# Combat

But Sir Marhaus smote Sir Tristram a great wound in the side with his spear, and then they avoided their horses, and pulled out their swords, and threw their shields afore them. And then they lashed together as men that were wild and courageous. And when they had stricken so together long, then they left their strokes, and foined [thrust] at their breaths [breathing holes] and visors; and when they saw that that might not prevail them, then they hurtled together like rams to bear either other down. Thus they fought still more than half a day, and either were wounded passing sore, that the blood ran down freshly from them upon the ground.

—Malory, Le Morte d’Arthur, book VIII, chapter 7

History, romance, and legend all agree that fighting is a knight’s primary work. The usual enemies of a knight are other knights, who are honorable opponents and fellow nobles; enemies, such as invading Saxons or Picts; beasts of the hunt, such as boars, lions, or bears; and creatures, such as ogres, giants, or dragons.

# The Combat Round

The basic time measure for single or small-group combat is the Combat Round. This is a short, elastic unit of time—basically, the time required to conceive of and perform one action in melee. Combat Rounds continue in succession until everyone is done fighting, either through incapacitation, death, surrender, or flight.

# Combat Round Procedure

The combatant attempting the action is called the character (or monster); their adversary, the opponent.

Each time personal combat is joined, both combatants simultaneously follow this procedure each round:

  1. Declare Combat Action
  2. Resolve Combat Action
  3. Winner’s Outcome
  4. Loser’s Outcome
  5. Combat Movement

# Step One: Declare Combat Actions

Players declare Combat Actions at the start of each round . Each character is limited to one Combat Action per round.

In this first step, all Player-knight and Gamemaster character combatants state what they intend to do this round, including the weapon they wield, if any, and name targets and opponents.

Characters may fight or do something else this round, as listed under “Combat Actions” below. Combatants within one yard of each other are automatically “engaged,” and need not move to fight. Otherwise, movement must take place in Step Five before combat can be resolved in subsequent Rounds.

If timing is important (for instance, if the opponent wishes to set their spear and the character wishes to make a Mounted Charge), resolve conflicting declarations with opposed DEX rolls. The winner then gets to resolve their action first in Step Two.

Double Actions The limit of one action per Combat Round means one type of action, not necessarily one unique physical movement, per round. A knight’s entire round of combat is not merely a single blow, but an exchange of attacks and parries, or perhaps maneuvering for an opening before striking a telling blow.

The limit of one action per Combat Round is therefore a loose one, with several notable exceptions. Usually, a roll a knight makes as a reaction to another is not considered their action for that round, but a “free action.” For example, a character whose Knockdown value is exceeded must make a DEX roll that round, but this roll does not count as the knight’s action.

The general point of the one-action limit is to keep the scenario moving swiftly. The Players and the Gamemaster must cooperate in this, or the game soon becomes bogged down in pointless combat minutiae.

If a character or creature moves only a part of their Movement Rate in a round, then the Gamemaster decides if other actions are also allowed. Normally they should enforce the “one action per round” rule. A Mounted Charge is always in combination with movement on horseback and constitutes an exception to this rule. The simple solution is to remember that two separate actions halve the Skill used in each one.

# Step Two: Resolve Combat Actions

And then either embraced other to joust and came together as fast as their horses might run, and brast their shields and the mails, and the one more than the other; and Gawaine was wounded in the left side, but the other knight was smitten through the breast, and the spear came out on the other side, and so they fell both out of their saddles, and in the falling they brake both their spears. Anon Gawaine arose and set his hand to his sword, and cast his shield afore him.

—Malory, Le Morte d’Arthur, book XVI, chapter 2

Combatants now resolve any Combat Action declared in the previous Step.

If the action involves a Skill or Combat Skill resolution, it is made now. Characters can either fight or move , but not both. Mounted Charges are an exception to this rule: knights must both move and fight during a Charge, and that resolution takes place now, including the Combat Movement of anyone opposing a Charging knight, even if on foot.

If combat occurs, both combatants roll their respective modified Combat Skills using opposed resolution (Opposed Resolution) and consult Combat Action Resolution Results Table to find the outcome. The results leave a winner and a loser, a tie, or two losers. In addition, critical successes and fumbles grant bonuses and penalties.

Some actions, such as Dodge or Disarm, supersede the results of this table. Exceptions are noted in the relevant Combat Action definition.

# Combat Action Resolution Results Table

    Opponent Combat Skill Result
    CRITICAL SUCCESS SUCCESS PARTIAL SUCCESS FAIL FUMBLE
Character Combat Skill Result CRITICAL SUCCESS Combatants Tie:
Both suffer damage and apply Armor and Shield/Parry Protection value
  Character Wins:
Opponent suffers +4D6 Damage and applies Armor and Shield/Parry Protection value
Character Wins:
Opponent suffers +4D6 Damage and applies Armor Protection value (no Shield)
Character Wins:
Opponent suffers +4D6 Damage and applies Armor Protection value (no Shield) and drops/breaks weapon
SUCCESS   Combatants Tie:
Both suffer damage and apply Armor and Shield Protection value
Character Wins:
Opponent suffers Damage and applies Armor and Shield/Parry Protection value
Character Wins:
Opponent suffers Damage and applies Armor Protection value (no Shield)
Character Wins:
Opponent suffers Damage and applies Armor Protection value (no Shield) and drops/breaks weapon
PARTIAL SUCCESS Opponent Wins:
Character suffers +4D6 Damage and applies Armor and Shield/Parry Protection value
Opponent Wins:
Character suffers Damage and applies Armor and Shield/Parry Protection value
     
