Combat is an important feature of Mythras. Violent confrontation has ever been a way of settling problems, from vengeance driven fights between nemeses, to the clash of armies in times of war. Combat need not be a savage battle to the death. Some combat encounters can be swashbuckling duels which end without injury, or perhaps light-hearted bar room brawls.
There are a number of central concepts which are an inherent part of Mythras combat:
Combat can be a very deadly business: Even the greatest hero can be hacked down if seriously outnumbered, receive grievous wounds if abjuring armour, or suffer ‘the slings and arrows of outrageous fortune’ if luck turns her back.
Combat need not end in death: Although commonplace in some genres, battles do not have to conclude with the demise of opponents. It is as easy to end a fight with the submission or capture of a foe without necessarily killing them.
Combat is both abstract and tactical: Whilst the rules are not specifically designed for tabletop miniatures, tactical manoeuvres and techniques are a vital part of how combat plays. A comprehensive range of options exist to take advantage of the situation if one participant gains the upper hand over another.
Combat is exciting: Since combat is inherently dangerous, a well orchestrated duel or melee will exhilarate players; the advantage swinging to and fro with innovative use of tactical choices and techniques.
Mythras combat can be either gritty or cinematic: The rules allow for the emulation of any genre, from the grim realism as recounted from Viking Sagas to the highly visceral encounters in works of fantasy – such as written by Howard, Leiber or Gemmell – and mythological epics like the Iliad or Mahabharata. Whatever the setting, Mythras is designed to handle all such confrontations. Whatever the intent of participants, their armaments or the situation they find themselves in, all forms of physical combat are handled using these rules in this chapter.
Combat Components
Mythras uses a number of terms and concepts to explain the core elements of Combat. These are explained in the following sections, but in overview, these are:
Combat Styles
The skill of wielding a group of weapons learned as part of a culture or profession.
Combat Rounds
Book keeping time segments of five seconds each.
Combat Actions
Possible acts a character can perform during a round by the expenditure of an Action Point.
Weapon Size and Reach
How difficult it is to parry a particular weapon, and the distance it can engage at.
Engagement
Combatants can hit or be hit by a direct opponent, depending on circumstances.
Special Effects
Special combat manoeuvres which can be performed if one combatant gains the upper hand.
Combat Styles
Sample Combat Styles
Some basic Combat Style samples cna be found on page 12. Some
additional suggestions, found elsewhere in these rules, are:
Meerish Infantry (Spear, Hoplite Shield, Javelin)
Meerish Slinger (Sling, Shortsword, Shield)
Centaur Warrior (Spear, Shield, Short Bow)
Dwarven Legionary (Axe, Hammer, Shield, Crossbow)
Elven Ranger (Sword, Spear, Shield, Bow)
Lizardman Savage (Axe, Shortspear, Target Shield)
Big Hitty Things - Ogres (Club, Hammer, Thrown Rock)
Striped Death - Tiger (Teeth, and Claws)
Crushing Doom - Giant Snake (Constrict, Bite, and Writhe)
Fighting skills are purchased as styles. Each style is a ‘package’ of multiple weapons, related by culture, career or even schools of combat, which avoids the necessity of learning each individual weapon separately. Deciding how many weapons should be included into a single style is ultimately a choice determined by the Games Master. However, some guidance is provided here to help tailor Combat Styles to match a particular campaign theme.
The most important aspect of Combat Styles is that the character learns how to use each weapon in the style, both singly and in combination, so that they might be interchanged as necessary. Combat training does not focus merely on using a specific weapon or weapons under best conditions, but also covers what to do when placed at a severe disadvantage. Such cross-training is a primary part of preparing a combatant for the unpredictable events of the battlefield, where weapon breakage or becoming disarmed is always a potential possibility.
Almost all characters begin with the chance to learn a cultural combat style. This is supposed to reflect a basic education in those weapons available for a member of that society and social rank, reflecting the training given for community (or perhaps personal) defence. Thus a barbarian karl may be expected to know how to use a spear, hand axe, and bow – the fundamental weapons and tools of a commoner; whereas a thane from the same community, growing up with access to better weapons, may be trained in swords, spears, and shields instead.
Some careers such as hunter or warrior offer the option to learn further styles. These should reflect more unusual weapons, or weapons normally restricted from someone not of their profession. So continuing the previous example, if the karl decided to become a mercenary he might learn a new style, diversifying his competence to include glaives, great axes, and thrown axes.
Games Masters should avoid, if possible, replicating the same weapon within additional Combat Styles. If unavoidable, common sense should be applied, such as limiting the character to use the relevant Combat Style skill if the weapon is used in combination with a second weapon available only to that specific style, or permitting them to use the style with the highest value when wielding that particular weapon singly. Duplication of weapons simply reflects superfluous, repetitive training.
Choosing how many weapons should be part of a Combat Style depends ultimately on how important combat will be within a campaign. Some suggestions are:
Combat Styles are very exclusive: Each style pertains to one particular two-handed weapon or a specific paired weapon combination. Best used for combat heavy campaigns such as a game focused on gladiators, where each gladiatorial type has its own precise weapon combination (net and trident for example). Exclusive styles necessitate a greater investment of skill points during character generation, and subsequent investment of Experience Rolls to achieve diversification, which may slow down the development rate of combative characters.
Combat Styles are cult or school specific: Each style specialises in a few weapons of noted significance to a particular cult or school of combat. An evil brotherhood of assassins may, for example, train in unusual signature weapons like blowpipes and garrottes. Schools of combat might reflect the battlefield armaments of a mercenary company, or an ascetic martial arts school. The suggested number of weapons should range from two to three per style.
Combat Styles are career specific: Each style is limited to the core weapons used by a professional combatant of that career, for example a legionary soldier should demonstrate competence in shortsword, dagger, scutum, and javelin. The number and type of weapons should roughly match those of a similar historical context, between three or four per style.
Combat Styles are weapon class based: Each style incorporates every weapon of a particular design or damage type. An example may be ‘All Swords’, incorporating everything from shortswords to greatswords; or ‘Bludgeoning Weapons’ covering clubs, hammers, maces, and anything else which relies on bashing to inflict damage. As can be surmised, these categories can potentially include dozens of weapons.
Combat Styles are all-encompassing: These styles are inclusive of any, and all melee weapons, ranged weapons or both. This option is only recommended for campaigns where combat is infrequent, secondary to other forms of interaction.
It should be obvious that not all Combat Styles will be equal, or necessarily need to balance with one another. Such considerations are intended to be based on culture, social class and career – not be limited by game mechanics.
Weapon Choices
When deciding on which particular weapons are included within a Combat Style the following should be considered:
Two handed weapons generally have an advantage in both terms of weapon reach (see page 61), and how much damage they inflict, but leave the wielder vulnerable if the weapon is lost.
Shields are the best defensive weapons, able to block fairly large weapons in addition to protecting against ranged attacks - which other weapons cannot normally parry.
Using two offensive weapons simultaneously offers the wielder a greater range of engagement distances and grants some security if one weapon is broken, dropped or disarmed during combat. Secondary off-hand weapons must be at least one size category smaller than the main weapon, unless both are small.
Ranged weapons grant the ability to strike from beyond the immediate reach of an enemy, typically at the cost of a lower rate of attack unless using anachronistic firearms or sorcerous devices. A Combat Style could potentially include unusual weapons such as siege engines.
Unarmed combat styles allow the user the opportunity to fight and defend themselves without the need of weapons. They are also useful in situations where an opponent has closed inside the reach of a wielded weapon. An unarmed attack can be made with any part of the body, except for the torso. Thus limbs, wings, tails and even the head can be used.
Combat Style Benefits
Combat styles possess another function beyond simply learning a group of weapon skills. Since each style is taught by a particular culture or career, they are inherently optimised for the environment or military tactics that group normally fights with; for instance a horse nomad learns to fight from the saddle, or an infantryman trains to fight in close order formation. Therefore, as an additional bonus, every Combat Style may gain one or more traits which grant it an advantage under certain circumstances. This can be thought of as an inbuilt technical advantage the style offers for those particular situations. However, a trait is only intended to be used with the weapons and situations of that particular style.
There are limitless diverse and potential benefits a Combat Style can enjoy. The adjacent table merely suggests a few possibilities, and is intended to offer flavour rather than overwhelming tactical advantage. Games Masters are encouraged to create further ones to match their campaign setting.
Note that some of these benefits can potentially be applied, by extension, to the Unarmed skill – either learned via culture or added later as part of a profession.
Use of Weapons Not Covered by a Combat Style
Occasionally characters may be forced to pick up an unfamiliar weapon, using it either independently or in conjunction with a trained weapon. A character with a Sword and Shield style might, for example, be forced to use a mace, or mace and shield together.
By rights, using an untrained weapon forces the user to fight at his base Combat Style percentage. However, much depends on the weapon and how similar it is to something the user is experienced with. Some guidelines on using unfamiliar weapons are as follows:
If a weapon is substantially different from a trained weapon – in weight, size, length and method of use – then offensive and defensive actions are made at the base Combat Style skill (ie, STR+DEX).
If a weapon is reasonably different from a trained weapon – say a greatsword when the combatant is trained with a broadsword – then offensive and defensive actions are based on the existing Combat Style but are two grades more difficult.
If a weapon is broadly similar to a trained weapon – say a shortsword when the combatant is trained with a broadsword – then offensive and defensive actions are one grade more difficult.
If a weapon is similar to a trained weapon – a scimitar say, as opposed to a broadsword – then the character uses his existing Combat Style with no penalty.
If a combatant is using an unfamiliar weapon in conjunction with a trained weapon, such as a shield, then the trained Combat Style is used, but is one grade harder. This simulates the compensation in the overall style the combatant must make (adjusting balance, accounting for heft, and so on) necessary to use a combination of trained and untrained weapons.
The penalty imposed by use of an unfamiliar weapon cannot reduce the user’s skill below the default level of STR+DEX.
Combat Rounds
To emphasise its visceral nature, Mythras combat is tracked on a blow by blow basis. In order to ease bookkeeping but still reflect the differences in speed or numbers of attacks, fights are broken down into Combat Rounds of five seconds each. During this period combatants may make hand-to-hand attacks or defend against them, manoeuvre into and out of combat, fire or throw a ranged weapon, and so on.
Combat Style Traits
Trait Description
Assassination Allows the user access to the normally restricted ‘Kill Silently’ special effect.
Batter Aside
If the fighter’s Damage Modifier is two or more steps greater than his opponent’s, his weapon is considered one size larger for the purposes of
bypassing parries.
Beast-back Lancer Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit.
Blind Fighting Allows user to ignore any penalties imposed due to poor lighting or temporary blinding.
Cautious Fighter Can use the Change Range action to automatically withdraw from engagement with no need to roll
Chariot Fighting Style allows those riding in a chariot to ignore the skill cap placed upon their combat rolls by the driver’s Drive skill.
Daredevil May use Evade to dodge blows in hand to hand combat without ending up prone.
Defensive Minded Increases the Size of your weapon when parrying by one step, provided no offensive action is taken that round.
Do or Die Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon.
Excellent Footwork When fighting on slippery, wobbling surfaces the user can ignore the skill cap placed on combat rolls by the Acrobatics skill.
Formation Fighting*
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided
the ‘unit’ cannot be outflanked), and thus reducing each foe’s Action Points by one if they engage.
Hidden Weapons
Allows the user to utilise seemingly innocuous objects noted as part of the style as deadly weapons, with no chance of accidental breakage despite
apparent delicacy (fans or musical instruments for example).
Intimidating Scream
Style encourages frequent yells and bellows in combat to intimidate foes, making any psychological resistance rolls inflicted on an opponent one
grade harder.
Knockout Blow When attacking with surprise treat any Stun Location as lasting minutes instead of turns.
Mancatcher
The style grants its user an advantage when entangling or immobilising opponents, making a foe’s opposed rolls to evade or break free one
difficulty grade harder.
Mounted Combat Style allows rider to ignore the skill cap placed upon combat rolls by the Ride skill.
Ranged Marksman When using a ranged weapon, shift a random Hit Location roll to an adjoining body location.
Shield Splitter
Permits clubs and axes to roll the weapon’s damage twice and pick the best result, but only when using the Damage Weapon special effect against
shields.
Shield Wall*
Allows a group of three or more shield users to overlap their protection, adding one to the number of locations which can be protected with
passive blocking and resisting Knockback, Leaping attacks, and Bash as if using the Brace action.
Siege Warfare
The style permits its user to ignore the skill cap placed upon combat rolls by the Athletics skill when making assaults whilst scaling walls or crawling
through tunnels.
Skirmishing The style permits launching ranged attacks whilst at a run (but not whilst sprinting).
Swashbuckling
Style allows the user to engage in attacks and evades made whilst jumping or swinging into (or disengaging from) combat, ignoring any skill cap
placed on it by the Athletics skill.
Throw Weapons Any nominal melee weapon in the style can also be thrown at no penalty to skill, but when used in this way a weapon’s damage roll is halved.
