Harnmaster/Pendragon Combat Conversion

This is a full explanation of a variant combat system for Chaosium's King Arthur Pendragon, using a conversion of the combat rules from Columbia Games' Harnmaster 2nd Edition.

The Harnmaster combat system is heavily oriented towards intelligent approaches to combat, not hacking at things until they're chopped into small bits. As a substitute for the normal Pendragon combat system, it adds a host of options and intelligent tactics (particularly for the peasant scum who don't need to obey the laws of chivalry), and it also adds a grim realism that serves, in my opinion, as an excellent contrast to the high-fantasy romantic Arthurian mythos.

Under construction.

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Basic Dice Mechanics

Harnmaster is a d100 (percentile) system. Pendragon is a d20 system. This makes it very easy to convert between them. A Pendragon skill is normally has a score from 0 to 20; a Harnmaster skill has a Mastery Level (ML) from 0 to 100. Though Harnmaster's skill levels are effectively generally lower than typical skill levels in Pendragon, it's fairly reasonable to just make the equivalent ML for a Pendragon skill, equal to the value of that Pendragon skill multiplied by 5.

To test a skill in Harnmaster, you roll d100, with a 00 being a 100. If you roll your Effective Mastery Level (EML, equal to your ML plus any relevant bonuses or penalties) or less on that roll, you have succeed; if you exceed your EML, you have failed. A roll divisible by 5 (ending in a 0 or 5) is a critical success or failure; other rolls are called marginal successes or failures. They are abbreviated CS, CF, MS, and MF, for Critical Success, Critical Failure, Marginal Success, and Marginal Failure, respectively. Note that a Critical Success in Harnmaster is not the extraordinary triumph it is in Pendragon, nor is a Critical Failure in Harnmaster the disaster it is in Pendragon.

For the purposes of Pendragon-style Experience Checks, a Check is granted for critical successes where the roll was 25 or less (i.e. on a 5, 10, 15, 20, or 25), making it roughly equivalent to the Pendragon 5% chance of a a Check-worthy critical success. It does mean that for extremely low skills, the likelihood of a Check is lower than it is in Pendragon.


Weapons

There are three aspects to every weapon in Harnmaster -- Blunt, Edge and Point. These are essentially damage types. For example, hitting someone with the flat of your broadsword would do Blunt; hitting them with the sharpened edge would do Edge; trying to run them through would do Point.

The relevant Pendragon weapons are given in this abbreviated Weapon Data Table.

Weapon		WT	WQ	A/D	HM	B  E  P
Hand/Arm	-	-	0/3	.	0  -  -
Foot/Leg/Knee	-	-	1/1	.	1  -  -
Head		-	-	0/0	.	1  -  -
Kite Shield	7	14	1/5	.	3  -  (3)
Dagger		1	11	1/0	.	1  2  5
Broadsword	3	12	3/2	.	3  5  3
Battlesword	8	13	5/2	-20	5  8  4
Mace		4	11	3/1	.	6  -  -
Battleaxe 	6	12	4/2	-15	6  9  (6)
Ball & Chain	4	12	4/2	.	6  -  4
Spear (6')	5	11	4/2	-10	4  -  7
Lance (10')	8	11	5/1	-15	8  -  4
A character's skill with a shield is considered to be equal to his skill with the weapon he has in his other hand, for Pendragon compatability purposes.

The battlesword is roughly equivalent to the Pendragon Greatsword.
The battleaxe is roughly equivalent to the Pendragon Great Axe.
The ball and chain is roughly equivalent to the Pendragon Flail.

A character's OML for the Unarmed skill is normally equal to SB3 of STR, DEX, and AGL in Harnmaster; converted for Pendragon, it becomes the average of STR and DEX, times three.


Armor

Different types of armor offer different amounts of protection against each aspect, as well as Fire and Frost. For example, while Mail (chainmail) is excellent at turning away edged weapons, it offers very little protection against blunt impacts. However, unlike most other RPGs (and unlike Pendragon), in Harnmaster, armor is worn in layers. This means that you can wear, for example, a quilt undergarment (excellent cushioning against blunt-impact weapons) under a mail shirt, with reinforcements of platemail over your shoulders and knees, all under a cloth surcoat.

