ATTACKING
A hostile figure may be attacked by ranged, melee, or close combat while on the display. To attack via Ranged combat, a
figure must be armed with a prepared weapon rated for Ranged combat and the target must occupy at least one hex of the
figure's Ranged Zone. To attack via melee combat, the figure must be armed with a prepared weapon rated for melee
combat and the target must occupy at least one hex of that figure's melee zone. To attack via Close combat, the figure must
be armed with a prepared weapon rated for Close combat and share the same hex as the target.
Note: Empty bare hands
are always considered a prepared weapon.
  The order of all attacking actions is determined by the Initiative procedure.
Combat involving engaged figures is always resolved prior to any combat involving non-engaged figures. An attacker's
weapon is always assumed to be held in his Primary hand unless he states otherwise. Optionally, a figure may attempt to
use two weapons at once, or attempt to strike more than one target with one weapon. Special types of attacks are allowed,
and these include attempting to Trip, Entangle, Restrain, Knockout, Shield Rush, or Disarm.
A figure may attempt to attack a hostile figure he is not adjacent to via Ranged Combat by executing a Fire
action.  
 The attacker declares his target, deter-mines and applies any Ranged Combat modifiers, and executes a Strike
Check. The only weapons eligible for use in Ranged Combat are those rated for Ranged Combat on the Weapons Chart To
fire a weapon, the attacker must have a Line of Fire  to the target. In addition, the attacker may fire into but not through an
obscured hex. The weapon fired always travels in a straight line, and if not stopped by striking an object, it will travel 1.5
times the range of the weapon and fall to the ground.   Whenever a fired weapon enters a hex occupied by a figure (other
than a solid wall, tree, or pillar which automatically breaks the weapon), there is a chance the weapon will hit the figure
instead of continuing its flight. The weapon's flight is always stopped when it strikes a figure and remains in that figure until
withdrawn. A Strike Check must be resolved for all figures occupying any hex along the Line of Fire until the weapon hits
something, or loses momentum and falls to the ground.
A
figure may attempt to Melee attack any hostile figure who occupies at least one hex of his Melee Zone.   The
attacker declares his target, applies any Melee Combat modifiers, and executes a Strike Check. The only weapons eligible
for use in Melee Combat are those rated   for Melee Combat on the Weapons Chart. The attacker may have moved
adjacent to the target during that Pulse and this combination of movement and Melee is a Charge.  The normal melee attack
is intended to do as much damage to the target as possible, but other forms of specialized attack exist and are detailed
below.
A figure may attempt to attack any figure who occupies the same hex only via Close combat by executing a
Grapple action.
  The attacker declares his target (there may be more than one figure in the hex), applies any Close
Combat modifier, and executes a Strike Check. The only weapons eligible for use in Close combat are those rated for Close
combat on the Weapons Chart. A figure who is armed with either two prepared weapons, a two-handed weapon, or has high
rank or special training may attempt a Multiple Strike.
A figure may attempt to strike one or more targets more than once as part of the same attack with two different weapons
(one in each hand), but suffers a negative attack modifier.  The attacks need not be directed at the same hostile figure, but
must be of the same type (Grapple, Melee, or Fire). Some non-humanoid monsters could attack 3, 4, or more times in one
Pulse using this option.   A figure may attempt to strike more than one target one time each if the prepared weapon  is Rank
4 or above with the weapon. Each figure thus attacked must be in adjacent hexes within the attacker's Melee Zone. GM’s
must carefully monitor the number of attacks a character is capable of making. This attack may only occur in Melee Combat,
and the attacker suffers a negative attack modifier.
A figure attempting to attack may specify any one of the following special attacks:
Trip. The attacker must be armed with a Quarterstaff, Spear, Halberd, Poleaxe, or Glaive and be in Melee Combat. The
Base Chance is 40% and the damage is D10. If the attack is successful, the target must attempt to roll less than or equal to
3 times his modified Agility. If the target's Agility roll is successful, he keeps his footing; if he fails the roll, he falls prone. This
only works against human size or smaller targets.
Entangle. The attacker must be armed with a Net, Whip, or Bola. The Base Chance is listed with the individual weapons. If
entangled, the target suffers D104 damage. If the attack is successful, the target must attempt to roll less than or equal to 3
times his modified Agility, falling prone if he fails. The target must disentangle himself before rising, and to do so requires the
target to execute a Pass action for two consecutive Pulses.
Restrain. A figure may attempt to restrain another figure by executing a Grapple. A successful attack results in the hostile
figure being restrained (pinned). The Base Chance equals the Physical Strength plus modified Agility of the attacker minus
the Physical Strength plus modified Agility of the target, times 3. No damage is done to the target. A restrained figure is
treated as incapacitated, and remains restrained until the hold is broken by an attack from outside the hex which does at
least one point of effective damage to the restrainer. Several figures may combine their PS and AG to attempt to restrain a
hostile figure.
