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CLOSE COMBAT
A
character can change weapons as part of the charge action (e.g. drawing a
sword) but loses the +10% charge bonus if he does so.
Make
a Charge action. Character with weapon with Reach 4 or more can stop within 3
yds of the enemy and fights at arm's length. Other characters must stop within
1 yard of enemy.
A
character in close combat declares actions one at a time. Roll the Action dice
to see how many actions he can perform that turn.
Attack: A character at arm's
length may only make attacks with weapons with Reach 4 or greater.
Circle: Move character 2 yds to
his left or right but not further away from or closer to his enemy.
Advance
and attack:
Character who is at arm's length closes in 2 yds and makes another attack-
Combatants are no longer at arm's length.
Step
back: Move
character 2 yds away from enemy. Combatants are now at arm's length.
Fire
pistol: May
only be fired at arm's length. Attacker rolls using WS rather than BS. Defender
may only parry by using a dodge, and moves 2 yds left or right instead of away
from attacker.
Break
off:
Character must puss ;in Initiative test (+20% if at arm's length), if he
passes, i.e. makes one run action out of combat. If he rolls more than double
his Initiative, enemy gets a free action.
Attacker
can automatically turn to face his opponent as part of an action.
A
prone character must spend an action getting to his feet before he attacks. A
prone character at arm's length may fire a pistol.
One
attack per action. Attacks may be made only against enemy 45" to the
front.
Must
roll equal to or less than WS after modifiers to score a hit.
Unmodified
roll of 01-05 always hits.
Unmodified
roll of 96-00 always misses-
Modifiers: Charging: +10%
Weapon
reach: For
every point of Reach which the attacker's weapon has over defender he gains
+10% to hit. For every point lower he
suffers -10% to hit.
Positioning: If defender is prone the
attacker gains +20% to hit. A character who is at least a yard higher up than
the defender has a +10% to hit.
Two
weapons and off-hand attacks: -20% if attacking with off-hand and -20%, if using
two weapons.
Enemy
size: Less
than half size of human: -30%. More than 50% bigger than human: +30%.
Critical
hit scored if roll one tenth of the attacker's required to hit number. Critical
hits do double damage, doubled after dice are rolled and modifiers added, but
before deductions for armour.
Parry
an attack by rolling equal to defender's WS for first parry. WS halved for
second parry and halved again for each subsequent parry.
Deduct
weapon's parry penalty from score needed to successfully parry.
Unmodified
roll of O1-05 always succeeds.
Unmodified
roll of 96-00 always fails.
Weapon
reach: For
every point of Reach which the defender's weapon has over attacker he gains
+10% to parry. For every point lower he suffers -10% to parry.
Positioning: If defender is prone he
loses -20% to parry. A character who is at least a yard higher up than attacker
has a +10% to parry.
Side
and rear attacks: If character is attacked outside of an arc 90" to his front he
must turn to parry and suffers -20% to parry. If he has to turn over 90":
-40% to parry.
Off-hand: -20% to parry with a
weapon held in off-hand.
Can
elect to dodge as part of a parry. Does not use parry penalty of weapon but
adds +20% to chance of success. Dodging character is moved 2 yds directly away
from attacker. May not counter-attack. If defender is prone, he is moved 1 yard
left or right.
If
a character dodges at arm's length, he moves 2 yds left or right, remaining
within 3 yds of attacker.
Parrying
with two weapons: May parry with both at same time (+20%) or may use one weapon at a
time. Count number of parries made by each weapon in The turn rather than total
number of parries made by the character to determine proportion of' WS used.
If
a parrying character rolls equal to or less than the score he needs to parry
minus his weapon's parry modifier, he may counter-attack- This is a free
action, worked out just like an ordinary close combat action.
Combat
ends when a character breaks from combat, is defeated or if the combatants end
up more than 3 yds apart. When combat ends and a character has any actions left
that turn. his next action must be a pause for breath action.
A
character not holding any weapon or just a pistol is considered unarmed. He has
Reach 0 and can only parry armed attacks with a dodge.
A
character with a basic weapon or improvised weapon has a Reach 1 and a -30%
parry penalty, a character with a weapon with Reach 4 or more not fighting al
arm's length and not in first round of combat counts as having an improvised
weapon.
Randomise
who has been hit. At close quarters (within a yard) there is an equal chance of
hitting (1-3 target character 4-6 the other character). If one character is prone
there is less chance of hitting him (1-2 prone character 3-6 the other
character).
This
can be adjusted accordingly for more combatants. If at arms length there is
only a third chance of being wrong (1-4 target character 5-6 the other
character). If they are fighting two enemies at arms length randomise who is 5
and who is 6.
An
attacking character can divide his attacks between any of the other combatants.
To count as at arms length the character must be at least 1 yard away from all
enemies. However he can attack an enemy at arms length with a weapon of reach 4
or more even if they are at close quarters of another enemy.
An
attacker faces the last opponent he attacked. When counting parries count the
number of parries that turn, not the number of parries against each
enemy.