FAIL Opponent Wins:
Character suffers +4D6 Damage and applies Armor Protection value (no Shield)
Opponent Wins:
Character suffers Damage and applies Armor Protection value (no Shield)
  Combatants Lose:
Neither suffers Damage
Combatants Lose:
Neither suffers Damage; Opponent drops/breaks weapon
FUMBLE Opponent Wins: Character suffers +4D6 Damage and applies Armor Protection value (no Shield) and drops/breaks weapon Opponent Wins:
Character suffers Damage and applies Armor Protection value (no Shield) and drops/breaks weapon
  Combatants Lose:
Neither suffers Damage; character drops/breaks weapon
Combatants Lose:
Neither suffers Damage; both drop/break weapon

# Step Three: Winner’s Outcome

The winner rolls a number of dice equal to their Damage Characteristic (or their horse’s Damage, if charging with a lance or spear), modified by their weapon type and grip, if applicable. A critical success adds +4D6 to the Damage Characteristic for this round. If the winner achieved a notable success (a critical, for example, or a success against a noteworthy foe, or one that moves the story forward significantly), they may also, with Gamemaster approval, score an experience check for the weapon used.

The winner continues to Step Five: Combat Movement.

# Step Four: Loser’s Outcome

The loser takes damage from the winner, and checks for Knockdown, Dropped/Broken Weapon, and Armor, Shield, and Parry protection, in that order.

# Determining Knockdown

Whenever a character takes a blow, whether from a weapon in combat or some other source (such as riding into a tree limb), the base damage—i.e., the damage dealt before the victim’s armor, rebated weapons, or other factor reduces it—is compared to their Knockdown value, which is the same as their SIZ Characteristic.

  • If the winner’s damage is greater than the loser’s Knockdown, the Player makes an unopposed DEX roll, whether on foot or mounted. If a character or opponent suffers multiple knockdowns in a round, then each requires its own DEX roll.
  • Critical or success: the loser stays upright or in the saddle with no penalty.
  • Failure or fumble: the loser is knocked down. They begin next round on the ground. If mounted, they suffer 1D6 damage from the fall, and drop their weapon.
  • If damage is greater than twice the loser’s Knockdown, then they are automatically knocked down. If mounted, they fall and take 1D6 damage, and drop their weapon.
  • If damage is greater than their horse’s SIZ, then the horse is knocked down too! See Mounted Knowkdown for the consequences.

# Dropped or Broken Weapon

A loser who fumbles their opposed weapon roll drops their sword or breaks their non-sword weapon; swords also break all non-sword weapons other than daggers on a tie. The unfortunate character must start the next round unarmed. A sword breaks any weapon, including another sword, when the loser fumbles and the winner criticals.

# Armor, Shield, and Parry Protection

Armor and shields absorb damage; parries block it. Regardless, this is expressed as a Protection value. The actual damage the loser takes is the difference between the winner’s base damage total and the loser’s Armor Protection value. If the loser rolled a partial success, they may also apply the Shield or Parry Protection value of their shield/weapon.

# Damage

Write the number of points of damage taken after subtracting the Protection value in the Wounds section of the character sheet and subtract them from Total Hit Points. Be sure to note each wound separately, as First Aid is applied to each individually. Always check to see what type of wound was inflicted (Minor, Major, or Mortal).

If actual damage equals or exceeds the loser’s CON, then the loser suffers a Major Wound and falls unconscious. If mounted, they may attempt a DEX roll. Success indicates a gentle fall that does little or no damage; failure, a bad fall that causes 1D6 damage. They are out of the fight until they receive First Aid and raise their Current Hit Points above their Unconscious Characteristic (if they fell below this threshold).

After taking damage, if Current Hit Points fall below the loser’s Unconscious Characteristic , the loser falls unconscious. Again, they may make an Emergency Dismount roll if mounted to avoid falling damage. They are out of the fight until they receive First Aid and raise their Current Hit Points equal to or above their Unconscious Characteristic.

If a character’s Hit Points drop to 0 or less, they are Mortally Wounded and will die if not quickly rescued. See Injury and Health for the immediate and long-term effects of wounds and how to recover.

# Step Five: Combat Movement

Characters who declared movement this round other than a Charge now simultaneously move a number of yards up to their Movement Rate values. Characters do not have to move their full Movement Rates. However, once a combatant chooses to stop moving, they cannot move any further during this round.

Movement is used to decide whether a character has closed with an enemy so that they might engage in combat. Once two combatants are within one yard’s distance of each other, melee combat is possible. To avoid combat and move past the enemy, Evasion may be necessary.

Characters may wish to move at an increased speed. For simplicity’s sake, running or sprinting (or cantering or galloping for horses) is normally disallowed once close combat is joined. In some cases, the Gamemaster may require a DEX roll for characters to increase their speed to a run or a sprint.

Other kinds of movement actions taking place during this phase might require Skill rolls as determined by the Gamemaster. For example, a character wishing to have their horse leap an obstacle might be required to make a Horsemanship roll.

# Melee Distances

Distances in melee vary according to the positions of combatants and their weapons. Some actions require sustained physical contact, some weapons are only effective at close quarters, and some weapons are so long that they are effective outside of normal melee distances.

Distances are expressed as one of five qualitative categories: Contact, Close Quarters, Normal, Long, and Missile.

Characters may declare at which distance they wish to engage their opponent as part of their action declaration; otherwise, the distance defaults to Normal. If the desired distance differs between characters, the actual distance is counted as the longer of the two. A character wishing to move to a closer distance must first win their opposed Combat Action, at which point they close during Step Five: Combat Movement.

For example, a character wishes to move to Close Quarters and grapple their opponent, while the opponent wishes to engage at Normal distance. Thus, this Combat Round they fight at Normal distance. If the would-be grappler wins their opposed roll, they close the distance and automatically begin the next round at Close Quarters.

