadvantage (-20) | Fighting from lower ground or prone. |
| Major Disadvantage (-30) | Fighting blind. |
Mounted Combat
Mounted Combat
Mounted combat functions like normal combat, but with a few key differences:
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- Mounted characters can Evade (Reaction) ranged attacks but only while moving. They cannot evade melee attacks (except those from other mounted characters), though their mount can.
- Mounted characters may Parry (Reaction) or Counter-Attack (Reaction) in response to attacks against their mount.
- Mounted characters use their mount’s Speed.
- The GM may rule that ranged attacks that miss the character or their mount hit the other target instead.
Multiple Opponents
Multiple Opponents
Facing multiple opponents can be dangerous. While a character suffers no direct penalties for doing so, they can soon become swamped and run out of Action Points with which to defend themself. Remember that once all their AP for a round have been expended the character is treated as having failed their defense roll against any subsequent attacks, meaning they quickly becomes vulnerable to the others.
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Dual Wielding
Dual Wielding
Some characters fight with two one handed weapons at once as a part of their Combat STyle and may choose to Attack (Primary Action), Parry (Reaction), or Counter-Attack (Reaction) with either one.
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Cover
Cover
Cover is used by characters to obstruct attacks against them, either in ranged or close combat. This occurs by either physically blocking a blow, or by obscuring the exact location of the target. If the character is incapable of seeing their target, they simply cannot attack them unless they have another way of knowing that they are there. Otherwise they suffer a circumstance penalty to attack targets who are trying to use cover that their attack cannot penetrate based on the GM’s judgment of the level of the cover. If the target is protected by cover that the attack can penetrate with relative ease, the attacker suffers no penalty to hit but rolls twice and chooses the lower value for damage.
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Improvised Weaponry
Improvised Weaponry
In certain cases a character might find themselves forced to fight using improvised weaponry. Attacks with improvised weapons suffer the usual -20 Untrained penalty unless the character’s Combat Style includes improvised weapons. The table below provides a set of guidelines for the GM.
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Type Damage Range Tiny 1d4 1m (gain Small (Weapon Quality)) Small 1d6 1m Medium 1d8 2m Large 1d10 3m Huge 1d12 4m The GM should feel free to give certain improvised weapons appropriate weapon qualities based on the type of object.
Unarmed Combat
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