Combat Rules

Revision: Dec 30 2017

Initiative
Initiative is RAW.

Damage Table
Size 0 A total -10 penalty renders a grog incapacitated

Group Combat
The group fights with the Vanguard's stats. The group may change its Vanguard each turn. The size of the group is limited to the Leader's Pre + Leadership score. The group generates an Attack & Defense bonus equal to +3 x the Leader's leadership score, but not to exceed +3 x total members in group.

This bonus replaces, and does not add to, the bonus for surrounding an enemy in combat.

If a spell or effect significantly changes a fighter's abilities beyond just injuring them, such as pinning them, trapping them with Hands of Grasping Earth, blinding them, etc., that fighter is removed from the group and carries on as an individual combatant.

Actions Per Turn
By default, 1 Walk Movement & 1 Standard Action (Attack, Run, Draw Weapon, Fast-cast Spell, Use Enchanted Items, Stand from Prone)

Complex Actions like Total Defense/Spellcasting cannot be combined with other actions

Free Actions: Drop item, fall prone, speak a few words

Special Attacks
Attacker must be unarmed or using weapon with specific bonus to special attack. Special attack requires certain level of attack advantage.

Grapple (Attack Advantage 1): Target gets -6 to attacks, dodge, and cannot do spellcasting gestures. They may escape by inflicting any wound on the grappler. A prone attacker may grapple.

Tackle (Attack Advantage 1): Forces Attacker and Defender both prone.

Trip or Throw (Attack Advantage 3): A trip or throw causes the defender to fall prone while the attacker remains standing. The defender takes no damage unless he botches his reaction (in which case a Light Wound is appropriate). Getting up is an action.

Pin (Attack Advantage 6): Defender must be prone already. Pinned opponent can take no action except spells or enchantments with no gesture. Both attacker and defender are prone during pin.

Unseat Rider (Attack Advantage 6): Rider takes falling damage is and is prone.

Disarm (Attack Advantage 9): Defender loses weapon. To pick up weapon requires regular action & provokes attack of opportunity from adjacent enemies

Wrest Weapon (Attack Advantage 12): Takes weapon or item out of defender's hands and puts it in attacker's.