# Contact

The character is touching or grabbing the opponent, necessary for many Brawling Actions.

# Close Quarters

The character is within arm’s length of the opponent. Some weapons can only be used at Close Quarters. Close Quarter weapons suffer a reflexive penalty of –5/+5 if one uses them at Normal distance; they cannot reach beyond Normal distance. Daggers, fists, claws, and fangs are all examples of Close Quarter weapons.

# Normal

Melee is normally fought at distances of about a yard, with the exact distance changing rapidly as combatants move forward, backward, and sideways while they slash, lunge, and sweep during the Combat Round. Most weapons are ineffective beyond two yards, and in this case combatants are considered disengaged.

# Long

Some weapons allow engagement at Long distance (around two yards). Long weapons are always two-handed, but not all two-handed weapons are long. The advantage of a long weapon is its reach, which allows a combatant on foot to negate the usual +5/–5 modifier enjoyed by a mounted foe. The same applies to other height penalties like fighting a foe uphill.

A character using a long weapon against an opponent without a similar type of weapon enjoys a +5 modifier to their Weapon Skill, representing their advantageous reach. However, once the opponent wins a Combat Round, they may close the distance and move from Long distance to Normal. Long weapons do not suffer from a penalty at Normal distance because they are effective at that distance as well, but they no longer enjoy their reach bonus. Long weapons are ineffective in fights at Close Quarters or Contact distances.

# Missile Distances

Missile ranges are Short (up to 30 yards), Medium (31 to 100 yards), or Long (101 to 200 yards). See Missile Ranges for other rules.

# Combat Actions

A Combat Action is anything a character chooses to do during a Combat Round.

The list of Combat Actions below constitutes the most common options available. However, Players are often quick and clever, seeking any opportunity or advantage, and will likely come up with new ideas. This list attempts to be as comprehensive as possible, based on years of experience of play. If a Combat Action is proposed that is not included here, this list ought to provide a model for the Gamemaster to ad lib as necessary.

# Action Classifications

  • Act: A non-Combat Action, usually a roll against a Characteristic or non-Combat Skill, used to affect combat and which does not damage the opponent.
  • Brawling: A Combat Action used to damage or affect an opponent at Contact or Close Quarter distance, whether unarmed or with small or improvised weapons.
  • Combat: An action used to damage or affect an opponent at Close Quarter or greater distance.
  • Communication: A non-Combat Action used to convey information, that usually does not require a die roll.
  • Follow-up Action: An action triggered by a successful Grapple action.

# Actions List

These are the Actions most frequent in melee combat situations. Some actions can only be carried out on foot, others only on horseback, while many may be tried in either case. Actions pertaining to missile combat are defined here.

# Mounted, Unmounted

  • Attack
  • Call Squire
  • Defend
  • Disarm
  • Evade
  • Move
  • Reckless Attack
  • Withhold Damage
  • Zigzag

# Exclusively Unmounted

  • Dodge
  • Hook
  • Set Spear

# Exclusively Mounted

  • Control Mount
  • Mounted Charge
  • Trample

# Brawling

  • Barehand Attack (Mounted, Unmounted)
  • Escape (Unmounted)
  • Grapple (Mounted, Unmounted)
  • Slam (Unmounted)

# Action Definitions

Following are definitions for each of the Combat Actions on the preceding list, except Brawling Actions. Brawling is explained below. Since bows and crossbows are seen by many as unknightly weapons on the field of battle, Missile Actions are included in a separate section as well.

If a result of the action differs in any way from the standard outcomes defined above under “Step Two: Resolve Combat Actions” it is noted under the “Results” sub-heading; if an outcome is not defined or modified there, assume it is standard.

# Attack (Combat)

Mounted, Unmounted
Attack is the most common Action. The character, either mounted or on foot, tries to damage the opponent using any Weapon Skill.

Distance: Close Quarters, Normal, Long, Missile
Contest: Weapon Skill vs. opponent’s Action.

# Attacking a Horse or Weapon

It is possible for a character to declare they are intentionally attacking a rider’s horse, though this is considered dishonorable in a fight between knights (–1 Honor). In such circumstances, a partial success by the opponent allows the horse to benefit from any Shield or Parry Protection value. Attacking a horse from foot negates the –5 Height penalty, though the mounted opponent still gets their +5 Height Advantage bonus.

A character may declare an attack targeting their opponent’s weapon, trying to break it. The small target imposes a –5 to the character’s Weapon Skill and a win breaks the weapon or, if it is a sword, knocks it out of the opponent’s hand.

# Call Squire (Communication)

Mounted, Unmounted
Squires stay close to their knights, ready to answer any command. However, they are not always close enough to help right away and reaching the knight may take time, depending on the Squire Roll Result Table.

The character must declare why they are calling the squire. Usually this is for one of three desired actions:

  • First Aid: the squire attempts to heal one or more wounds
  • New weapon: the squire brings forth a weapon requested by their knight, who rearms
  • Fresh horse: the squire brings forth a fresh horse for the knight to mount

Merely calling the squire does not instantly accomplish the desired action. First Aid needs the squire to first pull the injured knight out of combat and then several (1D6) minutes of treatment, perhaps involving partial removal of armor. Mounting a horse usually takes one Combat Round, as does re-equipping a weapon.

Distance: Within hearing range
Contest: None—the knight hollers for their squire. Make an unopposed resolution with the Squire Skill as the target value.

# Squire Roll Results

Critical: The squire acts and proceeds with the desired action this round.
Success: The squire acts and proceeds with the desired action next round.
Fail: The squire does not act, and the character may call again next round.
Fumble: Whether due to indolence or cowardice, the squire is nowhere to be seen; they may appear again later, at the Gamemaster’s discretion.