Trained Beast
Intended for styles which emphasise fighting in close coordination with an animal companion (such as trained birds of prey, pet wolves, and so on),
the user may utilise any of his Action Points to defend against attacks launched at his beast.
Unarmed Prowess Permits the user to treat his Unarmed blocks and parries as ‘Medium’ sized, enabling him to better defend himself from armed opponents.
Water Combat The style allows its user to ignore the skill cap placed on combat rolls by the Swim skill.
* Requires everyone else in the group to also have this benefit, otherwise the coordinated effort fails to lack of one or more participants being trained in the correct technique.
Similarly to real life, most combat engagements – once joined
– are concluded in a matter of seconds rather than minutes. In
game terms this means several Combat Rounds (usually three or
less) unless participants withdraw to perhaps reset initiative, reassess
their tactical situation or simply to grab a momentary rest before
re-engaging. Only fights between well matched foes or sequences of
opponents tend to last longer.
Combat Rounds use several important terms:
hh Initiative: The order of who acts when during a Cycle of a
Combat Round.
hhCycle: The countdown through initiative values from the
highest to the lowest, so that each participant has a chance to
take their Turn when their number is reached. There can be
several cycles per Combat Round.
hhTurn: Upon each turn, participants perform a Combat
Action, which comprises of a declaration, any necessary dice
rolls (including reactions), and the resolution of the action.
Each term is described in more detail, below.
Initiative
Initiative determines participants’ order of actions during the cycles
of a Combat Round. It is rolled at the start of a fight. Unless something
occurs to change the situation, such as certain Combat Actions
or Special Effects, initiative remains in play until it is forced to be
re-rolled.
Calculating Initiative
Initiative is calculated by each participant rolling 1d10 and adding
their Initiative Bonus. Whoever gained the highest result acts first,
followed by the second highest, and so on. When two or more participants
tie scores they act concurrently.
Initiative Penalty
Characters who wear armour are hindered by the encumbrance of
their protection, slowed by its inherent mass and bulk. As described
on page 58, a penalty is applied to Initiative equal to the total ENC
for all the armour worn, divided by 5, and rounded up. For example,
a full suit of Hoplite Plate armour, covering all seven hit locations,
with an ENC value of 4 per location, imposes an Initiative penalty
of (7x4)/5 = 6.
Cycles and Turns
Once initiative has been determined, the participants have the
potential to perform several Combat Actions during each Combat
Round. The number of times they can act is equal to their Action
Points, but when they can act is limited to whether the action is proactive
or reactive.
Proactive actions can only be attempted on the character’s own
Turn; that is to say, when it is his initiative. Proactive actions are
those in which the character is the instigator, such as making an
Anathaym’s Saga
On the plains outside the city Anathaym is practicing with shortsword and
shield against her weapons tutor, Master Zamothis. Both she and her mentor
have 3 Action Points each, but Anathaym rolls a better initiative. Going first
she decides to attack (Proactive, 1 Action Point) which Zamothis effortlessly
deflects (Reactive, 1 Action Point). Thus far they have each used one Action
Point – Anathaym to attack and Zamothis to parry. Then it is her mentor’s
turn, and he returns with an attack (Proactive, 1 Action Point), forcing her to
block (Reactive, 1 Action Point). Now they have used two Action Points each.
Both have now taken their respective turns, but each still has a Combat
Action remaining; so the Games Master cycles back to the highest initiative
again; allowing Anathaym to attack a second time that round. Zamothis again
parries the blow and the round ends, since neither has any Action Points
remaining. Thus going first allowed Anathaym to use her actions to attack
twice and parry once.
Anathaym’s Saga
As Master Zamothis continues his lesson Anathaym notices three belligerent
centaurs, armed with bows, gallop out of a nearby gorge towards
them. She cries out a warning and interposes herself between her momentarily
surprised mentor and the approaching raiders.
All three centaurs roll higher initiatives than Anathaym. Each one, on
its turn, spends an Action Point to fire an arrow at the female warrior. In
response Anathaym defends herself against the fusillade with her shield, forcing
her to block three times, once per arrow. This costs all three of her Action
Points, so when her turn arrives she is unable to do anything and indeed cannot
act for the rest of the round.
The Games Master cycles back to the highest initiative, but fortunately for
Anathaym the centaurs each spend their second (and last) Action Point nocking
new arrows to their bows. Thus the end of the second cycle is reached, and
since nobody has any Action Points remaining, a new round is begun.
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attack with a weapon. Only one proactive action may be attempted
per cycle. If no proactive action is selected, the character is assumed
to have used Dither by default.
Reactive actions are those taken by a character to counter or
resist an act made against them. Only one reaction attempt is permitted
for each threat, an example would be trying to parry an
attack. However, any number of reactions may be made per cycle,
provided that the character has Action Points to spend.
The end of the cycle is reached once every participant has taken
their turn. If anyone still has Action Points remaining then a new
cycle is begun for those characters with Action Points available. This
continues until all available Action Points have been expended, at
which point the round is over, and a new one begins.
Combat Actions
Combat Actions are those acts which can be performed during battle.
Drawing a weapon, casting a spell, or diving clear from an attack
are all examples of Combat Actions. Most are concerned with elements
of combat itself, but some relate to activities outside the to
and fro of spells and weapons.
As previously mentioned, how often a character can act per
round is limited by their available Action Points. These are spent
over the course of each Combat Round to perform various Combat
Actions. Once a combatant’s Action Points are expended, they may
no longer act for the remainder of that round, and must wait until
their points reset at the beginning of the next.
Unless otherwise specified any Combat Action (save for ‘free’
actions) costs one Action Point. Thus combatants need to carefully
consider how and when they use their points. They may act as
aggressively or defensively as they wish, dynamically reacting to the
evolving circumstance of the combat.
Proactive Actions
The following are activities a character can attempt on his Turn
by spending an Action Point. Note that some actions such as spell
casting or reloading may take several turns to complete; each turn
costing its own Action Point.
Attack
The character can attempt to strike with a hand-to-hand weapon or
use a ranged weapon.
Brace
The character braces himself by taking a firm stance, and leaning
into the direction of a forthcoming attack. For the purposes of resisting
Knockback or Leaping Attacks the character’s SIZ is treated
as 50% bigger. Against the Bash special effect SIZ is doubled. The
benefits of bracing are lost once the character moves away from the
place they planted themselves.
Cast Magic
The character can attempt to cast a spell, call for a miracle, invoke
a talent or summon a spirit. Complex magics may require several
turns in order to complete the casting. Once concluded, the magic
can be released at any moment up until the caster’s next turn; at
which point it can be held for later effect; but this requires the Hold
Magic action (see below) to maintain it in preparation for later
release.
Change Range
The character can attempt to close on, or retreat from, an opponent;
changing the range at which he is fighting to take best advantage
of his weapon’s reach or disengage from engagement entirely. See
Weapon Reach - Closing and Opening Range on page 106.
Delay
The character conserves his action so that he can instead perform a
Reactive Action at a later time, such as an Interrupt or Parry. The
Action Point cost of delaying is covered by whatever act is finally
performed. If the delayed action is not taken before the character’s
next turn (on the following cycle), then the character is considered to
have Dithered, and the Action Point is lost.
Dither
A character can decide to simply waste his turn doing nothing useful.
Hold Magic
Once casting is complete, the character may hold a spell, miracle
or spirit in temporary check, awaiting the best moment to release it.
The magic may be held back for as long as the character continues
to take this action on his subsequent turns, but allows free use of the
Counter Spell reaction if pertinent to his spell.
Mount
The character can mount or dismount a riding beast. Particularly
large mounts may require several turns to complete.
Move
Provided he is not engaged with an opponent, the character can
move any distance the Games Master deems suitable for the situation.
The Move Combat action is not required for every instance of
movement during combat.
One does not need to spend an Action Point on Move to engage
an opponent. For instance, a character crossing an open field to
engage a group of archers would spend 1 Action Point to cover the
distance. He would not, though, need to spend a further Action
Point to initiate combat with one of the archers when he reaches
their vantage point. He may use his next turn solely for his attack
roll.
Keeping Track of Action Points
It can be tricky to keep track of Action Points during a round, especially
if characters make a habit of using Combat Actions such as Delay
or casting spells which require more than one turn to complete. As an aide
to simplify book keeping, the use of tokens (coins or poker chips are ideal)
is recommended.
Give each player a number of tokens equal to their Action Points,
then each time they act or react, remove one of the tokens – tossing them
into a used pile in the centre of the table. In the case of the Delay action,
the token can be moved half way, indicating a held action which can be
triggered at a later point. For spell casting a separate pile could be formed
which keeps track of how many turns have been invested thus far.
When each round concludes the players can reclaim a requisite number
of tokens from the discard pile. Of course other methods can be used, such
as using dice as trackers or even tallying Action Points on scrap paper.
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To summarise, use the Move Combat Action for:
hhMoving up towards a combat
hh Perform a dramatic action within combat (swing from a
handy chandelier, for example)
Move is not necessary to engage an opponent.
Outmanoeuvre
The character can engage multiple opponents in a group opposed
roll of Evade skills. Those who fail to beat his roll cannot attack him
that Combat Round. See the section on Outmanoeuvring on page
104.
Ready Weapon
The character may draw, sheath, withdraw or reload a weapon.
Retrieving a nearby dropped weapon requires two turns: one to
move and reach down for the weapon, and a second to return to
a readied stance. Some missile weapons require several turns to
reload.
Regain Footing
If unengaged with an opponent, the character can regain his footing
from being tripped or knocked down. If engaged, the character
must win an opposed test of Brawn or Athletics with the opponent
before standing.
Struggle
If the character is the victim of a certain types of attack or Special
Effect, he may attempt to extract himself from the situation. For
example breaking free from a Grapple or Pin Weapon.
Take Cover
Take Cover is a proactive action which allows someone to duck
behind whatever cover is available in their immediate vicinity, gaining
some degree of protection against incoming fire. Unlike Evade
it does not leave the user prone, but it does rely on some form of
cover being available (for example, ducking back around a corner in
a corridor or crouching down behind a table in a bar).
Reactive Actions
This list specifies reactions which can be used at any time during
the Combat Round as a response to an imminent threat. As in the
previous list, a reaction costs an Action Point to perform.
Counter Spell
The character can attempt to dismiss or counter an incoming spell,
miracle or spirit. This assumes the countering magic has a casting
time of one Turn, otherwise it must be prepared in advance, and
temporarily withheld using the Hold Magic action. Successfully
intercepting magic in this manner is assumed to negate the entire
spell or miracle, even those with multiple targets or areas of effect.
Evade
The character can attempt to dive or roll clear of threats such as
incoming missiles or a charging attack. Using Evade leaves the character
prone, unless mitigated by some special consequence. Thus
the character’s next turn is usually spent taking the Regain Footing
action to stand again. See Evading on page 103.
Interrupt
(Delaying characters only) Halts an opponent’s turn after his declaration
in order to take your own delayed turn. Assuming no change
in the tactical situation, the opponent continues his turn after yours
is completed. If unable to still achieve his original declaration, the
opponent’s Action Point is wasted. An interrupt can also be used
against anyone passing close by the delaying character, within
weapon reach.
Anathaym’s Saga
Backtracking the centaurs’ trail, Anathaym and Zamothis discover the
raider’s encampment in a small cave-filled canyon far to the west of Meeros.
Using the cover of darkness they creep close enough to see a sorcerer by the
name of Kratos, whom the herd is serving, about to perform a human sacrifice
of a youth tied spread-eagled between frighteningly carved totem poles.
Zamothis orders Anathaym to deal with the black wizard, then yells loudly
and, bedecked in his bronze hoplite armour, heroically leaps down into the
midst of the centaur warriors to cause a distraction.
Anathaym runs to engage the sorcerer and Initiative is rolled, resulting in
Kratos gaining the higher Initiative. Spotting her approach the sorcerer immediately
begins invoking a diabolical spell, one which the Games Master determines
will take two turns to cast. He marks off the first of Kratos’ Action
Points for the round. Guessing at her imminent doom, Anathaym on her turn
tries to stab the sorcerer, forcing Kratos (who has no weapons) to Evade in a
desperate attempt to avoid the blow. Rolls are made, and the sorcerer successfully
throws himself backwards into the shadows, but is now prone upon the
rocky ground. This concludes the cycle, with Anathaym having used one Action
Point, and Kratos two.
The next cycle begins with the sorcerer in apparent difficulty. He has one
Action Point remaining, and has the choice of either kicking at the warrior
in the hope of perhaps tripping her (leaving him at the mercy of Anathaym’s
sword for the rest of the round) or continuing his half cast spell. Facing little
chance of mercy Kratos uses his turn to complete his spell and rolls against his
Invocation skill. Despite an imposed difficultly grade of Formidable for lying
on his back, he succeeds, and disappears in a puff of greasy, black smoke.
Anathaym is left on her turn with nobody to attack, so revises her intentions
and starts cutting the youth’s bonds...
Delay and Interrupt
Delay is intended to be a way of allowing a character to conserve
all of their Action Points in a Round for reactive actions; for example
parrying.