All armor is cumulative. Each piece of armor only covers a few specific body parts; the parts covered will depend on the specific type of armor. You can put armor together in any reasonable combination; of course, the more armor you have, the heavier a load you're trying to tote around, and the faster you'll tire and the less agile you'll be.

The standard 12-point Reinforced Chainmail from Pendragon becomes, in Harnmaster terms:

Bottom layer
Quilt Tunic (WT 13.2, protects Ua Sh Tx Ab Hp Gr)
Middle layer
Mail Hauberk (WT 32.5, protects Fo El Ua Sh Tx Ab Hp Gr Th)
Outer layer
Cloth Surcoat (WT 7.8, protects Sh Tx Ab Hp Gr Th)
Accoutrements
Helm (pick one)
Variations upon this are of course possible; building up an entire suit of armor from scratch is completely acceptable.

The relevant Pendragon armor materials, and their protective values, are given below.

Material	Blunt	Edge	Point	Fire
Cloth		1	1	1	1
Quilt		5	3	2	4
Leather		2	4	3	3
Mail		2	8	5	1
Plate		6	10	6	2
Thus, the suit of Reinforced Chainmail given above (assuming the Plate Great Helm is worn), works out to be the following (total weight, 86.3):

PartMaterialsBluntEdgePointFire
SkullPlate61062
FacePlate61062
NeckPlate61062
ShouldersQuilt + Mail + Cloth81286
Upper ArmsQuilt + Mail71175
ElbowsMail2851
ForearmsMail2851
HandsMail2851
ThoraxQuilt + Mail + Cloth81286
AbdomenQuilt + Mail + Cloth81286
HipsQuilt + Mail + Mail + Cloth1020137
GroinQuilt + Mail + Mail + Cloth1020137
ThighsQuilt + Mail + Mail + Cloth1020137
KneesMail2851
CalvesMail2851
FeetMail2851


The Combat Profile

Endurance: Substitute the average of STR, CON and SIZ.
Pendragon takes the attitude that one's hit points are the sum of CON and SIZ, on the philosophy that someone larger can take more punishment. I find this reasonable enough to preserve (and it is in keeping with the Harnmaster 2nd Edition idea of making Endurance the average of several factors). STR is added into the equation because it's part of Harnmaster Endurance, and because it factors into calculating Encumbrance Penalties (which logically should be strength-based).

Move: Substitute the average of STR and DEX.
Pendragon uses both of these statistics to compute movement rate, while Harnmaster uses pure Agility. I bow to the difference in what Pendragon's Statistics and Harnmaster's Attributes mean. Note that Move is subject to Physical Penalty.

Dodge: Equal to DEX x 5.
The use of DEX here is completely equivalent to Harnmaster's Agility. This is a skill.

Load: Equal to the total weight of items carried.
Inventory control must be done in a much stricter manner than it is in Pendragon.

Encumbrance Penalty: Equal to Load divided by Encumbrance.
This is the same as it in Harnmaster.

Weapon ML: Equal to the character's relevant Weapon Skill x 5.
I have decided not to use the SBs for calculating OML for weapons at all, except for cases where the character is using a weapon that he does not have a skill in. The Attack ML (AML) is equal to Weapon ML + (WAC x 5), and the Defense ML (DML) is equal to Weapon ML + (WDC x 5), as it is in normal Harnmaster.

Combat Sequence

Harnmaster combat is a round-based system. One round is equal to ten seconds (give or take); within a round, each character receives a Turn in which he can select and execute an Action Option.

Unlike normal Harnmaster, the Initiative skill is not used. Action declarations go in order from lowest DEX to highest DEX (ties are broken by who has the higher Weapon Skill), Actions are resolved in reverse order of declarations.