# Control Mount (Act)

Mounted
At times, a character may need to get their mount under control before trying any other Action. See Controlling Horses in Combat for more details.

Contest: Unopposed Horsemanship roll (–5 for non-combat trained horses; penalty equal to Hit Points lost by horse due to wounds)

# Defend (Act)

Mounted, Unmounted
The character forgoes trying to inflict damage on their opponent in favor of protecting themselves.

Distance: Any melee distance
Contest: Weapon Skill +10 vs. opponent’s Action

Result Effect
Win or Tie Character takes no damage but deals no damage to their opponent.

# Disarm (Act)

Mounted, Unmounted
A Disarm Action is an attempt to knock away the opponent’s weapon, or any other object, from their grasp. Attempts to wrench or seize a weapon and take it from an opponent are resolved with the Grapple Action instead.

Distance: Close Quarters, Normal
Contest: Weapon Skill vs. opponent’s Action

Result Effect
Critical The opponent loses their grasp on the weapon or object, which flies out of easy reach or lands at the feet of the character, depending on the character’s preference.
Win The opponent drops the weapon or object, which is within reach and may be picked up as a non-Combat Action the following round. If more than one character attempts to pick up the weapon, resolve with an opposed DEX roll.

# Dodge (Act)

Unmounted
To Dodge, the character recklessly throws themselves to the side without caring how they land in order to avoid taking damage.

The character’s single roll is pitted against all the opponents’ rolls and forgoes the usual penalty for facing more than one opponent (see Multiple Opponents). Characters may use Dodge at any distance, against any form of melee attack, but they must be on their feet (i.e. neither mounted nor knocked down).

Distance: Any melee distance
Contest: Movement Rate vs. the opponent’s Action

Result Effect
Critical The character manages to tuck, roll, and spring to their feet: they avoid any damage, do not inflict any damage either, and begin the next Round ready to combat.
Win The character avoids taking any damage this round and inflicts no damage of their own. They start the next Round on the ground, though still with weapon in hand.
Fumble The character falls and starts on the ground next round having dropped their weapon.

# Evade (Act)

Mounted, Unmounted
This Action allows disengagement from melee combat. It functions similarly to Dodge, in that it negates damage and deals none of its own, but also carries the character away from combat as well.

Distance: Any melee distance
Contest: Movement Rate vs. opponent’s Action; if character is mounted, use the horse’s Movement Rate.

Result Effect
Win Character neither takes nor deals damage and is no longer engaged.
Fumble The character falls and starts on the ground next round; if mounted, the character falls from their horse and takes 1D6 damage.

# Mounted Charge (Combat)

Mounted

# Charge Opportunities

In a large melee with many opponents, you may use the following procedure once combat is joined to determine if there are any available targets for a combatant who is not engaged at the start of the Combat Round.

Roll 1D6
1–3 May Charge against a random opponent. If the opponent is also mounted on a combat-trained horse, roll again to see if the opponent will also Charge.
4–6 No Charge opportunity. Opponents are too close, too closely engaged with others, or there is no clear path.

If there is no Charge opportunity, the character may engage in normal melee using their weapon.

A Mounted Charge action uses a weapon while riding at full gallop to strike an opponent.

To execute this action, the character must be riding a combat-trained horse capable of causing Charge Damage, and not be engaged at the start of the Combat Round. The Charge must aim at a specific opponent. The character may use any weapon as part of their Charge so long as it does not cause Brawling damage, but spears and lances receive special bonuses.

See Mounted Combat delow for other details on fighting from the saddle.

Distance: Special. The character and opponent must be at least six yards apart per Charger to allow the horse(s) to go from a dead stop to a gallop in a straight line.
Contest: Charge vs. opponent’s Action; gain a +5 bonus if armed with a couched spear or lance (that is, with the rear portion of the shaft tucked between the right arm and body) against anyone not armed with a Long-reach weapon. For any weapon other than a lance or spear, your effective Charge Skill is the lower of Charge or the relevant Weapon Skill (i.e., if you are executing a Mounted Charge with an axe, and your Hafted Skill is 12 and your Charge Skill is 18, your effective Charge Skill is reduced to 12). Regardless of weapon, your effective Charge Skill value is never higher than your Horsemanship Skill value.

Result Effect
Win Character strikes the target and does either their own Weapon Damage +1D6 or their horse’s Charge Damage if armed with a couched spear or lance. In no case may the number of damage dice rolled exceed the horse’s Charge Damage. As always, a critical success increases Damage by +4D6.
Partial Success A spear, lance, or other hafted weapon breaks.
Tie A spear, lance, or other hafted weapon breaks. If the tie is between two critical successes, the horses crash into each other, inflicting their respective Charge Damage on the other mount.
Fumble If wielding a sword, it is dropped. Hafted weapons break. If using a couched spear or lance, in addition to breaking the weapon, some other disaster befalls the character; roll Horsemanship and consult Mounted Lance Charge Fumble Table.

# Mounted Lance Charge Fumble Table

Horsemanship Roll Effect
Critical success Lance broken; no further ill effects
Success Lance broken; character struck by flying splinters for 1D6 damage (armor does not protect)
Failure Tip buries itself in the earth and launches character from saddle; lance broken and character takes 2D6 damage (armor does not protect)
Fumble Tip buries itself in the earth and brings down both character and horse; lance broken and character takes 3D6 damage (armor does not protect)

# Reckless Attack (Combat)

Mounted, Unmounted
With a Reckless Attack, the character throws caution to the wind and launches themselves in an unguarded frenzy upon their opponent. This always earns a check to the Reckless Trait. Famously Reckless characters always use this action to attack unless Prudent wins in an opposed roll against Reckless. Characters with an Exemplary Reckless value must choose this option for all their attacks.