Interrupt, on the other hand, is intended to permit pre-emptive actions
which could, but do not necessarily, involve combat, such as slamming a
door shut, knocking a siege engine off target, waiting for the clear shot,
and so on. It is also worded to allow characters to intercept those that try
to dodge or pass close by them.
Neither Delay nor Interrupt are intended to be used as a way of
gaining an Action Point advantage over a closing opponent: it is not in the
spirit of the rules to permit the withholding of actions until engagement
has been initiated.
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Parry
The character can attempt to defend against an incoming attack
using a combination of parrying, blocking, leaning, ducking or
side-stepping footwork to minimise the blow.
Free Actions
Free actions can be performed at any time during the Combat
Round, and cost no Action Points to perform.
Assess Situation
If unengaged, a character can make a Perception roll at no Action
Point cost. Success in the roll alerts them to any relevant changes in
the tactical situation (such a spotting a foe beginning a charge).
Drop Weapon
Dropping a weapon is a Free Action.
Signal
If unengaged, gesturing or signalling to one or more participants (as
long as they can perceive the sign) is a Free Action.
Speak
A character can speak at any time during combat, but what is said
should be limited to short phrases which can be uttered in five seconds
or less; for example ‘Time to die!’, ‘Look out behind you!’ or
‘Damn you to hell!’
Use Luck Point
Using a Luck Point – to re-roll a particular result for example – is a
Free Action.
Ward Location
The character guards a particular Hit Location from being hit by
dedicating one of his weapons to statically cover the area. Any blow
which lands on that location has its damage automatically downgraded
as per normal for a parrying weapon of its Size. The ward
continues until the dedicated weapon is used to attack or actively
parry. Establishing a ward or changing the Hit Location covered
must be performed prior to an opponent rolling to attack the character.
Due to their design, shields can cover multiple areas. For further
explanation see Passive Blocking, page 105.
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Weapon Size & Reach
Every weapon in Mythras possesses a number of different attributes
from the damage it deals to how many hands are required to
wield it. Two of these ratings, Size and Reach are important due
to their mechanical effect. Size is used to determine the weapon’s
ability to impose and parry damage (see Damage Reduction in this
chapter), whilst Reach can affect whether an opponent lies within
range of being struck (see Weapon Reach - Closing and Opening
Range on page 106).
Size categories are Small, Medium, Large, Huge, and Enormous.
Reach categories are Touch, Short, Medium, Long, and Very Long. Some
monsters and weapons further extend these categories beyond the
scope of human characters, as illustrated in the Creatures chapter.
Both of these ratings are largely abstract in nature, simplified to
help speed play. Size is a combination of a weapon’s mass, leverage
and stability. Reach is more a measure of its length and ability to
hold a foe at bay due to how far it extends beyond the hilt or grip.
The Equipment chapter provides default Size and Reach values
for common weapons, but the following guidelines are provided for
those Games Masters wishing to design their own armaments.
The unarmed attacks of creatures are assigned similar categories
according to their physical characteristics. See page 222.
How Combat Works
Fighting in Mythras is resolved in a blow by blow progression, each
attack or parry representing a single swing, cast or shot of a weapon.
Any offensive action is permitted the chance to be resisted by a reaction.
Thus even if a character manages to strike an opponent, the
foe is permitted its own roll to see if it can parry the blow before it
lands. The same philosophy is used whether the attacks are missile
weapons against targets diving for cover, or trying to break free from
the iron grasp of a giant octopus.
Attacks and Parries
Close combat is handled in the following step by step manner:
1. On his turn the attacker spends an Action Point, rolls
against his Combat Style and notes the result.
2. If desired, the defender spends an Action Point, rolls against
his Combat Style and notes the result.
3. The success level of the results are compared as per a Differential
Roll.
4. Any difference grants the combatant with the superior roll
one or more Special Effects (see below).
5. If the attacker achieved a success or critical, he may roll
weapon damage and apply their Damage Modifier (if any).
If applicable, a Hit Location is determined for the blow.
6. If the defender achieved a success or critical, reduce any
damage inflicted according to the comparative sizes of the
weapons involved.
It should be noted that any Special Effects generated by the
exchange are independent of whether or not damage is inflicted. It
is quite possible for a defender to gain the higher success level, yet
still suffer injury.
Damage Reduction
If a defender succeeds in parrying, then he can reduce an attacker’s
damage, if any, according to the comparative Size of the weapons
used.
hh Parrying an attack with a weapon or shield of equal or greater
Size deflects all damage
hh Parrying with a weapon or shield of one Size less only deflects
half damage
hh Parrying with a weapon or shield two or more Sizes less fails to
deflect any damage
For example, parrying a great axe (Huge) with a hoplite shield (also Huge)
would block all damage; parrying it with a pike (Large) would halve the damage,
and parrying it with a shortsword (Medium) would stop no damage at all.
Keeping Track of Attack Rolls
As will be further explained in the rules, some Special Effects and
certain types of injury require an opposed roll of some sort against the
attacker’s original attack roll. The same thing applies to offensive magic.
For this reason it is a useful habit for players to leave the percentage dice
lying untouched on the table until the attack and consequences have been
fully resolved. In this way the dice provide a record of what number was
actually rolled, thus helping to avoid lapses of memory or unnecessary
dispute.
Size Description
Small
Human unarmed combat, and light single handed weapons
less than a kilo in weight, such as a dagger
Medium
Single handed weapons over a kilo in weight, a mace for
instance
Large
Long hafted thrusting weapons, two handed spears being a
case in point
Huge
Two handed slashing, chopping or bashing weapons, like
greatswords
Enormous
Weapons used by very large creatures, for example a tree
trunk used by a giant
Weapon Size Categories
Reach Description
Touch Human reach in unarmed combat, knuckledusters, spiked
kneepads, and so on
Short Weapons less than half a metre long; such as a dagger or
short sword
Medium Single handed swung weapons longer than half a metre,
like a ball and chain
Long Single handed thrusting weapons, or two handed swung
weapons, a great axe for instance
Very Long Two handed or mounted thrusting weapons, polearms or
lances for example
Weapon Reach Categories
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Parrying a Missed Attack
If the attacker misses his initial attack roll, the defender has the
option of whether or not to spend an Action Point to parry. Although
it may seem disingenuous to parry an attack which will miss anyway,
a skilled defender can use this to his advantage to gain one or more
Special Effects, potentially weakening or incapacitating a foe, and
preserving their next turn for some other action.
Unable or Unwilling to Parry
In a situation where a defender is unable to parry due to having no
Action Points remaining, or, confident in his ability to weather the
blow, elects not to parry, he is treated as having automatically rolled
a failure. This has the consequence of granting a successful attacker
one or more Special Effects.
Failed Rolls and Fumbles
If both combatants fail their rolls, or the defender decides not to take
advantage of a missed attack, then the attack-parry sequence ends,
and combat continues on to the participant with the next highest
Initiative.
Fumbling a Combat Style roll has no additional effect other than
the chance it provides his opponent to inflict multiple (and more
dire) Special Effects against him. If a combatant fails when his opponent
fumbles, then he misses the opportunity to take advantage of
his foe’s clumsiness.
In the rare circumstance that both opponents fumble, Games
Masters are encouraged to describe some hilarious or amazingly
improbable event occurring which temporarily takes both out of the
fight.
Special Effects
Fighting is far more than simply injuring or killing an opponent.
Combative arts teach many methods of defeating a foe, perhaps
rendering them helpless or forcing them into situations where they
must capitulate, without necessarily needing to actually cause them
harm. Special Effects represent these techniques, and control how
they occur in play.
Whenever opponents engage in a Differential Roll of their
respective fighting skills (Combat Styles or Evade for example),
any resulting difference in success levels indicates an opportunity
for Special Effects to occur. This reflects one combatant manoeuvring
his opponent into a disadvantageous situation which can be
exploited using a cunning trick or tactic.
The number of Special Effects received depends on the difference
between the levels of success, as illustrated on the Differential
Roll Results Table (see page 51).
If any Special Effects are won during an exchange, they must
be selected before Damage and Hit Location, if any, are rolled. In
cases where the recipient is badly wounded in addition to receiving
a Special Effect, Endurance rolls are resolved after the application
of the effect.
Special Effects cover a diverse range of situations and techniques.
Some are designed specifically for attacks, whilst others are intended
for defence, and a few are adaptable for either circumstance. Certain
Special Effects can also be limited to particular weapon types or
specific dice rolls, requiring a Critical or Fumble result on their skill
check for instance.
When two or more Special Effects are gained, the combatant
may freely mix and match which ones are selected, providing he
meets the prerequisite conditions for each one. Some effects can be
stacked. For example, an attacker who rolls a critical success and
wins two Special Effects could choose Maximise Damage twice,
rather than choosing two separate offensive manoeuvres.
Attacking Weapon
Small Medium Large Huge Enormous
Defending Weapon
Small All Half None None None
Medium All All Half None None
Large All All All Half None
Huge All All All All Half
Enormous All All All All All
Damage Reduction Table
Retroactive Parrying With
a Skill over 100%
Allowing a character to parry only those attacks which will hit is an
essential part of maintaining the unpredictable flow of combat. However
it does start to cause problems when the defender has a combat skill exceeding
100%, since what was originally a successful roll by the attacker may
become downgraded to a miss if the penalty provided by the defender’s
superior skill is retroactively applied.
To avoid messy calculations or causality issues, the best way to handle
this situation is to only permit the defender to impose his over 100% skill
penalty if he pro-actively defends, declaring his parry before the attacker
rolls. This has the added benefit of preventing superhumanly skilled opponents
from being near-immune to attacks without the need to expend Action
Points to defend themselves.
For example; despite his best efforts to outmanoeuvre them, Master
Zamothis is surrounded by centaur opponents. The grizzled warrior is
worthy of his title, possessing (amongst others) a Combat Style (Meerish
Infantry) skill of 120%. However he is surrounded and faces the tough
choice of whether or not to use his remaining two Action Points to defend
himself. Since his skill is so high that it would provide a penalty to his
attackers, the Games Master asks his player if he wishes to declare his
parry in advance (thus reducing the centaurs impending attack skill by
20%) or withhold parrying until it is seen whether the centaurs hit or
miss at their normal skill.
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Special Effect Descriptions
Accidental Injury
The defender deflects or twists an opponent’s attack in such a way
that he fumbles, injuring himself. The attacker must roll damage
against himself in a random hit location using the weapon used to
strike. If unarmed he tears or breaks something internal, the damage
roll ignoring any armour.
Arise
Allows the defender to use a momentary opening to roll back up to
their feet.
Bash
The attacker deliberately bashes the opponent off balance. How far
the defender totters back or sideward depends on the weapon being
used. Shields knock an opponent back one metre per for every two
points of damage rolled (prior to any subtractions due to armour,
parries, and so forth), whereas bludgeoning weapons knock back one
metre per for every three points. Bashing works only on creatures up
to twice the attacker’s SIZ. If the recipient is forced backwards into
an obstacle, then they must make a Hard Athletics or Acrobatics skill
roll to avoid falling or tripping over.
Bleed
The attacker can attempt to cut open a major blood vessel. If the
blow overcomes Armour Points and injures the target, the defender
must make an opposed roll of Endurance against the original attack
roll. If the defender fails, then they begin to bleed profusely. At
the start of each Combat Round the recipient loses one level of
Fatigue, until they collapse and possibly die. Bleeding wounds can
be staunched by passing a First Aid skill roll, but the recipient can no
longer perform any strenuous or violent action without re-opening
the wound. See Blood Loss page 71.
Blind Opponent
On a critical the defender briefly blinds his opponent by throwing
sand, reflecting sunlight off his shield, or some other tactic which
briefly interferes with the attacker’s vision. The attacker must make
an opposed roll of his Evade skill (or Weapon style if using a shield)
against the defender’s original parry roll. If the attacker fails he suffers
the Blindness situational modifier for the next 1d3 turns.
Bypass Armour
On a critical the attacker finds a gap in the defender’s natural or
worn armour. If the defender is wearing armour above natural protection,
then the attacker must decide which of the two is bypassed.
This effect can be stacked to bypass both. For the purposes of this
effect, physical protection gained from magic is considered as being
worn armour.
Choose Location
When using hand-to-hand melee weapons the attacker may freely
select the location where the blow lands, as long as that location is
normally within reach. If using ranged weapons Choose Location is
a Critical Success only, unless the target is within close range, and is
either stationary or unaware of the attacker.
Circumvent Cover
Assuming that the shooter is using some high-tech weaponry, they
can fire around the target’s cover. In most cases this will require
something along the lines of self guided ammunition. If used as a
trick shot, for example bouncing a laser blast off a mirror or ricocheting
a bullet off a wall, then the special effect should be treated as
a Critical Success only with a commensurate reduction in damage.
The Head? Again?
