No DEX to AC when casting.
Psionics occur in the End-Of-Round Phase
Charge:
Charging characters move 1˝ their move. Start in their base Phase and
move up the ˝ base move and the rest in next round. Combat is resolved as soon as the
attacker arrives.
+2 to hit and 2x damage if suited for Charging (Lances).
Lose DEX to AC and an -1 AC.
Guarding PC may attack first.
Cover:
Attack is resolved in Fast (Very Fast if Specialist)
+2 to hit.
Handheld weapons has a +2 to hit and Critical hits is at 16+.
Fire/Throw Missiles:
Generates a Attack of Opportunity
If Threatened
Guard: Gain benefits. Attack first if faced
with charging opponent.
Move: Move up ˝ in normal Phase and the other ˝ in next Phase.
Parry: Gain ˝ level in addition to AC,
Warrior get ˝ level +1.
Run: 2x Move.
Looses DEX to AC and -1 AC penalty.
Sprint: 3x Move.
Looses DEX to AC and -2 AC penalty
Unarmed Combat:
Generates Attack
of Opportunity. (unless specialised or more)
And Attacks is +4 to hit and +4 damage.
Use a Magical Item:
Mounts:
PC get +1 to get from the higher ground.
Monster / opponent get -1 to hit at the higher ground.
KnockDowns:
Find the Knockdown die. Knockdowned
save vs death or be knocked prone. Standing up takes a ˝move or an attack. Increase the
die when Size L or larger uses them.
Houserule: For every +2 to hit do you get one higher die to knockdown.
Target Size |
Knockdown roll needed |
T |
3 |
S |
5 |
M |
7 |
L |
9 |
H |
11 |
Rear and Flank attacks:
Flank is +1 to hit, and if shieldless side
extra.
Rear is +2, and shieldless and no DEX.
Special Attack Moves:
Block.
Attempter roll against AC 4 (defender)
Opponents against normal AC (attacker)
Called Shot.
+1 to Ini
-4 to hit. (-8 if special difficult task, i.e. attack right ear)
Disarm.
Defensive:
Attempter roll against AC 0 (defender)
Victim roll against AC 4. (attacker)
Then victim roll to hit is disarm has failed
2hd weapons is a +4 AC to targets/victim AC
Offensive:
Is a Called shot.
Grab.
Generates an Attack of
Opportunity with +4 to hit and damage.
Attempter is against AC 0. (Attacker/grabber)
Victim is against AC 4. (defender/holder)
Overbear.
Gets Attack of Opportunity
against one in a force.
A Force one normal THAC0, +1 per extra person in Force.
THAC0 is Vs natural AC 10 (?) adjusted only by DEX and Magic.
Opposed STR.
Modified by:
- ± 4 point per size different attacker vs defender.
- +1 per additional attacker
- -4 if defender has more than four legs.
STR is 3˝ per size (3 on tiny, 7 on small, 10 man-sized, 14 large,
17 huge)+ HD
Alternatively Vs Paralyzation
Pin.
Pull/Trip.
vs Paralyzation or STR vs DEX/STR
Sap.
Called shot, -4 to hit, -8 if with helmet.
5% per damage max 40%.
Shield-Punch
Shield-Rush
Unarmed Attack
Attract Attack Of Opportunity:
+4 to hit / +4 damage, unless specialist
Unhorse
Called shot
Special weapon manoeuvre
Variables
New Round times:
5 Phases = 1 Combat Round (Very Fast, Fast, Average,
Slow, Very Slow)
1 Combat Round = 10-15secs
5 Combat Round = 1 normal round (1min) (as per std AD&D rules)
50 Combat Rounds = 1 turn (10min)
6 turns = 1hour and so fourth.
Combat Status:
All figures can be in 1 of 3 categories
Clear Being clear of direct contact with others
Threatened That is when you can be reached by others (weapon
reach). It is possible to be Threatened without Threatening them.
Ignoring Threatened Status attract Attack
Of Opportunity:
If - attempting missile attack
If Moving away. (Incl: Move, Charge, Run) - (Excl: withdraw)
If Moving so you turn your back on Threatening Creature.
If Attempting Unarmed Combat against Armed Foe, except Unarmed
Humanlike foe.
Grappled
Wrestling, Martial Holds, Pinning, Grabbing are the examples. Special Monster attacks:
A bears
Hug, A Scorpions Pin, etc.
Options: Respond with Unarmed Combat,
Respond with Size S weapons,
Respond with - "Attempt to escape"
Attacks Of Opportunity .
- One immediate Melee attack (or batch if Monsters have multiple attacks).
- Max Limit of Attacks: Only One attack against One Creature.
- Warrior and Monsters: Have only 3 attack + 1 attack / 5 levels(or HD) Per Combat Round.
- All others: Have 1 attack + 1 attack / 5 Levels Per Combat Round.
- Surprised character CANNOT make AOP in the round the were Surprised.
OverRuns
- Defender gets one Attack Of Opportunity.
- After this Defender Rolls a Save Vs Paralyzation or be knocked down.
4 per two-size difference (-8 if three size difference).
I.e: A small creature has a 4 vs Large sized, and 8 vs a Huge. If success he
is forced away from his current position.
- Now the attacker now has a Attack Of Opportunity that deals 1d4
points of damage per size difference.
- Rising defender are placed by the attacker.
- Keeping OverRunned down demands an Overbearing.
But treat the situation as if the attack roll to hit is AC (1)0 is automatically
successful.