If a character chooses Reckless Attack and the opponent chooses Defend (or vice versa), the two Actions cancel each other out and combat is resolved normally.

Distance: Close Quarters, Normal, Long
Contest: Weapon Skill vs. opponent’s Action; if opponent is rolling a Weapon Skill, they receive a +5 bonus. Neither combatant may apply Shield/Parry Protection under any circumstance.

Result Effect
Win Character deals +2D6 Damage, or +6D6 with a critical success.

# Set Spear (Combat)

Unmounted
The Set Spear Action has the purpose of countering a declared or potential Charge attack. The character sets the butt end of the spear against or stuck into the ground and holds it at an angle aimed at the opponent or their mount (in the case of a Mounted Charge). The spear may be wielded one- or two-handed; characters using one hand may also use their shield for protection if they have one, while a two-handed grip adds +2D6 to damage.

Distance: Long
Contest: Spear Skill vs. opponent’s attack

Result Effect
Win The character strikes the Charging opponent or their mount. Roll and apply the opponent’s (or the mount’s) Damage, not your own! If your weapon has a Damage bonus (from wielding a spear two-handed, for example), add this as well.

# Trample (Combat)

Mounted
Riders of combat-trained horses may attempt to use their steed to Trample prone opponents within their Movement Rate; even Chivalrous knights may opt to use this Action in the heat of battle, at least against armed foes. However, horses do not like to step on objects, and it is difficult to urge them to do this, cancelling out the rider’s Height bonus (though the opponent still suffers a penalty).

Distance: Normal
Contest: Horsemanship vs. opponent’s Action –5

Result Effect
Win Opponent takes a wound, using the horse’s normal (non-Charging) Damage (see Combat Horses Table).

# Withhold Damage (Combat)

Mounted, Unmounted
By declaring this Action in lieu of an Attack, the knight deliberately reduces the full force of their strike. Choose to either withhold a preset number of dice from your normal Damage Characteristic or use the flat of your blade or butt of your weapon to cause half normal damage, which also dishonors the opponent (who loses 1 point of Honor at the end of the combat if every blow landed was with the flat of the blade).

The declaration must specify the exact method and amount of reduction. Damage may be withheld only with a normal Attack; never on a Mounted Charge or when using thrown or missile weapons.

Distance: Close, Normal, Long
Contest: Weapon Skill vs. opponent’s Action.

# Zigzag

Mounted, Unmounted
Zigzag is an evasive Action used while moving and is effective only against missile attacks. A combatant wearing no armor gets a +5 bonus to this Action.

Distance: Missile
Contest: Character makes an unopposed Movement Rate roll prior to the missile attack

Result Effect
Critical Opponent receives a –10 modifier to their Missile Weapon Skill, and character moves up to full Movement Rate for the round.
Success Opponent receives a –5 modifier to their Missile Weapon Skill, and character moves up to half their Movement Rate for the round.
Failure No modifier to opponent’s Skill, and character moves up to half their Movement Rate for the round.
Fumble No modifier to opponent’s Skill, and character stumbles and loses all Movement Rate for the round.

# Brawling

…and Sir Ector anon turned him shortly, and in feuter cast his spear, and smote the other knight a great buffet that his horse turned twice about. This was well done, said the strong knight, and knightly thou hast stricken me; and therewith he rushed his horse on Sir Ector, and cleight him under his right arm, and bare him clean out of the saddle, and rode with him away into his own hall, and threw him down in midst of the floor.

—Malory, Le Morte d’Arthur, book VI, chapter 2

Brawling in the context of Pendragon applies whenever a character chooses or is obliged to fight either unarmed or armed only with an improvised weapon (such as a heavy stick) or small weapon (such as a knife or dagger). See the Skill description for Brawling for more examples. Brawling always inflicts the character’s Brawling Damage, though the weapon in hand may modify this.

In addition to pummeling or stabbing, the activity of Brawling in combat also covers more advanced options, such as grapples, slams, and escapes, which are detailed below.

# Barehand Attack (Brawling)

Mounted, Unmounted
This functions identically to the Attack Combat Action, but uses the Brawling Skill rather than a specific Weapon Skill. Use this action also to Attack with a dagger or improvised weapon. Unarmed attacks may be either a punch or slap. A punch is a strike with a closed fist; a slap, an open hand.

Distance: Contact or Close Quarters
Contest: Brawling vs. opponent’s Action.

Result Effect
Fumble Character stumbles: –5 penalty to any action taken next round.

# Escape (Act)

Unmounted
Pinned characters may try to escape on subsequent rounds. The procedure works much the same as for Grapples and Follow-up Actions: make an opposed combat roll using your Brawling Skill –10 versus your opponent’s Brawling Skill +10. If you win, you roll “damage,” attempting to beat the grappler’s STR. If you lose, the opponent may attempt to execute a Follow-up Action as normal.

# Grapple (Brawling)

Mounted, Unmounted

Then at the last Sir Turquine waxed faint, and gave somewhat aback, and bare his shield low for weariness. That espied Sir Launcelot, and leapt upon him fiercely and gat him by the beaver [chin guard] of his helmet, and plucked him down on his knees, and anon he raced off his helm, and smote his neck in sunder.

—Malory, Le Morte d’Arthur, book VI, chapter 9

A Grapple is normally a two-handed attempt to grab hold of a foe or seize an object (such as a weapon) from their grip. Grapples may be tried one-handed with a –5 penalty to Skill.

A character on foot may attempt to Grapple an opponent who is on foot or mounted, but a character on a horse may only attempt to Grapple another on a horse. (At the Gamemaster’s option, Grapple may be used by a mounted character to capture a battle standard from a footman or hoist someone on foot up and over the saddle pommel.) You may only Grapple one foe at a time.