Before presenting the available Action Options, it is first necessary to define some terms:

Movement
The number of hexes a character can normally move per round (their Full Move) is equal to the character's Move statistic (average of STR and DEX, minus Physical Penalty). A Half-Move is half of this; a Double Move is double this. A conscious character is always able to move at least one hex per turn.

Engagement Zones
Each character has an Engagement Zone of the hex he is occupying, plus all adjacent hexes. A prone character's Engagement Zone is only the hex he is in (though he may be engaged by non-prone characters in adjacent hexes). Engagement Zones may be restricted by terrain and barriers.
The Action Options available to unengaged characters are as follows:
Rest
Do nothing (except tend to wounds and other reasonable small actions). May defend normally if attacked.

Free Move
Move up to a Double Move, as long as you do not enter an enemy Engagement Zone. During the move, weapons can be changed, doors can be opened, etc.

Engage
Make a Half-Move to engage an enemy, then, optionally, conduct a Melee Attack.

Charge
Make a Full Move to engage an enemy, then, mandatorily, conduct a Melee Attack.
The Action Options available to engaged characters are as follows:
Pass
Do nothing (forfeit a Turn). May defend normally if attacked.

Disengage
Move one hex, and then, if now unengaged, make a Half-Move. Movement is terminated if another enemy Engagement Zone is entered, though no attack may be made.
The Action Options available to all characters are as follows:
Rise
Get up from a prone position (including getting up after stumbling). As with normal Pendragon, this is normally automatically successful.

Grope
Do something that requires manual dexterity, such as pick up a weapon or string a bow. This is normally automatically successful.

Attacker's Declaration

When a melee attack is made, the attacking player must declare the following:
Target
The target must be within the attacker's Engagement Zone.

Aim
You can aim High, Middle, or Low. Aiming High or Low carries a penalty of -10 to EML, in normal circumstances; this penalty may be adjusted for relative height of the target and attacker. Note that a standing opponent attacking a prone opponent receives a bonus of +20 to his EML, and a prone opponent receives a penalty of -20 to his EML; since there is no opposed resolution in the Pendragon style, this penalty is not reflexive, as it is in Pendragon.

Aspect
You must declare which aspect of your weapon you are using. Normally, this will be the aspect of your weapon with the highest rating, but there will be times when you want, for example, to hit someone with the flat of your sword, doing Blunt rather than Edge damage.

Defender's Declaration

In response to an attack, the defender must declare a Defense Tactic, choosing from the following list:
Ignore
Do nothing (making it very likely the blow will hit and do damage).

Block
This is an attempt to parry the blow. You may parry with an object or with a body part (such as a hand or arm). Note that if you parry with a body part, and the attack hits, it will be considered to hit that body part (but having a broken arm may be preferable to having a club smack you in the face, for instance). A Critical Failure here may result in a fumble. Tactical advantages may be earned this way.

Dodge
This is an attempt to get out of the way of the blow. A Critical Failure here may result in a stumble (tripping and falling, effectively). Tactical advantages may be earned this way.

Counterstrike
This is an attempt to launch an offensive of your own. Though you may have the opportunity to deal damage to your opponent, counterstriking favors the attacker. Still, this is particularly useful if you are fighting an unskillful opponent.
The choice of defensive tactic is an important one. You may wish to "play the charts" to earn a Tactical Advantage (TA), an additional Action Option, thus allowing you to do things like grab a weapon you dropped the previous round. You can only earn one TA per Turn, but you may earn multiple TAs in a single round.

Please note that taking advantage of TAs is not unchivalrous! Manuevering yourself into a position where you have a TA is simply fighting intelligently; there's nothing dishonorable about being a good fighter, and it's not cowardly to block in hopes of earning a chance to counterattack. Nothing about a TA implies that you have placed your opponent in an unfair position. Hitting your opponent while he is weaponless or prone is unchivalrous, of course.


Injury

The following additional rules, derived from Harnmaster 1st Edition (particularlly the Mounted Combat Rules) also apply:
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Lydia Leong / lwl@digex.net / February 3rd, 1997