Some Games Masters may find the Choose Location special effect a
rather sour annoyance, especially if their players continue to take down foe
after foe with exactly the same blow. What might surprise many people
to know is that this behaviour is exactly matched by real life combat. Not
only is the head is the closest part of the body to strike, but shields tend to
be held beneath the level of the eyes, exposing the head and part of the face
so that you can see your opponent.
There are several techniques which can help prevent foes being chopped
down with the same blow. First, and most obvious, is to wear a helmet,
which after shields was the most prevalent type of protection used
throughout history. Secondly is to use the Ward Location action. This is a
perfectly natural thing to do, since once an opponent has suffered a wound
he will tend to try to keep that weakened area covered so that it cannot be
struck again. Third, the Prepare Counter Special Effect (page 98) can be
used to anticipate (and neutralise) predictable tactics.
Last but by no means least the Games Master should himself use
a range of diverse and interesting Special Effects, showing that Choose
Location can be eclipsed by manoeuvres such as Bleed, Stun Location or
even Bash in the right circumstances!
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Circumvent Parry
On a critical the attacker may completely bypass an otherwise successful
parry.
Close Range
Permits the character to automatically change the engagement
range between himself and his opponent, so that they end up at the
Range favoured by the shorter weapon (see Weapon Reach - Closing
and Opening Range page 106).
Compel Surrender
Allows the character a chance to force the surrender of a helpless
or disadvantaged opponent; for example someone who has been
disarmed, is lying prone unable to regain his footing, has suffered a
serious (or worse) wound, and so on. Damage is not inflicted on the
target, they are only threatened. Assuming the target is sapient and
able to understand the demand, the target must make an opposed
roll of Willpower against the original attack or parry roll. If the target
fails, they capitulate. Games Masters may wish to reserve Compel
Surrender for use against non-player characters only.
Damage Weapon
Permits the character to damage his opponent’s weapon as part of
an attack or parry. If attacking, the character aims specifically at the
defender’s parrying weapon and applies his damage roll to it, rather
than the wielder. The targeted weapon uses its own Armour Points
for resisting the damage. If reduced to zero Hit Points the weapon
breaks.
Disarm Opponent
The character knocks, yanks or twists the opponent’s weapon out
of his hand. The opponent must make an opposed roll of his Combat
Style against the character’s original roll. If the recipient of
the disarm loses, his weapon is flung a distance equal to the roll of
the disarmer’s Damage Modifier in metres. If there is no Damage
Modifier then the weapon drops at the disarmed person’s feet. The
comparative size of the weapons affects the roll. Each step that the
disarming character’s weapon is larger increases the difficulty of the
opponent’s roll by one grade. Conversely each step the disarming
character’s weapon is smaller, makes the difficulty one grade easier.
Disarming works only on creatures of up to twice the attacker’s
STR.
Drop Foe
Assuming the target suffers at least a minor wound from the shot,
they are forced to make an Opposed Test of their Endurance against
the attacker’s hit roll. Failure indicates that the target succumbs to
shock and pain, becoming incapacitated and unable to continue
fighting. Recovery from incapacitation can be performed with a
successful First Aid check or using some form of technological or
narcotic booster if such exists in the campaign. Otherwise the temporary
incapacitation lasts for a period equal to one hour divided by
the Healing Rate of the target.
Duck Back
This special effect allows the shooter to immediately duck back into
cover, without needing to wait for their next Turn to use the Take
Cover action. The character must be already standing or crouching
adjacent to some form of cover to use Duck Back.
Enhance Parry
On a critical the defender manages to deflect the entire force of an
attack, no matter the Size of his weapon.
Entangle
Allows a character wielding an entangling weapon, such as a whip or
net, to immobilise the location struck. An entangled arm cannot use
whatever it is holding; a snared leg prevents the target from moving;
whilst an enmeshed head, chest or abdomen makes all skill rolls one
grade harder. On his following turn the wielder may spend an Action
Point to make an automatic Trip Opponent attempt. An entangled
victim can attempt to free himself on his turn by either attempting
an opposed roll using Brawn to yank free, or win a Special Effect and
select Damage Weapon, Disarm Opponent or Slip Free.
Flurry
An unarmed creature or attacker can make an immediate follow-up
attack using a different limb or body part, without needing to wait
for its next turn. A human attacker might follow up a punch to the
abdomen with a knee to the face for example. The additional attack
still costs an Action Point, but potentially allows several attacks in
sequence before the defender can respond offensively.
Force Failure
Used when an opponent fumbles, the character can combine Force
Failure with any other Special Effect which requires an opposed roll
to work. Force Failure causes the opponent to fail his resistance roll
by default – thereby automatically be disarmed, tripped, etc.
Grip
Provided the opponent is within the attacker’s Unarmed Combat
reach, he may use an empty hand (or similar limb capable of gripping
such as claws, tails or tentacles) to hold onto the opponent,
preventing them from being able to change weapon range or disengage
from combat. The opponent may attempt to break free on his
turn, requiring an opposed roll of either Brawn or Unarmed against
whichever of the two skills the gripper prefers. If the gripped victim
wins, they manage to break free. Note that some attackers using
Brawn may be so strong that no amount of brute force or cunning
technique can overcome their grip (see Brawn page 39).
Impale
The attacker can attempt to drive an impaling weapon deep into the
defender. Roll weapon damage twice, with the attacker choosing
which of the two results to use for the attack. If armour is penetrated
and causes a wound, then the attacker has the option of leaving the
weapon in the wound, or yanking it free on their next turn. Leaving
the weapon in the wound inflicts a difficulty grade on the victim’s
future skill attempts. The severity of the penalty depends on the size
of both the creature and the weapon impaling it, as listed on the
Impale Effects Table above. For simplicity’s sake, further impalements
with the same sized weapon inflict no additional penalties.
To withdraw an impaled weapon during melee requires use of the
Ready Weapon combat action. The wielder must pass an unopposed
Brawn roll (or win an opposed Brawn roll if the opponent resists).
Success pulls the weapon free, causing further injury to the same
location equal to half the normal damage roll for that weapon,
but without any damage modifier. Failure implies that the weapon
remained stuck in the wound with no further effect, although the
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wielder may try again on their next turn. Specifically barbed weapons
(such as harpoons) inflict normal damage. Armour does not
reduce withdrawal damage. Whilst it remains impaled, the attacker
cannot use his impaling weapon for parrying.
Kill Silently
Restricted to those trained in a Combat Style with the Assassination
benefit. It allows the attacker to neutralise a victim in complete
silence, covering their mouth or grasping them about the neck whilst
simultaneously stabbing, cutting or garrotting them. This prevents
the victim from crying out or otherwise raising an alarm for the
entire round. In addition, if during this time the attacks inflict a Serious
or Major Wound, the victim will automatically fail its Endurance
roll. Kill Silently can only be used on a surprised opponent,
and only on the first attack against them.
Marksman
Permits the shooter to move the Hit Location struck by his shot by
one step, to an immediately adjoining body area. Physiology has
an effect on what can be re-targeted, and common sense should be
applied. Thus using this special effect on a humanoid would permit
an attacker who rolled a leg shot, to move it up to the abdomen
instead. Conversely shooting a griffin in the chest would permit
selection of the forelegs, wings or head.
Maximise Damage
On a critical the character may substitute one of his weapon’s damage
dice for its full value. For example a Hatchet which normally
does 1d6 damage would instead be treated as a 6, whereas a great
club with 2d6 damage would instead inflict 1d6+6 damage. This
special effect may be stacked. Although it can also be used for natural
weapons, Maximise Damage does not affect the Damage Modifier
of the attacker, which must be rolled normally.
Open Range
Permits the character to automatically change the engagement
range between himself and his opponent, so that they end up at
the Range favoured by the longer weapon (see (see Weapon Reach -
Closing and Opening Range page 106).
Overextend Opponent
The defender sidesteps or retreats at an inconvenient moment, causing
the attacker to overreach himself. Opponent cannot attack on his
next turn. This special effect can be stacked.
Overpenetration
If shooting at lineally positioned opponents or into a densely packed
group, this special effect allows the shot to travel completely through
the first victim to strike a second behind them, assuming that it
overcomes the first target’s body armour. The second victim however,
only suffers half damage due to attenuation or slowing down
of the shot. Overpenetration is generally of more use with high
powered weapons that inflict large amounts of damage or those
which have some sort of armour piercing ability. Any special effects
inflicted on the first target are not applied to the second.
Pin Down
Similar to Press Advantage, this special effect forces the target to
make an Opposed Test of their Willpower against the attacker’s hit
roll. Failure means that the target hunkers down behind whatever
cover is available, and cannot return fire on their next Turn. Note
that Pin Down works even if no actual damage is inflicted on the target
(perhaps due to a successful evasion or shots striking their cover
instead), as it relies on the intimidation effect of projectiles passing
very close by.
Although a pinned victim is unable to fire back for the requisite
time, they can perform other actions provided they don’t expose
themselves to fire in the process, such as crawling away to new cover,
communicating with others, reloading a weapon, and so on.
Pin Weapon
On a critical the character can pin one of his opponent’s weapons
or shield, using his body or positioning to hold it in place. On his
turn the opponent may attempt to wrestle or manoeuvre the pinned
item free. This costs an Action Point and works as per the Grip special
effect. Failure means that the pinned item remains unusable. In
the meantime, an opponent lacking a weapon or shield in the other
hand may only avoid an attack by evading, using his Unarmed skill
or disengaging completely.
Prepare Counter
The defender reads the patterns of his foe and pre-plans a counter
against a specific Special Effect (which should be noted down in
secret). If his opponent attempts to inflict the chosen Special Effect
upon him during the fight, the defender instantly substitutes the
attackers effect with an offensive or defensive one of his own, which
succeeds automatically.
Press Advantage
The attacker pressures his opponent, so that his foe is forced to
remain on the defensive, and cannot attack on their next turn. This
allows the attacker to potentially establish an unbroken sequence
of attacks whilst the defender desperately blocks. It is only effective
against foes concerned with defending themselves. Foes that find
themselves constantly locked under an unceasing sequence of Press
Advantage will likely disengage from the combat, call for help, or use
Prepare Counter to give attackers a nasty surprise.
Creature SIZ Small Weapons Medium Weapons Large Weapons Huge Weapons Enormous Weapons
1-10 Formidable Herculean Incapacitated Incapacitated Incapacitated
11-20 Hard Formidable Herculean Incapacitated Incapacitated
21-30 No Effect Hard Formidable Herculean Incapacitated
31-40 No Effect No Effect Hard Formidable Herculean
41-50 No Effect No Effect No Effect Hard Formidable
Each +10 Follow table progression
Impale Effects Table
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Rapid Reload
When using a ranged weapon, the attacker reduces the reload time
for the next shot by one. This effect can be stacked.
Remise
The attacker performs a sequential follow-up attack with a weapon
of size Small on his opponent’s next turn, which forces the foe to
change their proactive action into a reactive one.
Scar Foe
The opponent is given a scar that will disfigure them for the rest of
their life, for example a slice across the face, or an artfully inscribed
letter across the chest.
Select Target
When an attacker fumbles, the defender may manoeuvre or deflect
the blow in such a way that it hits an adjacent bystander instead.
This requires that the new target is within reach of the attacker’s
close combat weapon, or in the case of a ranged attack, is standing
along the line of fire. The new victim is taken completely by surprise
by the unexpected accident, and has no chance to avoid the attack
which automatically hits. In compensation however, they suffer no
special effect.
Slip Free
On a critical the defender can automatically escape being Entangled,
Gripped, or Pinned.
Spoil Spell
The character automatically ruins any spell in the process of being
cast, providing the blow overcomes Armour Points and injures the
target.
Stand Fast
The defender braces himself against the force of an attack, allowing
them to avoid the Knockback effects of any damage received.
Stun Location
The attacker can use a bludgeoning weapon to temporarily stun the
body part struck. If the blow overcomes Armour Points and injures
the target, the defender must make an opposed roll of Endurance vs.
the original attack roll. If the defender fails, then the Hit Location is
incapacitated for a number of turns equal to the damage inflicted.
A blow to the torso causes the defender to stagger winded, only able
to defend. A head shot renders the foe briefly insensible.
Size Matters...
Some Special Effects may feel unrealistic when fighting against
opponents of a significantly larger size. For instance using Bleed or Trip
Opponent against an immense wyvern is not as easy as when applying
them to a human. In these cases the Games Master should make opposed
skill rolls to resist such effects a difficulty grade easier or two for the larger
foe according to the verisimilitude of the setting. Conversely using them on
smaller opponents may make the opposed skill check harder for the target.