Knockout. The attacker must be armed with any weapon except Missile Weapons, Entangling Weapons, Darts, Grenades,
Lances, or Pikes. The attack is successful if the Strike Check result is equal to or less than (l5% of the modified Strike
Chance). No damage is done and the target is knocked unconscious for D10+5 minutes, with the results of the time roll
being kept from the players. Note: The Sap is a weapon especially designed for this purpose and is detailed on the
Weapons Chart. This attack may not be attempted on larger than human sized monsters.
Shield Rush. The attacker must be armed with any shield except a Main Gauche or Tower Shield. The Base Chance is
40% and the damage is D10 2. Rank with the shield will increase the Base Chance as with any weapon. If the attack is
successful, the target must attempt to roll less than or equal to 3 times his modified Agility, falling prone if he fails. If this
attack is occurring at the termination of a Charge attack, the Base Chance is increased by 20.
Disarm. The attacker must be armed with any weapon rated for Melee or Close combat. 20 is subtracted from the modified
Strike Chance before the attack is resolved. If the attack is successful, the target is forced to drop one weapon or item of the
attacker's choice and also 1 point of Endurance damage is done to the target.
                                                  RESOLVING ATTEMPTED ATTACKS
  Every weapon and attack form is assigned a Base Chance. This percentage chance may be modified due to weapon skills,
attack type, posture of the combatants, defense of the target, etc. The Base chance with all modifiers applied is the Modified
Strike Chance. The attacker rolls D100; if the result is less than or equal to the Modified Strike Chance, the attack has been
successful; above and the attack has missed.
Rolling a 99 may result in the weapon being broken and rolling 100
may result in the weapon being dropped.
Once a successful hit has been made, a Damage Check is conducted.  If the
target is Evading, the attacker suffers a negative modifier to his Strike Chance and, if he misses, his swing may have been
Parried, leading to a Disarm or Riposte.  The Strike Chance of an attacking figure is a combination of the Chance of the
weapon or attack form plus modifiers for Rank and  Manual Dexterity.   To attack with any Ranked weapon, the Strike
Chance is (Base Chance of Weapon) + (Modified Manual Dexterity)+(4 x Rank). To attack with any unranked weapon, the
Strike Chance is equal to the weapon's Base Chance unmodified. The Strike Chance of either a Ranked or unranked attack
will be further modified.   In any natural attack form such as teeth, claws, etc., for monsters, their Manual Dexterity plus 4
times Rank (if any)is always added. For all characters and other figures, the Strike Chance should be calculated prior to an
adventure and recorded on the Character Record.
An attacker's Modified Strike Chance is equal to its Strike Chance minus the target's Defense plus any
modifications for attack type and attack conditions.
 If the attacker rolls less than or equal to the Modified Strike
Chance, a successful hit has been scored and a Damage Check must be performed.   Attack types include Ranged, Melee,
and Close combat. Attack conditions include lighting conditions, which hand the weapon is used in, and other miscellaneous
modifiers.  Whenever the Strike Check results in a roll of 99 or 100. the attacker may have either dropped or broken his
weapon.    I
f the roll is 99, the attacker may have broken the weapon; on 100, the attacker may have dropped his
weapon. In either case, the attacker then rolls D100: if the roll is less than or equal to 3 times his modified
Manual Dexterity, he has avoided either misfortune. If the roll is above his modified MD, the misfortune occurs.
   A dropped weapon may be picked up by any figure at any later time, but a broken weapon may not be used. When this
result occurs to an attacker to whom it would not apply (a dragon's teeth really cannot be dropped), the GM may, at his
option, announce the attacker has fumbled and may not attack the next Pulse due to his clumsiness.
Whenever the Strike Check result is 30 or more above the Modified Strike Chance, the target may have parried
the attack. If the figures are currently Evading and is being Melee attacked they may Parry any miss.
The
defender rolls D10, adds the Rank of any prepared weapon, and subtracts the Rank of the attacker's weapon. If the result is
3 or less, the attack has been successfully Parried; but in so doing, the defender has been thrown off balance and must
execute a Pass action next Pulse. If the modified result is 4 through 7, the attacker has been Disarmed per the attack of the
same name.  If the modified result is 8 or above, the attack has been Parried to the extent that the attacker has become
Disarmed and the target may execute a Melee attack instantaneously against him without need to perform   an attack action.
This is called a Riposte. A Riposte may never itself be parried and may occur as many times during a Pulse as the evading
target was Melee attacked. A target may even Parry attacks which do not come through his Melee Zone (e.g., from behind
him). An unarmed figure may Parry if he is ranked in Unarmed Combat.
