House Rules – Death & Dismemberment

Combat Mechanics – Wounds, Dismemberment and Death

  • In a melee involving Surprise, the combatant with the longest weapon, on the side with the Surprise Initiative, goes first. After all of the combatants on the “winning” side of Initiative have taken a turn, those on the “losing” side take a turn, again, with the longest weapon going first 
  • Fending Feat: A character with a weapon more than five feet long may make a Fending attack to keep an opponent at bay. If this attack has a successful ‘Hit’, their opponent takes 2 HP damage and must roll a Save vs Death to be able to attack this round. The PC making the Fend attack may fend off one opponent per two HD, rounding up (Ex.: a L3 Soldier may use an eight foot long spear to fend off two attackers, rolling to hit against each of them).
  • Critical Hits (nat 20) reduce your opponents’ AC by one until their armor can be repaired. HP damage is doubled. Repair costs 10% of the armor’s value. A character may sacrifice a shield to avoid a Critical Hit. Doing so adds +2 to their next Initiative roll in this combat.
  • Critical Fumbles (Natural or Modified d20 roll of 1 or 2) cause a weapon to become notched. A notched weapon causes -1 HP damage.
  •  A Nat 1 Critical Fumble is a notch and a drop. A PC who drops their weapon must take a melee round to pick it up again, or draw another to use to attack.

 

Weapon Quality Number of Notches before breaking Cost Multiplier
Cheap 1 X .5-.6
Basic 2 X .9 – 1.1
High Quality 4 X 40
Master-Crafted 6 X 100

 

Example: A Cheap longsword will become notched on a roll of 1 or 2. Make a note on your Character Sheet, because if there is another Critical Fumble, the longsword will break, becoming useless.

 

  • Attacking with Knife or Dagger: if a PC is in melee combat, using a knife or dagger (or similar, small weapon) and they score a hit with a Natural or Modified 20, they are able to get in close to their opponent, grip them, and make two attacks per following round, that hit automatically for maximum damage. An enemy (or PC) that is thus gripped may attempt to break free in lieu of an attack by making a STR check vs the opponents STR. A character in the grip of another in this manner may only attack with one-handed weapons, at -2 to hit.
  • Mounted Combat: all characters fight at -2 to hit while mounted, except those with the Mounted Combat Feat. A character may spend X GP and 8 weeks (- DEX bonus in weeks) training to fight while mounted. Mounts are categorized in four ranks, similar to weapons:

 

Mount Quality Combat Modifier Cost Multiplier
Poor 0 X .75
Average 0 X .9-1.1
Average +Trained or Excellent +1 AC X 20
Excellent + Trained +1 AC / (+2 damage with Mounted Combat proficiency) X 50

 

Initiative and Surprise

Before any combat takes place there is a check for surprise. In addition, the GM may make a Reaction roll, if the encounter is not necessarily an automatic attack.

 

After Surprise has been determined, any M-Us can declare if they are going to cast a spell.

 

For determining the sequence of combat/spellcasting in a combat turn (one minute) roll a d10 to find which of the ten 6-second Segments your PC will act on. Modify this roll as follows:

-2 if you attempt to Grapple the opponent

-1 for a Small Weapon

-1 for DEX of 14-17

-2 for DEX of 18

-1 for STR of 15-18

-1 for using long, thrusting weapon (can be a Halberd, without extra damage)

+1 DEX 4-7

+2 Dex 3

+1 for two-handed weapon (ex. Halberd with extra damage)[NOTE: Heavy, two-handed weapons can only be used once every other round UNLESS the bearer’s STR is 15 or more]

+1 for carrying a shield or wearing Light Armor

+2 for wearing Medium Armor

+3 for wearing Heavy Armor

 

Special: Multiple rate of fire weapons

ROF 2: First shot Segment 1, second shot Segment 6

ROF 3: First shot Segment 1, then Segment 4, then Segment 7

 

When Segment number has been determined, M-Us will add their casting time to this number to find out when their spell executes. If an M-U is struck or jostled during casting, the spell is lost.

 

Missile Weapons attack in a Volley, which is to say the target is randomized. (Within about 30 degrees of arc in the shooting direction) If a character is armed with a shield, they can voluntarily become the target of a volley shot against an adjacent character.

 

Combat effects in a given segment are nearly simultaneous, but if two happen on the same Segment, are resolved in this order:

Missiles, Melee, Spells