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Special Effect Offensive Defensive Specific Weapon Type Specific Roll Stackable
Accidental Injury X Attacker Fumbles
Arise X
Bash X Shields or Bludgeoning
Bleed X Cutting Weapons
Blind Opponent X Defender Criticals
Bypass Armour X Attacker Criticals X
Choose Location X See Description
Circumvent Cover X Ranged Weapons
Circumvent Parry X Attacker Criticals
Close Range X X
Compel Surrender X X
Damage Weapon X X
Disarm Opponent X X
Drop Foe X Ranged Weapons
Duck Back X Ranged Weapons
Enhance Parry X Defender Criticals
Entangle X X Entangling Weapons
Flurry X Unarmed X
Force Failure X X Opponent Fumbles
Grip X Unarmed
Impale X Impaling Weapons
Kill Silently X Small Weapons See Description
Marksman X Ranged Weapons
Maximise Damage X Attacker Criticals X
Open Range X
Overextend Opponent X X
Overpenetration X Ranged Weapons Critical Only
Pin Down X Ranged Weapons X
Pin Weapon X X Critical Only
Prepare Counter X X
Press Advantage X
Rapid Reload X X
Remise X Small Weapon Only
Scar Foe X X
Select Target X Attacker Fumbles
Slip Free X Defender Criticals
Spoil Spell X
Stand Fast X
Stun Location X Bludgeoning Weapons
Sunder X Axes, Two Handed Weapons
Take Weapon X X Unarmed
Trip Opponent X X
Weapon Malfunction X Ranged Weapons Attacker Fumbles
Withdraw X
Special Effects Summary
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Sunder
The attacker may use a suitable weapon to damage the armour
or natural protection of an opponent. Any weapon damage, after
reductions for parrying or magic, is applied against the Armour Point
value of the protection. Surplus damage in excess of its Armour
Points is then used to reduce the AP value of that armour(ed) location
– ripping straps, bursting rings, creasing plates or tearing away
the hide, scales or chitin of monsters. If any damage remains after
the protection has been reduced to zero AP, it carries over onto the
Hit Points of the location struck.
Take Weapon
Allows an unarmed character to yank or twist an opponent’s weapon
out of his hand. The opponent must make an opposed roll of his
Combat Style against the character’s original Unarmed roll. If the
target loses, his weapon is taken and from that moment on, may
be used by the character instead. Take Weapon differs from Disarm
Opponent in that the size of the weapon is largely irrelevant.
However, the technique only works on creatures of up to twice the
attacker’s STR
Trip Opponent
The character attempts to overbalance or throw his opponent to the
ground. The opponent must make an opposed roll of his Brawn,
Evade or Acrobatics against the character’s original roll. If the target
fails, he falls prone. Quadruped opponents (or creatures with even
more legs) may substitute their Athletics skill for Evade, and treat the
roll as one difficulty grade easier.
Weapon Malfunction
The attacker’s weapon malfunctions in such a way that it is rendered
useless until time can be spent repairing it.
Withdraw
The defender may automatically withdraw out of reach, breaking
off engagement with that particular opponent.
Close Combat
Close combat is hand to hand fighting in its classic sense, when combatants
strike each other with wielded or natural weapons. Although
the basic combat rules have been described previously, this section
further details a number of tactical and environmental situations
which may affect those in close combat.
The following guidelines offer ways to make close combat more
interesting and help to further explain some concepts hinted at earlier
in this chapter.
Situational Modifiers
The Situational Modifiers table (below) provides some common situational
modifiers that may be applied when fighting in particular
situations, or as the result of a Special Effect.
Unless stated otherwise, these modifiers are applied to attacking,
parrying, and evading equally. The difficulty grade column suggests
a suitable skill penalty for that situation. Where two or more
situations are pertinent to the character, use the most severe. See
Modifying Skills page 38.
Engagement
An important concept of close combat is that of Engagement. A
character is considered Engaged if he is within melee weapon range
of his opponent. This does not necessarily require that both combatants
can reach each other; only that one of them can be potentially
struck by the other.
Once a character has engaged with an opponent he can no
longer freely depart that fight (Charging is a special exception). It
requires some form of deliberate act to break contact with the foe,
who might not wish to allow him to depart. This is normally performed
via a combat action such as Change Range or Outmanoeuvre,
but sometimes an unexpected chance to disengage occurs by use
of a Special Effect. Fleeing from a battle requires that engagement
is broken first.
Certain circumstances will allow a character to engage with multiple
foes simultaneously, provided the enemy are in close proximity
with each other. This can occur in many ways, for instance closing
with a line of soldiers blocking a bridge, or jumping down into the
Anathaym’s Saga
One of the centaurs battling Master Zamothis becomes infuriated at the
grizzled warrior’s near impenetrable defence. When it finally rolls a critical
attack, Zamothis once again parries with his Hoplite shield which would normally
be enough to block any damage from the centaur’s great club. So rather
than attacking the warrior, the enraged beast aims for the shield instead, and
selects Damage Weapon as its effect. The blow from the club inflicts 11 points
of damage which when applied to the shield, overcomes its 6 Armour Points
and reduces it to 10 Hit Points. The resulting cracking noise alerts Master
Zamothis, who realises he will soon be in serious trouble..
Meanwhile, Anathaym cuts the youth free, but as he flees to the entrance
of the canyon, one of the centaurs spots the escape and closes in for an attack,
waving a dangerous looking halberd in wide circles above its head. Anathaym
interposes herself, and engages the savage warrior in combat. Rolls are made
resulting in Anathaym gaining a normal success, and the centaur fumbling!
With two special effects to select, Anathaym decides she doesn’t want to be
hit by the halberd so chooses Disarm Opponent and Force Failure. Normally
this would prove troublesome for the heroine, her shortsword suffering significant
penalties to knock the larger weapon out of the centaur’s hands. However,
because she has also taken Force Failure, the centaur automatically fails the
opposed roll and his weapon clatters to the ground, leaving him unarmed.
Situation Difficulty Grade
Attacking a helpless target Automatic
Attacking in a confined situation Hard
Defending while on lower ground or against mounted
foe
Hard
Fighting while on unstable ground Hard
Fighting whilst crouching or from one knee Hard
Fighting in poor visibility (thick fog, snowstorm) Hard
Defending against an attack from behind Formidable
Fighting while prone Formidable
Fighting in partial darkness (dim illumination) Formidable
Fighting in pitch black conditions (no illumination at
all)
Herculean
Blinded or loss of primary perceptive sense Herculean
Close Combat Situational Modifiers
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middle of a tight packed rabble. In such situations not only does the
character have the option of which foe he strikes, but the reverse is
also true.
Withdrawing from Engagement in this circumstance depends on
the distribution of foes. Obviously retreating from the middle of a
pack will be near impossible, whilst withdrawing from an organised
formation might be automatic, providing the enemy doesn’t wish to
break ranks.
Close Combat Mechanics
The remainder of this section provides further guidelines concerning
combat under different tactical circumstances.
Charging
Charging is the act of moving quickly to increase the force and
impact of an attack. There are two main types of charging, depending
on whether the attacker wishes to stop in engagement range with
the target or continue sweeping past, through or over the target.
The common principles of a charge are as follows:
hh A charge requires at least one full Combat Round of movement
at running or sprinting speed prior to contact
hh A charge imposes a penalty to the attack roll, increasing it by
one difficulty grade
hh A charge increases a bipedal attacker’s Damage Modifier by
one step; or the Damage Modifier of four (or more) legged
creatures by two steps. In addition, the Size of the attacking
weapon is improved by one step
The recipient of a charge has three options; attempt to parry,
evade or simultaneously counterattack the charging attacker.
Parrying a charge attack holds some significant risks, depending
on the size and strength of the attacker. The primary danger is
suffering knockback, which may leave a victim prone even if they
suffer no other damage from the impact. Use of the Brace combat
action in advance of the charge attack can help mitigate the effects
of knockback. The secondary threat comes from the bonus to the
charger’s weapon size, which may permit a blow to penetrate or
overcome the defender’s parrying weapon.
Evading a charge attack is more of a gamble, but in some circumstances
may be the only option. The defender must make an
opposed roll of his Evade skill versus the charging opponent’s combat
skill. If the defender wins he throws himself completely clear of
the charge, otherwise he is hit. Any difference in Level of Success
results in Special Effects as normal.
Counterattacking sacrifices the defender’s opportunity to actively
defend against the charge in exchange for a chance to injure the
attacker. In such cases both sides are treated as having failed to parry,
although they can still benefit from Passive Blocking. The wielder of
the weapon with the longest Reach strikes first, potentially hindering
his opponent from launching the subsequent blow. If using longshafted
impaling weapons which can be ‘set’ against a charge, the
defender may substitute his own Damage Modifier for that of the
charging opponent (or its mount if the attacker is riding).
Charging into Contact
Some charges are intended as a method to crash into an opponent,
then remain in place to take advantage of any chaos caused.
An example of this would be a barbarian warrior, armed with a
great-axe, throwing himself at a shield wall, hoping that the impetus
of his charge will help him smash through the defender’s shield or
knock him over.
Once the charge strikes home, the attacker is considered engaged
with his opponent. From that moment on combat proceeds normally.
All benefits gained from the charge are lost after the first attack.
Charging through Contact
The second type of charge is one which uses the momentum to
carry the attacker through, and clear of an engagement. It is normally
limited to mounted combatants or creatures of significant size
unlikely to be hindered by an impact with smaller foes. For instance
an enraged aurochs could quite easily charge through a group of
warriors, tossing or trampling over a victim as it passes, before continuing
on out of close combat range.
The speed of such charges prevents the attacker and defender
from exchanging more than a single action with each other, namely
the charge attack, and the defender’s reaction to it (Parry, Evade
or Counterattack). Since the charge attack occurs on the attacker’s
turn, they will have already been carried clear by the time the
defender’s turn arrives.
Note that charges are not limited to just running, but can be performed
by flying or swimming creatures in the relevant environment.
Cover
Cover is used by opponents to obstruct attacks against them, whether
from ranged or close combat. This occurs by either physically blocking
a blow due to the toughness of the interposing material, or by
Anathaym’s Saga
Although disarmed the centaur is still dangerous. On its next turn it clips
Anathaym with a hoof sending her reeling backwards, momentarily stunned.
When she gathers her senses she sees that her foe has galloped off to pluck up
a lance, and is now galloping back towards her, weapon levelled for a charge!
Cursing that she only brought her peltast shield, Anathaym realises that
attempting to parry the lance would result in the weapon passing right through
the shield (shield size Large versus a lance size Huge, but boosted to size
Enormous during a charge). Not wishing to be impaled she decides to try and
dive clear. The centaur makes an opposed roll of his weapon skill against
Anathaym’s Evade. Both achieve normal successes but Anathaym gets the
higher roll and leaps clear, ending up prone. On her next turn she regains her
feet, but by this time the centaur has been carried clear by the speed of his
attack, and is now slowing in preparation for another charge...
Fearing that she will eventually fail if forced to keep on evading, Anathaym
looks around frantically for some other option, and spots the halberd she
earlier knocked from the centaur’s grasp. She quickly grabs the weapon and,
using it like a spear, sets it to receive charge then braces herself; completing her
arrangements just before the centaur contacts her again.
Since both weapons are of equal reach, the Games Master declares that
the attacks are simultaneous. The centaur’s attack is rolled first, and to Anathaym’s
great relief the mighty beast just misses her with its lance, thanks to
the attack difficulty being raised to Hard. Her own attack is a hit however,
and since the halberd is set she uses the centaur’s own Damage Modifier
against itself, in this case 1d8 (1d4 increased by two steps for the charge).
This added to the 1d8+2 for the halberd, and the special effect for not defending,
Anathaym impales the weapon through the centaur’s chest for 14 points
of damage, giving it a Major Wound. The centaur collapses in gouts of blood,
unable to continue the fight.
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obscuring where precisely the foe is. For example a guard standing
behind a crenellated wall may have his lower body shielded, whereas
a thief hiding somewhere behind a curtain may be hidden from
direct attack. The precise value of cover depends on the thickness of
its protection and the extent of its coverage.
In the case of partial cover, any attack against a target which
lands on an obscured Hit Location will be blocked to the extent
of the cover’s inherent protection. Thus in the case of the guard
covered by the crenellated wall, any attack which would normally
hit his abdomen or legs would be stopped by the stone fortification.
The effects of cover can be partially negated either by use of the
Choose Location special effect to aim at visible parts of the target;
or striking through the cover if the weapon is capable of penetrating
it. When using ranged weapons however, Choose Location normally
requires a critical success, which makes taking cover against missiles
extremely worthwhile.
In situations where cover is total but the attacker knows his attack
will penetrate, he may strike blindly at the hidden target. In such
cases the attack roll is one grade harder, and Choose Location may
not be taken if a special effect is won. This assumes the cover is
not so extensive as to permit the target to move freely behind it.
Thus, someone lurking behind a small bush could still be attacked,
even though the attacker might not be able to see his quarry, but if
he was behind a lengthy hedge his position could not be accurately
predicted.
Evading
Protecting oneself from attacks such as volleys of ranged weapons,
headlong charging beasts, and even destructive magical spells can
be exceptionally difficult, especially if the consequences will overwhelm
or ignore a shield. In these situations often the best thing for
a character to do is fling themselves to the side or dive behind cover
to escape. This is known as evading.
Evasion attempts require an opposed roll of the attacker’s pertinent
skill versus the Evade skill of the defender. This could be
anything from the Drive roll of a charioteer to the spell casting roll
of a magician. If the attacker wins then they inflict damage as per
normal. If the defender wins damage is completely avoided. Whatever
the result, the evasive gambit leaves the defender prone, usually
requiring him to regain his footing on his following turn.
