Title: Combat
1(No Transcript)
2Combat board
Each character occupies one hex and faces
towards one of the six adjacent hexes
In front of the character, his/her vision is good
To the rear of the character, his/her vision is
limited
Each hex is one metre across
3Combat board - mounted characters
Each mounted character occupies two hexes and
faces towards an adjacent hex
In front of the character, his/her vision is good
To the rear of the character, his/her vision is
limited
Each hex is one metre across
4Attacks by a warhorse
Front kick or bite
Trample attacks occur automatically if the horse
moves through the same hex as a target
Kicks or bites may only be done while stationery
or at slow speed (walk)
Trample
Rear kick
5Mounted characters - movement
Move forwards
Drift right
Drift left
6Mounted characters - turning
Turn right
Turn left
7Movement action
8Stand and attack - mounted
Polearms only
Normal weapons
9Polearms only
Normal weapons
Stand and attack
10Mount moves forwards (charge)
Infantryman can attack with braced spear/pike
into these hexes
Charging cavalryman can attack with lance into
these hexes
As mount advances, both cavalryman and
infantryman can react with attack at same time -
infantryman strikes first because he is braced
Braced stand and attack versus charging opponent
11Advance and attack action
Attack from front
Polearms only
Polearms only
Normal weapons
Normal weapons
Advance sideways
Advance forwards
12Side-step dodge reaction
Attack from front
Attack from side
13Jump back dodge reaction
Attack from front
Attack from side
14Block reaction
Shield or weapon
Shield or weapon
Weapon only
Shield only
15Block/parry reaction when mounted
Shield or weapon
Shield or weapon
Weapon only
Shield only
Weapon only
Shield only
16Parry reaction
Attack from front
Attack from unshielded side
Shield or weapon
Weapon only
17Parry reaction (continued)
Attack from shielded rear
Attack from shielded side
Shield or weapon
Shield only
18Turn action/reaction
60 degrees left
60 degrees right
Before
180 degrees
120 degrees left
120 degrees right
19Martial Kick options
Advance and kick (flying kick)
Front kick
Side kick
Back kick
20Basic close combat attack maneuvers (e.g. Close
Combat Weapon Attack, Punch, Kick, Head Butt,
Martial Strike, Arm/wrist Lock, Arm Grab, Martial
Throw, Pull Down, Head Lock)
If already in targets hex, attack is delivered
without moving hex
If starting in adjacent hex, must close into
targets hex as part of maneuver
21Martial Throw maneuver
If starting in adjacent hex, must close into
targets hex as part of maneuver
If already in targets hex, attack is delivered
without moving hex
If successful, target is thrown into one of the
characters rear or side hexes (shown in
magenta), and ends up prone.
22Spinning Kick
The character spins 360 degrees on the spot and
delivers a kick to a target in an adjacent hex
23Forearm block reaction
Attack from front or side
Attack from close combat
Character can optionally turn 60 degrees at the
start of the forearm block maneuver (effectively
allowing him/her to block attacks from 5 out of 6
adjacent hexes)
24Rolling dodge reaction
Attack from front or side
Attack from close combat
As part of the maneuver, character moves forwards
or sideways in the direction that the attack came
from. This movement may cause the character to
advance towards or close with his/her attacker.
Character can optionally turn 60 degrees at the
start of the rolling dodge maneuver (effectively
allowing him/her to dodge attacks from 5 out of 6
adjacent hexes)
As part of the maneuver, character moves forwards
past the attacker (with whom he/she is in close
combat). This effectively moves the character out
of close combat into the hex behind the attacker.
If successful, the character could then follow
up with a Martial Kick (back kick) against the
attackers back.
25Unarmed combat example (1)
Jenna encounters two guards armed with swords and
shields. Winning the initiative, Jenna decides to
take his phase first.
Jenna turns, advances and delivers a flying kick
(Martial Kick maneuver) to the first guard. The
guard reacts by blocking with his shield.
26Unarmed combat example (2)
Having stunned the guard with her first attack,
Jenna tries to finish him off with a Spinning
Kick. The guard cannot take a defensive maneuver
since he is stunned.
The first guard is knocked backwards and falls
unconscious from Jennas kick. Jenna chooses to
end her phase, and the second guard starts his
phase.
27Unarmed combat example (3)
The second guard advances and attacks Jenna with
his sword. Jenna reacts by turning and blocking
the attack with her forearm.
Having successfully blocked the sword attack,
Jenna closes into the guards hex and grabs his
arm.
28Unarmed combat example (4)
Jenna follows up the arm grab by turning the hold
into a wrist lock. The guard drops his sword.
Finally, Jenna follows up the wrist lock by
throwing the guard. The guard ends up weaponless
and prone.
29Two examples of Power 5 Area of effect
enchantments
3
3
3
3
3
3
3
3
3
3
5
4
3
3
5
5
4
4
3
3
5
3
3
5
5
5
4
4
3
3
5
4
3
3
3
3
3
3
3
3
3
3
3
3
Enchantment with 3 metre diameter, lasting over
the area (Area difficulty 2)
Enchantment with 7 metre diameter, reducing over
the area (also Area difficulty 2)