A figure's Defense Rating is a combination of his modified Agility plus any defense afforded by a prepared
shield or other abilities .
 A figure's Defense Rating is subtracted from an attacker's Strike Chance. The defense of a
shield is a function of the Rank the target has with the individual shield types (see Shield Chart). Thus, a figure with a
modified Agility of 13 and Rank 3 with shield carrying a Large Round Shield has a Defense Rating of [13 + (3 x 4%)1 = 25%,
and this is subtracted from any attacks coming through any of the figure's Melee Zone hexes. If the attack comes through
any of the figure's rear hexes, the addition of the shield defense is ignored, but the modification for Agility remains in effect.
Optionally, the shield defense may only be included for attacks which come through the target's front hex and the hex facing
the side of the target in which the shield would actually be carried (normally in the target's secondary hand).  The Defense
Rating of a shield is not subtracted from any attacks if the defending figure is Stunned or incapacitated. Also, any shield
defense is ignored for Close combat. Any shield except the Main Gauche is automatically dropped upon entering into Close
combat.
                                                                         UNARMED COMBAT
Any figure may attempt to attack a hostile figure by using his hands and feet. For many monsters, this is the only way they
may attack.  Unless specified otherwise, all figures/monsters receive one attack with their hands/claws/bite per Pulse
without penalty. Some monsters may be able to attack more than once, and these individuals are detailed in the Monsters
Section. For a humanoid figure to strike with his primary hand, the Base Chance is (modified Agility x 2). For every point
the figure's Physical Strength is above 15, the Base Chance is increased by 1. The damage done by a successful strike is
D-3, with 1 extra point of damage for every 3 points of Physical Strength above 15. A humanoid can achieve Rank with
bare hands just as he can with any weapon.
Beginning at Rank 3 in Unarmed Combat, figures may choose to kick instead of using hands (or in addition to hands) in
unarmed attack. This allows an unarmed attack while a figure's hands are full. The Base Chance and damage are as
above. Using legs in this manner allows an attempted Trip by the attacker with Base Chance and damage remaining the
same as for all unarmed combat.
MOUNTED COMBAT
In mounted combat, the TMR of the figure (comprising the mount and the rider) is that of the mount; the rider may not
move at all. A rider may only mount or dismount when the mount is not moving. Any action a figure is capable of while
standing on the ground he is capable of while mounted with the following exceptions: (1) using a two-handed weapon; (2)
firing any missile or thrown weapon while moving; (3) using more than one weapon at a time. These restrictions are lifted
depending on the Horsemanship Rank of the rider (see 83.2). A figure may always use a shield and a one-handed
weapon while mounted. On a normal mount, the rider will not be able to attack out of his Front hex, only the hexes to either
side of that hex. His Front hex may be attacked into using a spear (or similar long hafted weapon) or any Fired weapon.  
To control a mount during combat, the Horsemanship skill of the rider is taken into account. An inexperienced horseman
will have an incredibly difficult time even controlling his mount in a chaotic melee; it will be better for him to dismount and
fight on foot until he becomes skilled.    A Charge on a mount is executed in the same manner as a Charge on foot except
the amount of movement prior to the attack will be greater and the Charge must be in a straight line (no facing changes
allowed). Any act of turning the mount or stopping it during or after the Charge will require a Horsemanship Check . The
Pulse following any mounted Charge, the momentum will take the mount past the target to its full TMR. Any attempt to turn
or stop the mount will occur after that movement is terminated. A failed check will result in the mount continuing on its way.
                                                                               INFECTION
    At the end of every combat in which a figure is wounded, or when a figure is wounded in a non-combat situation, there
is the possibility that figure has become infected as a result of their wound. An Infection Check is performed to determine
whether the figure is infected or not. The Base Chance of infection is equal to 10%. If the figure took any damage to
Endurance, add (20 + the amount of Endurance damage in points). If the damage was inflicted by bite, claws, or talons,
add 20. Specific Grievous Injuries can raise the Base Chance even further. The infected figure rolls Dl00; if the result is
greater than the modified Base Chance, the figure is not infected; if the result is equal to or less than, the figure is
infected.  An infected figure is considered diseased, and every morning after becoming infected, the figure must try to heal
himself or suffer Endurance damage.  Healing spells do not cure infection unless it specifically states that it does.   Curing
infection usually relies on a Healer, Hospitaler or potion created by an alchemist. To heal himself, a figure must roll under
his original Endurance on Dl00; a roll equal to or less than the Endurance results in a cure. If the infection is not cured,
each day the figure takes D10-5 (minimum result of 1) Endurance damage from the infection. Obviously, an infected figure
who is not cured will eventually die from his wounds. The effects of a slow acting (blood agent) poisons function in the
same manner as infections except there is no roll for cure.