If the winner of the opposed roll achieves one or more levels of
success over his opponent, they may select suitable Special Effects as
per normal combat.
Evading may be made more difficult or rendered impossible
depending on the circumstances:
hhThe character is helpless or entangled
hhThere is nowhere to evade to (balancing on a ledge whilst
scaling a cliff, for example)
hh A mounted character may only evade by flinging themselves
clear of the saddle
Evading is not normally performed in close combat due to its
inherent disadvantages. However, a character facing a hand-to-hand
attack against which he has no applicable defence due to the lack of
a weapon (or an inferior sized one which won’t block the damage)
may have no other choice.
In such cases evading provides only a temporary respite from
a determined opponent who decides to follow up, preventing the
prone character from regaining their feet. Nothing prevents a prone
character from attempting to evade subsequent attacks, with the
proviso that they suffer a ‘Fighting while prone’ situational penalty
as they continue to roll aside or scrabble backwards away from their
attacker.
Flying Combat
Fighting against flying creatures, and full scale aerial battles provide
a rather interesting dynamic to close combat, since most airborne
creatures require constant movement to remain aloft.
Attacking Ground-Based Targets
It can be difficult for ground-based characters to defeat airborne
foes. Of course in some encounters the flying creature will hover
or land on the combatant, allowing combat to proceed normally. In
others the flying creature may fly back and forth, sweeping down
to make attacks before continuing back out of range. In the latter
situation it is recommended that each ‘strafing’ run is treated as
Charging through Contact, see Charging page 102. This can make
airborne creatures deadly opponents unless ground based defenders
have some sort of ranged weaponry or cover.
Aerial Combat Aloft
Combat between aerial creatures or characters mounted on flying
beasts should be handled slightly differently. Unlike ground based
fighting it often takes a significant period of time to jockey into a
position where one airborne opponent can assault the other. Each
brief engagement only allows one of them to attack before the flying
creatures travel apart, requiring them to manoeuvre again to see
which gets the upper hand in the next pass.
Thus at the start of each round combatants must make an
opposed roll of their Fly skills (or Ride if a mount). The winner is
the one who can attack that round. If facing multiple opponents use
a group opposed roll, and all those who beat the lone participant
Evading Creatures
Creatures that lack thick natural armour to bull through attacks, or
the intellect or skill to actively parry them, are often forced to evade in close
combat in order to defend themselves.
In these circumstances, most creatures lacking humanoid form, quadrupeds
or serpents for example, have an inherent advantage over bipedal
characters; in that they rarely go prone when evading, due to their shape
or multiple limbs.
As a rule of thumb, whenever such a creature attempts to evade an
attack, they only end up prone if they fail their Evade roll (the skill check,
not the opposed test).
Aerial Tactics
Airborne combat can be spiced up by introducing terrain and environmental
factors. Clouds can be used for ambushes or places to escape battle.
Tall buildings and narrow canyons can offer a dramatic setting in which to
set chases, with the participants playing a deadly game of chicken if they
fail their flying or riding rolls. An aerial battle could even involve support
fire from the ground, forcing combatants to hoard their Action Points to
evade deadly ballista bolts whilst trying to beat their flying opponents.
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may attack it that round. Attacks are resolved in a similar manner
to charges, the recipient allowed to parry, evade or counterattack.
In the case of particularly large creatures or those travelling at
high speed, the Games Master may wish to increase the manoeuvring
time between passes, for example perhaps 1d3 rounds for a
griffon or 1d6 rounds for a dragon. In these cases it is wise to limit
mounted archers or spell casters to acting on each pass, since most
of the intervening time the rider will be thrown about in aerial acrobatics
or the enemy target will be out of range.
Knockback
An attack which imparts more damage than the SIZ of the recipient
will, by default, result in him being knocked back. The damage in
this circumstance is accounted before any reduction due to parrying
or armour.
On receiving such a blow, the recipient must pass an easy Acrobatics
or standard Athletics roll to avoid falling prone. They are
also thrust backwards one metre for each five points of damage (or
fraction thereof) in excess of their SIZ. Proactively using the Brace
combat action can reduce or even negate the effects of knockback.
Knockback differs from the Bash special effect in that Knockback
is the automatic and accidental side effect of tremendously
powerful blows, whilst a Bash is a deliberate technique which relies
on timing and leverage.
Leaping Attacks
There are some animals, monsters, and even people who leap upon
their victims in order to knock them prone. Leaping attacks can be
launched from a variety of situations, but most are triggered as part
of an ambush or at the conclusion of a charge. A few creatures have
the ability to leap atop an opponent without the need for a run-up
or superior height.
A leaping attack is resolved with an opposed roll of the leaper’s
Athletics skill versus the defender’s Brawn or Evade skill. If the
leaper wins then the defender is automatically knocked prone, with
the attacker astride them. If the attack fails, the defender has weathered
or sidestepped the impact. If the winner of the opposed roll
achieves one or more levels of success over his opponent, they may
select suitable Special Effects as per normal combat.
No damage is inflicted as part of the leap (unless they possess
the Leaper creature ability page 216); however a subsequently prone
victim cannot recover his footing until either his attacker leaves him,
or he eventually wins a Special Effect permitting him to Arise.
If the target is a quadruped, then it may substitute Athletics for
Evade, and makes the attacker’s initial Athletics roll one difficulty
grade harder. In addition, leaping attacks only work against opponents
of up to twice the attacker’s SIZ. A target can make themselves
more difficult to knock down by proactive use of the Brace combat
action, provided they are aware of the impending leap attack.
Mounted Combat
Unless learned as part of specifically mounted combat styles (see
Combat Style Benefits page 88), the combat skills of a rider may
not exceed their Ride skill. The advantages of being mounted are
considerable however:
hh A mounted warrior rolls a 1D10+10 for the Hit Location of
bipedal creatures, provided the target is lower than the rider.
hh A mounted warrior can withdraw freely from engagement on
his turn provided his mount moves faster (i.e. has a higher
Movement value) than the opponent, and the mount itself is
not engaged in attacking.
hh A mounted warrior may, at the cost of an Action Point, substitute
either his own Combat Style or Ride skill instead of his
mount’s, to defend it against attacks.
hh A mounted warrior may combine his SIZ with his mount’s for
the purposes of avoiding Knockback, provided he passes an
unopposed Ride roll.
hh A mounted warrior may, when charging with a braced
weapon, substitute his own Damage Modifier for that of his
mount. A weapon braced for a charging attack cannot be
used to parry. If the weapon impales it must be left in the
body of the target, or else break or dismount the rider as the
mount continues past.
Multiple Opponents
Facing multiple opponents in Mythras is often exceptionally dangerous.
Whilst a character suffers no specific penalties to his combat
skills, he can soon become swamped by his opponents and rapidly
run out of Action Points with which to defend himself. Once all his
actions have been expended the character is treated as having failed
his parry roll against any subsequent attacks, which in addition to
any damage inflicted also leaves him vulnerable to Special Effects.
The best tactics to use against being outnumbered are:
hhConstrain the avenue of attack so that fewer opponents can
engage simultaneously
hh Fight as a formation to place disordered opponents at a
disadvantage
hhOutmanoeuvre around multiple opponents so that they interfere
with one another
hhWithdraw then flee the combat as quickly as possible
Outmanoeuvring
A character facing multiple opponents can use movement to limit
the number which can attack him at any one moment in time. This
works by constantly shifting position, forcing some foes to start running
around the flanks of their companions to re-establish reach or
lines of attack, generally causing them to interfere with one another.
Outmanoeuvring requires that the character has room to move
about, and is not pinned in a confining area. It also assumes that
the character is engaged with the entire group of foes, rather than a
specific individual.
An example of outmanoeuvring in action would be a group of
guards trying to arrest a drunken barbarian in a tavern. The warrior
could manoeuvre around the tables, chairs, and roof supports to
block the majority of his foes whilst he whittles them down one by
one.
Outmanoeuvring requires that the character engages his opponents
in a group opposed roll of Evade skills. Every participant, both
the manoeuvring character and those foes who wish to corner him,
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must spend an Action Point. Then they each roll once, and those
who fail to beat the manoeuvring character’s roll cannot attack him
for the remainder of that Combat Round, being blocked by their
allies or terrain features.
If the manoeuvring character beats all of his opponents he has
the choice of safely engaging a single foe for the rest of the round or
Withdrawing from the fight completely.
Passive Blocking
Passive Blocking is the placement of weapons and shields in such
a manner so that they effectively act as cover. Characters armed
with a weapon may hold it in such a way that it covers a chosen
location (or locations when using a shield), but at the cost of being
unable to actively parry with it (see Ward Location page 93). Any
attack which hits those locations automatically receives the benefit
of the weapon or shield, reducing damage as normal. The technique
is commonly used when a warrior wishes to guard a weak spot
or wounded location.
It may seem paradoxical to sacrifice the ability to parry, potentially
opening up a passively blocking character to an unopposed
attack. However there are many situations it is a valid tactic: for
example when used by inexperienced troops or those lacking full sets
of armour. In addition there is nothing which prevents a two weapons
or weapon and shield combatant from using his other weapon
to actively parry.
Since passive blocking works in the same way as cover, the
Choose Location special effect cannot be used to bypass the block in
close combat, though opponents can still use the effect to strike other
unblocked areas. Assuming a shield, passive blocking against missiles
becomes even better, since for ranged weapons Choose Location is
a critical only.
Crouching down behind a shield allows a character to double the
number of locations covered whilst passive blocking.
Pulled Blows
Occasionally a character may wish to avoid maiming or killing an
opponent. This is achieved by ‘pulling’ a blow, limiting the force
placed behind it or striking with a less lethal part of the weapon. A
pulled blow halves the damage inflicted on a successful hit. However,
the intent to pull a blow must be stated before the attack is made,
since it is near impossible to withhold a fully committed strike once
it has been launched.
Surprise
Surprise occurs when an unexpected attack is launched against
opponents unaware of the attacker’s presence or intention. An
ambush would be an example of the former, whilst treacherously
turning on an unsuspecting ally during amiable conversation illustrates
the latter.
The effects of surprise on a target are potent:
hhThe target suffers a -10 penalty to initiative
hhUntil their Initiative arrives they are considered flat footed
and cannot defend themselves
hhThe first attack on the target, if successful, gains a bonus Special
Effect
hh For the remainder of the round they may not perform any
offensive action
For example, an assassin who sneaks up on an oblivious guard, wins the initiative,
and successfully strikes from behind would gain two special effects – one
for the attack’s success against the guard’s automatic failure; and a bonus one for
surprising him. If the assassin were using a dagger he could then choose Select
Location: head, and Kill Silently, quietly stabbing the guard in the throat.
As surprise can be so devastating, targets of such an attack should
be permitted a chance to detect the impending conflict. For instance,
an ambush might allow an opposed roll of Perception versus Stealth;
or Insight versus Deceit for a betrayal. Difficulty modifiers should
be applied in situations where the target is hindered, such as being
inebriated or dozing lightly. Conversely a bonus should be applied if
the target is suspicious or forewarned. If the target wins the opposed
roll then the effects of surprise are negated.
Sweep Attacks
Sweep attacks occur when weapons or creatures of unusual size
attack a closely clumped group of opponents – the scything tail of
a huge dragon for example – striking several foes simultaneously. A
sweep attack is made by applying a single attack roll of the weapon
or creature to all targets in its path. Each defender must resolve the
effects of the attack separately, and any special effects imposed on
the attacker are treated as having occurred concurrently.
Sweep attacks can also be used for other ‘area affect’ assaults, such
as the overhead smash of a giant’s tree trunk club or the unstoppable
charge of a giant triceratops. The games master decides how many
foes are caught in the attack based upon the length or trajectory of
weapon, and his visualisation of the conflict.
Unarmed Combat
Unarmed combat is the default Combat Style available to any person
or creature, which covers the skill of fighting using only the
limbs and natural armaments of their own body. Some beasts have
a variety of natural weapons, each with a different reach and size,
which can make larger creatures particularly dangerous – able to
stand off at longer range, and still launch blows capable of smashing
through the stoutest shields. The unarmed combat techniques
used by animals and monsters are examined in more detail in the
Creatures chapter.
Although unarmed combat seems superfluous for warriors who
utilise weapons, it still provides a number of advantages:
hhUnarmed combat can be used interchangeably with any
other weapon style, provided the target is within reach of the
attacker’s natural weapons.
hhUnarmed combat can be used offensively for either striking
or grappling an opponent. It is important for the user to
declare which he intends in advance, since the resolution of
each is handled slightly differently.
hhUnarmed combat can be used defensively to parry a weapon
attack. Damage is reduced as per normal, according to the
comparative Sizes of the natural and wielded weapon. Even
if no damage was stopped, the parry attempt might still prevent
the defender from suffering one or more Special Effects.
Note that if an unarmed combatant can step within the reach of
an armed opponent, he will reduce the effective Size of his opponent’s
weapon, making it quite possible to parry blows without suffering
injury.