Distance: Contact or Close Quarters
Contest: Brawling Skill vs. opponent’s Action. If you win, select a Follow-up Action from the Follow-up Actions Table.

# Follow-up Actions

Some Follow-up Actions allow the character to maintain a successful Grapple into subsequent rounds. This means that the character no longer needs to roll their Brawling Skill unless the opponent is actively trying to break out with an Escape action. All Follow-up Actions use the same procedure to determine success or failure.

Roll the character’s normal Damage dice (adding +4D6 for a critical success) and compare the total against the opponent’s relevant Characteristic or Skill, as provided on the Follow-up Actions Table. The total damage value rolled must exceed the target value for the action to take effect. If the total is equal to or less than the target value, there is no effect.

The “damage” rolled ignores all armor protection. However, it does not normally inflict actual damage in and of itself. The Follow-up Action may cause damage in other ways (such as throwing an opponent from their horse). The exception to this rule is that if the damage rolled is equal to twice the target value, the character inflicts their Brawling Damage value, ignoring normal armor protection.

For example: after successfully executing a Grapple, Dame Tamura wishes to use the Hold Follow-up Action. This means she must roll her Damage dice of 5D6, trying to beat her opponent’s STR of 13. She gets lucky and rolls 28! As this exceeds the threshold of 26 (twice the opponent’s STR), Dame Tamura’s Hold inflicts 5 points of damage (equal to her Brawling Damage value) in addition to the usual effects of a successful Hold!

# Follow-up Actions Table

Acount Damage Must Exceed Opponent’s… Outcome Grapple Maintained?
Disarm Weapon Skill Opponent drops weapon Y
Hold STR Opponent pinned Y
Lift SIZ Opponent lifted into the air Y
Seize Weapon Weapon Skill + ½ STR Character takes weapon from opponent N
Tackle DEX Opponent taken to the ground with character and pinned; if mounted, take 1D6 damage from fall Y
Throw Down n/a Opponent must be Lifted first; thrown to ground for 1D6 damage if on foot or 2D6 damage if from horseback N

Notes on selected table results:

  • A disarmed opponent drops their weapon at their feet unless the Grapple roll was a critical success, in which case the weapon flies out of easy reach.
  • An opponent pinned by a Hold or Tackle may not take any meaningful action except to attempt an Escape action and suffers a –10/+10 reflexive modifier in the attempt. The character executing the Grapple may automatically and successfully employ any other Follow-up Action on subsequent turns (i.e., without need for a roll). If a character has a SIZ five times greater than the opponent, they may pin the opponent with one hand at no penalty. Conversely, characters with a SIZ less than one-fifth that of their opponent may not attempt to pin them at all.
  • An opponent who is Lifted may be carried off if thrown across the back of a horse. Lifting an opponent on foot from the saddle requires the combined SIZ of the character and mount to be 1.5 times greater the opponent’s.
  • Tackles may be attempted between mounted combatants. To avoid taking damage from the fall as well, the character executing the tackle must succeed at a Horsemanship roll.

# Slam (Brawling)

Unmounted
The subtle art of hurling your mass into an opponent at speed in an attempt to knock the daylights out of them. Characters may only try this Brawling Action if both combatants are on foot.

Note that characters with the proper weapon who see a Slam coming their way from Long distance may use the Set Spear action in response…

Distance: As an exception to other Brawling Actions, characters may attempt Slams from Close Quarters, Normal, or Long distance. A Slam action from Close Quarters suffers a –5 penalty, while one executed from Long distance gives a +5 bonus. Using a shield as part of your Slam Action gives a +5 bonus to Skill as well.
Contest: Brawling Skill vs. opponent’s Action.

Result Effect
Win Roll damage as normal (including +4D6 Damage for a critical), but only apply Brawling Damage as a wound (armor protects normally). If the total damage rolled is greater than the opponent’s SIZ, the opponent and character both fall to the ground. If the damage is more than twice the opponent’s SIZ, only the opponent is knocked prone.

# Combat Modifiers

Sometimes circumstances apply a bonus or penalty to combatants. When fighting a single foe, all combat modifiers always apply. Multiple opponents may have different modifiers applied depending on the opponents’ specific situation.

All modifiers are cumulative.

# Cover

If an obstacle like a tree, bush, or low wall partially protects a character during melee, then both combatants suffer a –5 modifier.

# Height Advantage

Any time a character fights with the advantage of height, such as a horseman versus a foot soldier or a knight on a rampart attacking someone scaling the wall, a +5/–5 reflexive modifier applies in favor of the character with the height advantage. As always, when opponents are separated by more than a yard (in this case, of height), they are too far apart to engage in melee.

Other situations where this modifier applies include when one character has fallen to the ground and the other remains standing, or when a character fights while backing up a steep castle stairwell while fighting foes move up toward them.

The penalty is negated if an unmounted combatant wields a two-handed spear or halberd against a mounted opponent. A mounted combatant using any weapon except a spear cannot strike an opponent who is prone. Missile attacks do not benefit from the height advantage modifier.

# Strike from Behind

This modifier applies whenever the opponent does not know an attack is coming. The character makes an unopposed Attack Action with a +5 modifier. (This is usually a dishonorable tactic, and may cost a knight Honor at the Gamemaster’s discretion.)

# Immobile Target

Characters who are grappled, partially entangled, stuck in quicksand, or otherwise unable to move properly suffer a –10/+10 reflexive modifier to all Actions requiring freedom of movement.

# Surprise

If opponent is entirely unprepared for the fight, the attacker gets a +5 modifier to their Weapon Skill for the first Combat Round.

