Combat can be either an exchange- or turn-based, as fits the scene and the players’ preferences. In exchange-based fights, both combatants roll at the same time. In turn-based combat, the players take turns based on initiative (Alertness, with ties broken by Resolve, and then by the combat skill being used, and finally the character closest to the GM's right). In either case, the winner inflicts a number of points of Health stress on the loser equal to the number of shifts that he got, with the following bonuses/penalties.
Attacker's Weapon
| 0 |
Unarmed |
| +1 |
Dagger, javelin, bow, improvised weapon |
| +2 |
Most weapons |
| +3 |
Great sword, great axe |
Defender's Armor
| 0 |
Unarmored |
| -1 |
Leather or light scale |
| -2 |
Chainmail or heavy scale |
| -3 |
Legionary armor |
Situational bonuses
- Half attacker's Might, rounded down.
- Defender is using a shield (and attacker is not using an axe): -1 shift.
- Attacker uses an axe or great axe vs. a defender using a shield: +1 shift.
- Attacker uses a mace vs. defender wearing chain mail: +1 shift (that is, a net -1 shift for armor).
- Height (including mounted vs. foot): +1
- Fighting from cover: +1.
- Attacking while getting up from knockdown, or while rearming: -1.
- Surprised: -1.
- Immobilized: -2.
Fighting Defensively
If you fight in "full defense" mode, you get a +2 to your skill roll in an exchange, but if you win you don't do damage. In turn-based combat, you add +2 to your defense roll, but you don't get an attack. In either case, however, if you get 3 or more shifts, you may get spin.
Maneuvers
Maneuvers that are actions that are taken, usually in combat, to change the scene in some way without attacking another character. They usually involve a skill roll, which could be uncontested or opposed. Maneuvers can add or remove a temporary aspect to/from a scene or character, which other characters can tag or compel. Expending a fate point to add or remove the aspect is usually required (and earns the character a free tag). Some sample maneuvers include:
| Maneuver |
Description |
| Blinding |
Adds the "Blinded aspect to the target. Typically requires the character to make a Weapons or other appropriate roll against the target's Athletics. |
| Disarming |
Forces the target to drop his weapon or otherwise makes the weapon useless. The number of shifts that the maneuver succeeds by are added to the penalty to the defender's supplemental action penalty when he tries to rearm. |
| Indirect attack |
The character does something to the target that's not a direct attack, but inconveniences the target or sets up an aspect that makes his attack more difficult. Examples are: pushing over a stack of crates onto him (Might vs. Athletics, aspect: Pinned) or rolling marbles onto the floor (Weapons vs. Athletics, aspect: off-balance). |
| Pushing |
Pushing a target requires a successful attacks (Fists or Might), and must generate a number of shifts equal to the weight of the target +1 for each zone the target is pushed. (A 100 lb person has a weight of 1, a 150 lb person 2, a 200 lb person 3). In a push, the pusher moves with the target. |
| Throw or Knockback |
Similar to pushing, but the pusher does not move, only the target does. A 1-zone throw or knockback requires a number of shifts equal to the weight of the target +1. Each additional zone costs as much as the previous zone did, plus one. (Example: Throwing a 150 lb man one zone requires 3 shifts; 2 zones, 7 shifts (the original 3, plus 4 for the second zone), 3 zones, 12 shifts (3+4+5), and so on.) |
Grappling
The combatants make an exchange of Fists rolls. The attacker must drop his weapon and shield; the defender can use his Weapon skill if he has a weapon in hand. If the attacker wins, he holds the defender and the defender drops his weapon but may keep his shield, which provides a +1 to future rolls.
| If you are |
You can |
| Grappled |
- Win another Fists exchange to break free or (if you’ve dropped your weapon and shield) reverse the grapple (become the grappler)
- Win an Might or Fists exchange at +1 to draw a dagger. (If you attack with the dagger next round, the fight either reverts to Weapon, or your opponents Fists vs. your Weapon as in the initial grapple.)
|
| Grappling |
- Win another Fists exchange to pin your opponent.
- Make a Fists roll vs. your opponent’s armor and shield bonus to do damage.
- Win a Might or Fists exchange at +1 to draw a dagger. (If you attack with the dagger next round, you must release the grapple, and the fight reverts to Weapon. If you already pinned him, however, he defends against the attack at –2.)
- Win a Fists exchange to throw the defender to the ground to do damage. This releases the grapple, however.
|
Multiple Opponents
When multiple opponents attack a PC simultaneously, the GM makes a single roll for them, based on the attack of their leader (that is, the highest Fists, Weapons, or (for mooks) Toughness among them), and modifies it by the total number of opponents that the PC is facing as follows. Their shifts are modified for their weapon and armor.
| Odds (opponents vs. PC) |
Bonus |
| 2:1 or 3:1 |
+1 |
| 4:1 to 6:1 |
+2
|
| 7:1 to 9:1 |
+3 |
| 10:1 or higher |
+4 |
Example: If a barbarian chieftain with Great Weapons led 4 warriors against a PC, the GM would roll with a Weapons of 6 (4 for the chieftain, +2 for the odds).
Mooks
In general, nameless rabble faced as opponents opponents will have only a single rating, Toughness, which represents both their combat roll (with appropriate bonuses for weapons and armor), and the amount of stress required to take them out. Such opponents do not take consequences. If a PC attacks multiple opponents simultaneously, any stress that “blows through” one opponent is applied to the next one.
| Toughness |
Examples |
| Mediocre (0) |
Peasants, city folk |
| Average (1) |
Bandits |
| Fair (2) |
Auxiliaries, barbarian levies, inexperienced gladiators |
| Good (3) |
Legionaires, experienced barbarians, experienced gladiators |
| Great (4) |
Experienced legionaires, praetorian guards, barbarian chieftain, exceptional gladiators |
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