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Parrying Weapons Whilst Unarmed
As previously described a Parry is actually a combination of parrying,
blocking, and footwork to deflect the force of a blow. It is not
simply interposing an object into the path of an attack to stop it
dead – for example using a forearm to block the sweep of a sword –
since such an action would likely result in a mangled arm.
Instead most unarmed and armed combat styles use more subtle
techniques to gain maximum deflection for the minimum risk.
Examples include, but are not limited to: Pressing against the hand
or hilt of a weapon to change its line of attack, stepping very close to
cut down angular momentum of swung weapons, deflecting thrusts
by knocking aside the point or haft, or even grabbing a weapon on
the haft or blade near its grip.
Such methods rely on several points however; firstly that the parrying
creature is intelligent enough to understand and use said techniques,
and secondly that they are within unarmed range. The latter
point is perhaps the most crucial, and demonstrates the dangers of
facing an armed opponent with a longer reach.
Striking
Using unarmed combat to throw simple damage-inflicting strikes is
resolved in the same way as normal weapon attacks. Some Special
Effects are specifically reserved for unarmed combat, namely Flurry,
Grip, and Take Weapon.
Calculating the damage, Size and Reach of natural weapons is
defined on page 222 of the Creatures chapter. Human unarmed
attacks, for instance, have a size of Small, reach of Touch, and inflict
1d3 damage.
Some creature’s natural weapons and unarmed combat styles
may add other effects or impart inherent Special Effects on a successful
strike. For example the gripping jaws of a crocodile or the
poisoned stinger of a giant scorpion.
Grappling
Grappling attacks are resolved using an opposed roll of the attacker’s
Unarmed skill versus the combat skill used by the defender. If
the attacker wins then they establish the grapple, but if the defender
wins the grapple fails. As with Evade, if one of the combatants
achieves one or more levels of success over his opponent, they may
select an equal number of Special Effects.
The effects of grappling depend on the location struck. A grappled
limb is rendered inoperable whilst grappling the head or torso
imposes a difficulty penalty of Hard against any skill the opponent
attempts. In addition, on his following turns the grappler may make
unarmed attacks to inflict damage (equal to his Damage Modifier)
on the body part by crushing, twisting or strangulating it. The
defender may oppose with his own Unarmed or Brawn skill in order
to reduce or block the damage.
A grapple continues until the victim manages to break free.
Escape attempts are performed on the victim’s turn using the Struggle
combat action. This requires an opposed roll of either Brawn or
Unarmed against whichever of the two skills the grappler prefers. If
the grappled victim wins, they manage to break free. Note that some
attackers using Brawn may be so strong that no amount of brute
force or cunning technique can overcome their grip.
Grappling requires that the limb or appendage is empty, and is
capable of hooking, sticking or gripping.
Unusual Combat Conditions
There are certain circumstances and environments which may
prevent a character from fighting at his full ability. Several are specifically
noted below, but other situations may occur which aren’t
covered by the rules. In such cases the Games Master should apply
similar rules as appropriate to the fight. For example, a battle upon
a treacherously slippery ice floe may require that combat skills be
capped by Acrobatics.
Climbing
A climbing character has all of his combat skills capped by the value
of his Athletics skill. Bipedal characters are limited to fighting with
a single limb, requiring the other three to remain clinging to the
vertiginous surface they are scaling.
Swimming
A swimming character has all of his combat skills capped by the
value of his Swim skill. Since water (and other fluids) impose significant
drag, only thrusting weapons are effective whilst submerged,
and even those are reduced to half damage. Other weapons are
slowed to the point of impotence. Unarmed combat attacks which
involve biting, strangulation or ramming are unaffected.
Weapon Reach – Closing
and Opening Range
Weapon Reach, and its associated mechanics for Closing and Opening
Range are optional rules for those desiring more realistic combat.
In general terms when two combatants face one another armed
with weapons of greatly disproportionate reach, the wielder of the
longer weapon can keep his opponent at bay, preventing him from
attacking. If however, the wielder of the shorter weapon can step
inside the effective reach of the longer, then the tables turn and the
combatant with the longer weapon will find himself unable to parry
with that weapon.
The following rules assume a Reach difference of two or more
steps between the longer and shorter weapon. Thus a dagger (Short)
against a falchion (Medium) would suffer no penalties in combat,
whereas the same dagger against a great axe (Long) would.
Fighting at the Longer Reach
If fighting at the Reach of the longer weapon, then the user of the
shorter weapon cannot directly attack the wielder of the longer.
They are still considered to be engaged since the longer weapon can
still reach them.
In this situation the user of the shorter weapon can attack the
longer weapon of his opponent, try to close the range between them,
or hope to win an applicable Special Effect. If the longer weapon is
in fact the natural armament of a creature with superior reach, such
as the tentacle of a colossal squid, the user of the shorter weapon
can directly attack the limb assaulting them.
The intimidating threat of longer reach is an inherent advantage
of two handed weapons, which offsets the disadvantage of not using
a shield.
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Fighting at the Shorter Reach
In the converse situation where the fighters are engaged at the Reach
of the shorter weapon, the user of the longer weapon will find he
cannot parry the attacks of the shorter.
The user of the longer weapon can still attack with the haft or
hilt of his now encroached weapon, but its efficacy is significantly
reduced. In this circumstance the weapon’s Size is reduced as many
steps as the difference between the two weapons’ Reach, and only
inflicts 1d3+1 damage due to the necessity of striking with the haft,
pommel, guard from an awkwardly cramped position.
At this point the best option for the user of the longer weapon is
to reopen the range between them, draw a shorter backup weapon,
defend themselves with their Unarmed skill, or hope to win a useful
Special Effect. In a last ditch situation the encroached fighter can
attempt to Evade instead.
Closing Range
A character that is being held at range by a longer weapon must
close on his opponent before being able to attack him. Two methods
are available to do this.
hhClose Range Special Effect – automatically closes, but cannot
be used unless a character has generated an opportunity for
a Special Effect.
hhChange Range Combat Action – costs an Action Point, and
is used on a character’s Turn.
In the latter case of attempting to Change Range, the character’s
opponent has two options, described below. In both cases if
the opponent has no Action Points left – or chooses not to spend an
Action Point – then the attempt to close is automatically successful.
hhThe combatants match Evade skills in an opposed test. If the
character initiating the Change Range action wins then he
can close the range to a desired distance. If the opponent
wins then the existing range is maintained.
hhHowever, if the opponent decides to attack the closing character
instead, then he must make an opposed roll of his
combat skill versus the closing character’s Evade skill. If the
opponent wins, he strikes the character, and any difference
in Level of Success results in Special Effects as per normal
combat. Whether or not the blow lands, the closing character
bridges the distance, and gains the advantage of having the
shorter weapon.
Opening Range
Opening Range works in the same way as Closing Range – but obviously
in reverse. The character can use Change Range to completely
withdraw from engagement. See Withdrawing below.
Withdrawing
Withdrawing from a fight means that the character extricates himself
from close combat weapon range. This can be done in a myriad
of ways, from physically pushing an opponent away, side-stepping
a committed attack or unexpectedly taking several large steps backward.
At this point they have not fled the battle entirely, but have
briefly opened up enough space to have disengaged that opponent,
and consider new tactical options.
Withdrawing is automatic when using the Withdraw special
effect. Otherwise a character must attempt to break free by use of
the Change Range or Outmanoeuvre combat actions, in which case
the opponent(s) may resist.
Once he has disengaged himself, the withdrawing character may
on his next turn (for the cost of an Action Point):
hhReroll initiative
hh Flee the battle entirely
hh Seek out a new opponent to engage
hh Perform some other suitable act not covered here
Ranged Combat
Ranged combat incorporates all forms of weaponry which require
to be shot, thrown or slung to strike their target. The ranged weapons
a character can use are listed as part of their combat styles - anything
from throwing stones to firing a huge trebuchet.
Ranged attacks are resolved in an identical way to close combat.
However, ranged weapons can normally only be parried with
shields; those without must rely on natural cover or use Evade to
dive out of the line of fire. Thus against lightly armoured foes,
ranged weapons can be formidable deterrents.
Each ranged weapon has a number of specific attributes which
determine its effectiveness. The ones which have a key bearing on
combat are as follows:
Force
The ranged weapon equivalent of Size. It measures the penetrative
power of that weapon or its ammunition to determine whether the
blow overcomes a (shield) parry.
Damage Modifier
This attribute shows whether or not the Damage Modifier of the
attacker can be used to boost the ranged weapon’s damage roll. In
general only bows and thrown weapons allow the user to apply their
Damage Bonus.
Range
Three numbers separated by slashes, representing the maximum
Close, Effective, and Long ranges of the weapon or its ammunition.
Close range is the distance over which the Choose Location special
effect may be used, provided the target is stationary or unaware of
the impending attack. Effective range has no significant modifiers.
At long range the weapon can still inflict harm, but the amount of
damage is halved and Force is reduced by one step.
Reload
The time taken to reload a weapon which fires ammunition.
Situational Modifiers
The table on page 108 provides some situational modifiers specific
to ranged weapons. Where two or more situations are pertinent to
the character, use the most severe.
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Ranged Combat Considerations
Whilst ranged weapons appear to be extraordinarily potent they do
suffer a number of restrictions, and have special rules covering their
use. Specific notes concerning ranged attacks are as follows:
Aiming
By spending additional time aiming a ranged weapon, a character
can potentially increase his chance to hit. Aiming requires an
entire Combat Round steadying the weapon, and waiting for the
best opportunity to release, for example withholding a bowshot for
a momentary lull in the wind or until a target moves between two
obstructions. By aiming, the character may reduce the difficulty of a
Situational Modifier by one grade. Additional rounds spend aiming
grant no further advantage.
Distance Penalties
The difficulty of hitting a target increases rapidly with the distance
which separates it from the marksman. Distance is considered independent
of a weapon’s Range, the latter being the performance
characteristics of the weapon over set distances.
Distance penalties can be offset by the size of the target being
aimed at. Hitting a mammoth at fifty metres is far easier than hitting
a human at the same range. The table overleaf indicates the difficulty
grade adjustment of hitting various sized objects over incremental
distances. These stack on top of other ranged combat situational
modifiers.
These values assume an active target in the open field. If shooting
a static object at a known range, for example a straw butt during
a competition, the Games Master may reduce the difficulty by a step
or two.
Whilst there are few creatures which achieve such gargantuan
scales, there are other objects which can reach sizes in the hundreds;
such as buildings, fortifications, and troop formations. On the battlefield
the near impossibility of striking a single man is replaced by the
use of volley fire, saturating an area densely packed with men; in the
hope that a small proportion of projectiles will strike home.
For characters with a more destructive bent, statistics for siege
engines are included in the Economics and Equipment chapter.
Firing into a Crowd
Firing into the swirling ebb and flow of a melee can be a risky business,
even for the most proficient marksman. The unpredictable
movement of crowds and engaged opponents can easily result in an
ally straying into the line of fire, during the time it takes for a ranged
weapon to travel the intervening distance to its intended target.
Thus there is always a risk of accidentally striking someone other
than the original target being aimed at.
When firing at a specific target at the edge of a crowd or melee,
the attack suffers a difficulty grade of at least Hard. If trying to fire
through a group to hit a target in its midst, or on the other side, the
penalty should be raised to Formidable.
The result of the dice roll is very important. A marksman who
passes his attack roll despite the difficulty penalty has aimed true,
and will hit his intended target. If however the marksman fails the
roll, but would have succeeded if not for the firing into a crowd
penalty, then an adjacent victim is struck instead. If more than one
target is in the line of fire, the Games Master should determine the
victim randomly.
No matter who eventually becomes the target – intended or not
– if they are aware of the impending attack, they are free to Evade
or Parry as normal. Any special effects won as part of the attack only
apply to the original target, not any accidentally struck bystander.
Firing on the Move
A character is still permitted to use ranged weapons even whilst
mounted on an animal or vehicle. However in these circumstances
their combat skill is capped by the Ride or Drive skill of the person
controlling the conveyance, which may or may not be the attacker
Situation Difficulty Grade
Light Wind* Hard
Moderate Wind* Formidable
Strong Wind* Herculean
Gale, Storm or Worse* Hopeless
Target is Running Hard
Target is Sprinting Formidable
Target obscured by mist or is in partial
darkness
Hard
Target obscured by thick smoke, fog or is in
darkness
Formidable
Target is completely obscured Herculean
Blinded or loss of primary perceptive sense Hopeless
Target prone Formidable
Attacker is prone** Herculean
Attacker is on unstable ground Hard
Ranged Combat Situational Modifiers
Target SIZ
10 or less 11-20 21-40 41-80 81-150 151-300
Distance
1-20m 1 Step Harder No Effect 1 Step Easier 1 Step Easier 2 Steps Easier 2 Steps Easier
21-40m 1 Step Harder 1 Step Harder No Effect 1 Step Easier 1 Step Easier 2 Steps Easier
41-60m 2 Steps Harder 1 Step Harder 1 Step Harder No Effect 1 Step Easier 1 Step Easier
61-80m 2 Steps Harder 2 Steps Harder 1 Step Harder 1 Step Harder No Effect 1 Step Easier
81-100m 3 Steps Harder 2 Steps Harder 2 Steps Harder 1 Step Harder 1 Step Harder No Effect
101-120m 3 Steps Harder 3 Steps Harder 2 Steps Harder 2 Steps Harder 1 Step Harder 1 Step Harder
121-140m 4 Steps Harder 3 Steps Harder 3 Steps Harder 2 Steps Harder 2 Steps Harder 1 Step Harder
Each 20m Follow table progression
Distance Penalties
*Assumes the thrown weapon or ammunition is vulnerable to crosswinds; and supersedes the normal
penalty imposed by winds on physical skills .