A missile attack from Surprise ignores the opponent’s shield penalty (see Shielded Targets).

# Visibility

In darkness, fog, smoke, or similar conditions, characters suffer a penalty to all Combat Actions. See the Awareness Skill description for penalties accruing from darkness and other environmental factors.

# Multiple Opponents

A character may face multiple opponents at a single time. Three unmounted characters may attack a mounted or unmounted opponent, while two mounted characters may attack a mounted or unmounted opponent, simply because the horses take up more space. The character must perform the same action against each target and applies the Multiple Opponent modifier for each Combat Action taken against an opponent.

# Multiple Opponent Modifier

In any Combat Action taken against multiple opponents, the character suffers a cumulative penalty to their Skill of –5 per opponent after the first one. Thus, fighting two opponents incurs a –5 penalty to each action; three, –10. Each Action is resolved normally and separately.

However, a character may choose to ignore one or more opponents. In such a case, the ignored opponent(s) each get an unopposed action against their foe, but the character does not suffer a –5 modifier from that opponent.

# Personal Modifiers

A character may fight multiple opponents in different postures or other circumstances, such as one being mounted and the other on foot. Two types of modifiers affect the final Skill values: personal and situational.

Personal Modifiers are added to the Skill first and provide the base value that is affected by the Multiple Opponent modifier.

Personal modifiers are: +10 from the Defend Action; any Modifiers from magical effects.

# Situational Modifiers

Situational modifiers apply only to a specific opponent being fought and are added after applying Personal modifiers and the Multiple Opponent modifier.

Situational modifiers are: all Combat Modifiers; modifiers from Passions.

# Mounted Combat

When Sir Lamorak saw his two brethren down he was wroth out of measure, and then he get a great spear in his hand, and therewithal he smote down four good knights, and then his spear brake. Then he pulled out his sword, and smote about him on the right hand and on the left hand, and raced off helms and pulled down knights, that all men marvelled of such deeds of arms as he did, for he fared so that many knights fled. Then he horsed his brethren again, and said: Brethren, ye ought to be ashamed to fall so off your horses! what is a knight but when he is on horseback? I set not by a knight when he is on foot, for all battles on foot are but pillers’ [plunderers’] battles. For there should no knight fight on foot but if it were for treason, or else he were driven thereto by force; therefore, brethren, sit fast on your horses, or else fight never more afore me.

—Malory, Le Morte d’Arthur, book X, chapter 48

Pendragon is primarily about the life of the mounted knight, and so has several rules that apply specifically to mounted combat. Other special cases applying to mounted combat can be found under Combat Modifiers and under Combat Actions (specifically the Control Mount, Mount/Dismount, Mounted Charge, Trample, and Zigzag actions).

# Horsemanship Limitation

The Horsemanship Skill limits the applicable base value of all Weapon Skills used while riding. All modifiers from combat, Passions, and so forth still apply, and may boost the Weapon Skill value above the Horsemanship value.

For example, Sir Evrain has a Sword Skill of 17, but his Horsemanship is only 15. Therefore, when he is using his sword while horsed his Sword Skill is effectively 15. However, this round he is fighting against a foe who is on foot, and as a mounted combatant Evrain receives a +5 modifier. This is added to his effective Sword Skill of 15, giving him a final Sword Skill of 20 against this opponent.

# Pass-by

Mounted charges always result in overshooting the target by a certain number of yards, referred to as Pass-by distance. A Pass-by is the movement of a horse after the impact of a charge, whether the rider is still mounted or not. Most of the time, it is sufficient to merely note this fact. Sometimes, however, the distance of a Pass-by becomes important to the game. If a character wants to know if it is possible to charge the same opponent on two consecutive rounds, for example, calculate the Pass-by distance using the formula below to determine the minimum and maximum Pass-by distances. Remember that charges require at least six yards’ separation per charging character.

The minimum distance to rein in the horse is equal to half the horse’s normal Movement Rate in yards. The rider may turn and move in a circle to start the next round in Normal melee range.

The maximum distance is equal to the horse’s galloping Movement Rate in yards minus the distance required to reach the target charged in the first place. In the event of a Win or mutual failure (i.e., no contact), the rider determines the Pass-by distance as stated above. In the event of a Tie due to a double success, a Partial Success, or a Loss, the maximum Pass-by distance is halved, and the rider must go the full distance. If the rider is dismounted, the horse continues to gallop past the target for the maximum distance. If a horse is knocked down or falls, the Pass-by never occurs.

# Charge Distance

An effective Charge requires a minimum distance of six yards between character and opponent to build enough deadly speed and momentum. A character and opponent who are charging each other must start at least twelve yards apart. The maximum distance for a Mounted Charge is the horse’s Movement Rate, at a gallop, in one Comat Round.

See Horses for Movement Rates of horses.

# Mounted Knockdown

Normal Knockdown rules apply when mounted: if total damage exceeds SIZ, roll DEX to stay in the saddle. Damage in excess of double the character’s SIZ means they are knocked from their horse automatically.

Falling from the saddle causes 1D6 points of damage (see Falling Damage).

# Horse Knockdown

When figuring the chance of a horse being knocked down, factor in the SIZ of the horse. If the total damage done to either the horse or its rider is greater than the horse’s SIZ, then the horse that must make a successful DEX roll to remain standing, albeit with some staggering, while failure means it is knocked down. The rider may attempt an Emergency Dismount if the horse fails its roll, but if this fails, the rider is crushed by the falling steed, which does the horse’s normal Damage to the rider (armor protects normally).

# Emergency Dismount

An Emergency Dismount requires an unopposed Horsemanship roll when a rider is about to fall or be thrown from a horse, or the horse falls due to slipping or wounds. Refer to the Emergency Dismounts Table for possible results.

