Against the Darkmaster · System Reference

Combat

Combat Options

Optional Combat Rules

Each of the following rules is entirely optional. They can add realism and dynamism to the game, but may also slow down play. Apply them at your group's discretion, and feel free to use all, none, or only those that suit your campaign.

Aiming

Characters wielding a missile weapon can spend one or more Rounds to Aim at their target, increasing their chances of hitting.

Charge

Charging means heading toward an opponent at maximum speed to deliver the most powerful blow possible.

Mounted Fighting

Fighting while mounted can be tricky, but provides a significant advantage to the mounted combatant.

Mounted weapons. Characters fighting from horseback must wield a proper weapon. Only Long or Longest one-handed melee weapons and ranged weapons (bows or crossbows) can be used while mounted. Two-handed weapons, Hand and Short weapons, and longbows cannot be used from horseback.

Ride check. Characters wishing to fight while mounted must pass a Ride Skill Roll the first time they declare their intention to fight in a combat:

The results of this Ride Skill Roll persist for the entire combat. Characters need not roll again unless specifically instructed to (for example, on a Partial Success), their situation changes dramatically, or they are struck in a way that could unseat them. Characters riding mounts that are not moving do not need to roll.

Attacking the mount. A combatant can strike at the mount instead of the rider. This attack resolves normally. If the mount suffers a Critical Strike, its rider must pass another Ride Skill Roll regardless of the Critical Strike result. If the mount is killed or seriously injured, the rider must dismount quickly or fall to the ground.

Charging from horseback. Characters charging into melee from horseback who have succeeded their Ride check gain an additional +20 bonus to their Attack Roll, on top of the standard Charge bonus.

Ranged Attacks in Melee

Normally ranged attacks target distant foes, but characters may sometimes be forced to use a ranged weapon or Spell while Engaged in melee.

Shooting into Melee

Characters Engaged in melee have Partial Cover against all ranged attacks aimed at them. Furthermore, if a ranged attack against an Engaged character misses its intended target, the attacker must immediately make another Attack Roll with a +0 CMB (ignoring all modifiers) against a random combatant adjacent to the original target.

Fighting With Two Weapons

Fighting with two weapons at once is rarely practical, but skilled fighters can be very effective against lesser opponents.

Improvised Weapons

When caught without a proper weapon, heroes may defend themselves using work tools, rocks, furniture, or other improvised items. Characters using an improvised weapon may attack using either their Brawl Skill Bonus or an appropriate Combat Skill (for example, Blunt for a hammer or Polearms for a pitchfork), with a special -20 modifier to their Attack Roll. Use the stats of the weapon most similar to whatever is being wielded, raising its Clumsy Range by one. The maximum result for improvised weapon attacks is capped at 140, regardless of shape or size.

Martial Moves

Martial Moves are special attacks and defenses for obtaining effects not covered by a normal attack: disarming enemies, knocking them down, or trapping their weapons. All Martial Moves are optional and can be adopted, changed, or ignored.

Disarm

Characters can attempt to remove an opponent's weapon from their grip instead of making a normal attack. A Disarm attempt is a Full Action resolved in the Other Actions Phase. The character may still use their CMB to Parry while making this attempt. It is resolved as a Conflicting Action, using the Disarming character's CMB (minus any amount used for Parrying) against the full CMB of their opponent:

Feint

A Feint tricks the target into Parrying a false attack, leaving an opening for a real one. The feinting character uses a Half Action during the Melee Phase, resolved as a Conflicting Action using the feinting character's Deceive against their opponent's Perception:

Knock Down

A Knock Down forces an opponent to the ground with brute force or clever footwork. It requires a Full Action and is resolved in the Melee Phase as a Conflicting Action, pitting the attacker's Brawl Skill against the target's Brawl Skill (or the CMB of the attack the target is using, for beasts and monstrous creatures):

Lock

A Lock binds or traps both combatants' weapons, preventing either from attacking or defending freely. Like a Disarm, it is a Full Action resolved in the Other Actions Phase, allowing the character to use their CMB to Parry. It is resolved as a Conflicting Action, using the Locking character's CMB (minus any Parry) against the opponent's full CMB:

Shield Bash

In the hands of a skilled fighter, a shield is not only a defensive tool but also a weapon. Characters wielding a shield can attempt a Shield Bash as a Full Action, attacking with either their Blunt or Brawl Skill Bonus with a special -20 penalty to the Attack Roll. If a shield is used to attack, it cannot be used to defend in the same Round — its DEF bonus is not added. A shield may also count as a secondary weapon for the purposes of the Fighting With Two Weapons rules.