**Penalty can be negated if using a crossbow from a prepared position.
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himself. For example an archer riding in a two man chariot would
have his attack skill capped by the Drive skill of his driver.
Ranged attacks cannot usually be performed if the attacker himself
is moving at a gait faster than a walk, since their aim is constantly
thrown off by the physical movement. One exception to this
are warriors trained in a Combat Style specialising in Skirmishing,
see page 89. However in this case the attacker’s attack percentage
cannot exceed his Athletics skill.
Impaling Ranged Attacks
Ranged weapon projectiles which result in an impale, such as an
arrow or thrown javelin, clearly cannot be yanked free of the wound
on the next turn by the marksman who threw or fired the weapon.
However nothing stops a character in close combat with the transfixed
victim from subsequently attempting to grab the impaling
weapon to tear it free.
Note that the Size of an impaled weapon is different from the
Force it struck with. Ranged impaling weapons have a special column
denoting their actual size when considering the hindrances
caused by the Impale special effect.
Loading Ranged Weapons
Before a ranged weapon can be used it must either be readied or
loaded. This can often take significant time, slowing down a ranged
combatant’s rate of fire.
Throwing weapons, for example javelins, necessitate the weapon
be drawn or plucked up in preparation. This normally only requires
one turn to complete, as per the Ready Weapon action providing it
is within reach. If a second throwing weapon is held in preparation
in the off-hand, the caster can swap it over to his throwing hand as
a Free Action.
Projectile weapons, such as slings or bows must be loaded. The
number of turns it takes to load a ranged weapon is listed in its Load
column on the Ranged Weapons table, page 65.
A character can reduce the time spent loading or readying by use
of the Rapid Reload special effect.
Hit Locations
Most successful (weapon) attacks land on a specific hit location. This
can be determined randomly or in some circumstances be selected
by Special Effects such as Choose Location. To randomly calculate
which location is been hit, roll 1d20 and compare the number rolled
with the relevant humanoid or creature Hit Location table.
Animals and monsters usually have slightly different hit location
tables than humanoids to reflect their own unique physiology. These
are listed as part of each being’s description in the Creature chapter.
The humanoid Hit Location table is repeated here for ease of
reference.
Humanoid Hit Locations
1d20 Hit Location
1–3 Right Leg
4–6 Left Leg
7–9 Abdomen
10–12 Chest
13–15 Right Arm
16–18 Left Arm
19–20 Head
Note than some attacks, especially magical ones or those produced
by particular monsters (a dragon’s fiery breath for example)
may strike several Hit Locations simultaneously. Individual Hit
Locations may be armoured, either from worn protection or the
natural toughness of the creature’s outer surface. This is important
when considering Damage and Wound Levels below.
Anathaym’s Saga
Seeing that Master Zamothis is in trouble, Anathaym abandons the
impaled halberd, and unwinds her sling from her forehead. At the start of
the next round she casts a lead slingshot into the tight melee surrounding her
desperately manoeuvring mentor, aiming at a black coated centaur of prodigious
musculature.
Her combat skill (Meerish Slinger style) is normally 67%. Since she does
not wish to accidentally strike Zamothis the roll is considered Hard, reducing
her skill to 45%.
Anathaym passes the attack roll, and selects the Stun Location special
effect against the unsuspecting creature. Unluckily she rolls minimum damage,
and her shot glances off its hindquarters with no apparent effect.
Her first attack unnoticed, Anathaym reloads, and at the end of the round
casts again. This time she does not do so well, rolling 52. This not only fails
to strike the black centaur but since it is less than her normal skill (without the
firing into a crowd penalty), it means she has struck a bystander. The Games
Master states there are two other possible targets in immediate proximity, a second
(chestnut coated) centaur, and Master Zamothis himself. A dice is rolled
to see which of the two is struck, and to her horror Anathaym inadvertently
hits her oblivious mentor. Fortunately this time the slingshot inflicts no special
effect, but still manages to draw a glare from the grizzled warrior when the
shot clangs off his crested bronze helmet.
Realistic Range Penalties
Trying to hit a man-sized target with a human powered missile
weapon is actually much harder than most people expect. A shot must take
into consideration physical factors such as cross winds, variances between
weight, flexibility and air resistance of each piece of (ostensibly identical)
ammunition, and the necessity to arch a shot or throw. Even humidity and
heat can significantly affect the performance of weapons such as bows.
Further complicating the matter are the difficulty of judging range
accurately, and the diminishment in the perceived size of a target as range
increases. And this is assuming a stationary object! Complexity is further
increased when attacking a moving target, because of the time it takes for
the weapon to reach the destination; even more so if that target starts to
move erratically.
Taking all these factors into account, it soon becomes evident that there
is a huge difference between how ranged weapons are portrayed in fantasy
and the realities of the real world. In actual fact most bow and spear
hunters rely primarily on stealth to get very close, and are rarely able to
hit large prey in the wild at ranges over a few tens of metres. Fortunately
Mythras errs on the side of the heroic.
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Damage and Wound Levels
If an attack strikes successfully, it causes damage according to the
damage rating for the weapon (see the statistical entries for close
combat and ranged weapons in the Economics & Equipment chapter,
pages 63 to 65). A shortsword, for instance, inflicts 1d6 damage.
The rolled damage for the weapon or attack is modified by the
certain conditions in the specific following order:
hh Apply the Damage Modifier for the character making the
attack
hhModify the damage from any weapon enhancing (or reducing)
magic
hh If parried, reduce the damage appropriately as per the comparative
weapon sizes
hh If the hit location is armoured, reduce damage by the Armour
Points value
If the damage inflicted by the attack is above zero, then the hit
location sustains that amount of damage, with the damage total
being immediately removed from the location’s Hit Points. Note
how many Hit Points the location has remaining, and the wound
category that results.
hhMinor Wound: Hit Location still has positive Hit Points
hh Serious Wound: Hit Location is reduced to zero Hit Points
or below
hhMajor Wound: Hit Location is reduced to a negative score
equal or greater than its starting Hit Points
Use the following rules if a location receives a Serious or Major
wound. Note that wounds requiring Endurance checks test them in
an opposed roll against the value of the original attack roll. This
reflects the ability of highly skilled warriors to make more deadly
strikes. Endurance rolls are not repeated unless the location is
wounded again.
Minor Wound
Minor wounds are cuts, scratches, bruises and sprains. They hurt,
may bleed, but are not significant enough to slow down or hamper
the victim.
Serious Wound
If a location is reduced to zero Hit Points or below, the victim
receives a Serious Wound. The location is permanently scarred, and
the victim cannot attack or start to cast spells (but can still parry or
evade) for the next 1d3 turns due to being stunned or distracted by
the pain of the wound.
A character suffering a Serious Wound to a limb must immediately
make an opposed test of his Endurance versus the successful
attack roll of his enemy. Failure results in the limb being rendered
useless, until the location is restored to positive hit points. If a leg,
the victim drops prone. If an arm, he drops whatever he is holding
unless the object is strapped on (use common sense here).
A character suffering a Serious Wound to the Abdomen, Chest
or Head must immediately make an opposed test of his Endurance
versus the successful attack roll of his enemy. Failure results in
unconsciousness for a number of minutes equal to the amount of
damage sustained in the attack causing the Serious Wound. First Aid
or Healing skills can be used to help an unconscious victim regain
consciousness, but he will not
be able to rejoin any combat
until he has received
further healing
to the Seriously
Wounded
location.
At the Games
Master’s discression,
even
if the character
remains functional,
all tasks
requiring use of
that body location
will suffer an ongoing
penalty of one
difficulty grade,
until the injury
is reduced to a
Minor Wound.
Major Wound
If a location is reduced to a negative score equal or greater than
its starting Hit Points, the character receives a Major Wound. The
character is immediately incapacitated, unable to continue fighting.
A limb is considered to be severed, transfixed, shattered or ripped
off by a Major Wound. The character drops prone, physically incapacitated,
and must immediately make an opposed test of Endurance
versus the successful attack roll of his enemy. Failure results in
unconsciousness from the agony. If a severed, punctured or rippedoff
location is not treated within a number of minutes equal to five
times his Healing Rate, the character dies from blood loss and shock.
The victim of a Major Wound to the Abdomen, Chest or Head
drops unconscious, totally incapacitated and must immediately
make an opposed test of Endurance versus the successful attack
roll of his enemy. Failure results in an instant and gratuitous death
(decapitated, chopped in half, impaled through the heart, torn apart,
and so forth). If he survives, and the location is not treated within a
number of Combat Rounds equal to twice his Healing Rate, he still
dies from blood loss and shock.
Since most Major Wounds require some form of surgery or
major magic to heal, the sufferer will be very unlikely to recover
Wounding Opponents with
an Endurance over 100%
When a serious or major wound is inflicted against an opponent that
possesses an Endurance over 100%, the opposed test should take into
account the penalty applied by the higher skill in the contest. In the rare
cases where Endurance is the higher skill, it is recommended that the penalty
is imposed retroactively to attacker’s skill – potentially downgrading
the success level of the original attack roll.
This does not mean that the attacker missed his original attack, merely
that the deadliness of the wound is reduced and it becomes easier for the
victim to win the opposed test.
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from a major wound in time to rejoin combat. Depending on the
available treatment the wounded location will be potentially maimed
(see Healing from Injury page 80).
Heroic Last Actions
In special cases where key characters receive a Major Wound, the
Games Master might allow a heroic last action - such as spitting out
one last spell, attempting to cut down their slayer, crawling away
to hide, or trying to tourniquet their own wound. They must have
working limbs applicable to the action, and burn a Luck Point. They
get a single opportunity to attempt their action, and then immediately
collapse into unconsciousness, and probable death.
Optional Rules:
Rabble & Underlings
Only use these optional rules when the characters are facing a ravening horde of
inconsequential and expendable adversaries. Competent NPCs and major villains
should be treated differently
A mainstay of some fantasy literature is the scene of heroes scything
down hordes of faceless opponents, be they enemy soldiers, fanatical
cultists or even ravening demi-humans. To portray such battles in
Mythras can not only be time consuming enterprises, but are also
difficult to pull off satisfactorily considering the ever present risk of
becoming outnumbered or rolling a fumble at the wrong time. Luck
Points can only help so far.
A better way of modelling these types of encounter is to provide
weaker foes or simplify the book keeping required to keep track of
injuries. Mythras offers alternate options to dealing with this issue,
thus speeding up combat considerably.
Rabble
Rabble are foes who intimidate by their numbers but in actual fact
have little prowess or willingness to remain in combat once blood is
shed. They can take many forms from vicious beggars who set upon
drunken characters when they stumble home from the tavern along
dark alleyways; or the mindless adherents of a dark cult – eager
yet incompetent. In terms of conflict, members of a rabble use the
following guidelines:
hhRabble have little or no armour
hhRabble are too incompetent to be able to use Special Effects
hhRabble have Hit Points equal to one fifth (rounded up) of the
CON+SIZ of an average member of that race
hhOnce they receive any damage, they cease fighting
hh If the damage is less than their Hit Points they flee cursing or
yelling in fear
hh If the damage equals or surpasses their Hit Points, they
collapse clutching the wounded location, and weeping or
screaming in agony
hh If the damage is double their Hit Points, they die in a spectacular
and grotesque manner
hhOnce one third of their number are dead or wounded, the
rest of the rabble break and take flight
Underlings
Underlings are competent foes usually sent en-masse to harass
Adventurers: thuggish bodyguards irregular troops in the opening
stages of a battle, for example. Despite not being tracked as full characters,
underlings can prove deadly if they catch their targets unprepared.
Similar to rabble, Underlings use the following guidelines:
hhUnderlings wear moderate amounts of armour
hhUnderlings are freely able to use Special Effects
hhUnderlings have Hit Points equal to one fifth of the CON+-
SIZ of an average member of that race
hhOnce they receive two injuries, they cease fighting and if possible,
withdraw cursing or yelling in fear
hh If the damage equals or surpasses their Hit Points, they automatically
fail the Endurance roll, suffering the effects of a
Serious Wound in the location struck
hh If the damage is double their Hit Points, they die in a gruesomely
violent manner
hhOnce half their number are dead or wounded, the rest of the
underlings withdraw from the fight