# Emergency Dismount Table

Horsemanship Roll Effect
Critical Rider lands on feet and begins the next round upright, if conscious. Take no damage from the fall and retain all weapons.
Success Rider lands on feet and begins the next round upright, if conscious. Take no damage from the fall but drop any held weapons.
Failure Rider does not dismount properly and takes 1D6 damage from the fall, dropping all held weapons.
Fumble Rider takes 2D6 damage from the fall, dropping all held weapons. If the horse itself has fallen, it lands atop the rider, inflicting the horse’s Damage on the rider.

# Escaping from Under a Fallen Horse

The Player may attempt to roll the rider’s STR versus the horse’s SIZ each round to try to get free. Each helper adds +5 to the STR of the strongest person, who is the one who rolls.

# Limited Two-handed Mounted Weapons

The only weapon that riders can use two-handed from horseback is the two-handed spear and longsword. Other two-handed weapons are unbalanced, and the weight at the end of the weapon makes it likely to cause the rider to fall.

# Missile Weapons

Knights do not use missile weapons against other knights because it is considered cowardly. The honorable knight must be close enough to look their foe in the eye. Knights get a Cowardly check and lose 1 point of Honor if they use a bow or crossbow against another knight in single combat. However, knights in a besieged garrison often use crossbows against an assaulting enemy without loss of valor or Honor. Knights regularly use bows for hunting or sport.

Player-knights should not receive Glory for using a missile weapon unless it is somehow significant to the story or the character, at the Gamemaster’s discretion.

# Missile Actions

Characters armed with missile weapons may choose an appropriate Combat Action for the round as long as they are otherwise unengaged.

# Missile Attack (Combat)

The Missile Attack Action is used for all ranged Weapon Skills (Bow, Crossbow, or Thrown Weapon). Characters must always attack a single target.

With the exception of the Light Crossbow, which may be used Mounted or Unmounted, all Missile Attacks must be made Unmounted.

Distance: Missile
Contest: Unopposed Missile Weapon Skill

Results A successful Missile Weapon Skill roll inflicts the weapon’s Damage statistic on the opponent.

# Rapid Shooting (Combat)

The Rapid Shooting Action allows a character armed with a bow or readied thrown weapons to loose two arrows or weapons per Action, but with one-half their usual Weapon Skill value for each. It otherwise works the same as the Missile Attack Action.

# Modifiers

As with melee combat, modifiers affect the Weapon Skill of the character using a missile weapon. Unlike in melee, the effects are not always cumulative. Gamemasters need to take target cover, missile range, target position, and the weather into consideration when applying modifiers to a Missile Attack.

For instance, shooting a target in the back does not warrant both the Stationary and Surprise modifiers; a target behind an arrow slit should not also get their Shield modifier.

# Cover

Targets on foot and behind cover reduce the chance of hitting them.

  • Light cover (–5): Among brush, among moderately sized rocks
  • Moderate cover (–10): Behind a low wall, among dense trees
  • Significant cover: (–15): Inside a building but looking out an arrow slit

# Missile Ranges

Missile weapons have three ranges: short, medium, and long.

  • Short range: Up to 30 yards and is the maximum range for all thrown weapons except javelins.
  • Medium range: 31 to 100 yards and imposes a penalty of –5 to the shooter’s Weapon Skill; it is the maximum range for javelins.
  • Long range: 101 to 200 yards and imposes a penalty of –10 to the shooter’s Weapon Skill.

# Shielded Targets

An opponent with a shield who is aware they are being targeted imposes the shield’s Missile Attack Penalty on the archer’s Skill. For example, kite shields have a Missile Attack Penalty value of –10, meaning a shooter targeting a knight with a kite shield must take a –10 penalty to their Missile Weapon Skill. The character may apply the Missile Attack Penalty against shots directed at the character’s mount, but in so doing loses the benefits of their shield for that Combat Round.

Shield and Parry Protection points do not otherwise apply to missile fire.

# Other Modifiers

Other factors may affect a Missile Weapon Skill.

  • Opponent Movement: stationary +5; Zigzag action –5 (or –10)
  • Surprise: +5
  • Wind: Light wind 0; irregular wind –5; strong, constant wind –10

Wind does not affect hand-hurled weapons, which are heavier and delivered at close range, and therefore less likely to be affected by wind.

# Other Considerations

The battlefield is a chaotic and confusing place, and other unexpected complications must be considered.

# Closing Distance

The Closing Distance Table shows how many Combat Rounds it takes to cross each range band. Compare the missile weapon’s rate of discharge to the number of rounds to determine how many shots one may loose before the character reaches the archer (or the archer breaks and runs for it).

Zigzagging attackers always use the Walking Rate.

# Closing Distance Table

  Pace Short (Up to 30) Medium (30-100) Long (100-200)
Knight Walking 2 4 6
Jogging 1 2 4
Running 1 1 2
Horse Walking 2 4 6
Trot 1 1 2
Cantor 1 1 2
Gallop 1 1 1

# Loosing into a Melee

Loosing a missile into an engaged melee incurs an equal chance of hitting every combatant, due to the rapid and confusing conditions. When this occurs, the Gamemaster assigns the actual target at random.

# Mounted Targets

When missiles strike a mounted target, roll 1D6 to see whether they hit the horse or the rider. A result of 1–4 indicates the mount is hit, while 5–6 indicates the rider. See Controlling Horses in Combat for the consequences of a wounded mount.

# Spotting the Target

Characters must see the target before they can shoot at them, and this may require an Awareness roll at the Gamemaster’s option. Once the attacker sights the target, no further Awareness rolls are necessary, unless the character gets distracted, or the opponent withdraws out of sight.