R E F L E C T I O N S

Combat House Rules


These combat rules are a modification from the standard, based on Columbia Games' Harnmaster, 2nd Edition rules.
During the declaration portion of the Movement Phase, in addition to declaring what weapon(s) he wishes to use, the player must also declare which Aspect of the weapon (Blunt, Edge, or Point) he wants to use, and what his Aim (High, Middle, or Low) is. A High or Low aim will add a -3 penalty to the Attack Total; this is not dependent upon the opponent's Aim.

Combat then proceeds normally, with the Optional Rule, Separate Roll for Defense, in use. Attacks in a pair are considered to occur simultaneously. If the character has ended up in Touch range, after declaring an attempt to try to engage at greater range, and is switching to using a Brawling attack, he may change his Aim prior to rolling the attack.

During the Damage phase, the weapon's damage, based on its aspect, is taken from the Aspected Weapons Statistics Chart. Next, the body part hit is rolled, using percentile dice, on the Body Part Chart. Any protection afforded by armor is derived based on the armor on that body part's resistance to that weapon aspect; see the Aspected Armor Table. Other than that, the Damage Total is calculated as normal.

Refer to the Body Part Chart for damage severity. M1 wounds do not cause the loss of Body Levels, and are basically just bruises. S2 wounds result in the loss of one Body Level. S3 wounds result in the loss of two Body Levels. G4 and K4 wounds result in the loss of three Body Levels. G5 and K5 wounds result in the loss of four Body Levels.

If the Shoulder, Upper Arm, Elbow, Forearm, or Hand has been hit, the character must roll Dexterity (with appropriate penalties calculated after the new injury) against an Ease Factor of 6, or drop the weapon in that hand.

If the Hip, Thigh, Knee, Calf, or Foot has been hit, the character must roll Dexterity (with appropriate penalties calculated after the new injury) against an Ease Factor of 6, or fall down.

Where a K4 result is indicated, the victim must make a Stamina roll, including penalties for the new wound, against an Ease Factor of 3, in order to avoid dying immediately. In the case of a K5 result, the Ease Factor is 6.

An 'x' in the Body Parts chart indicates a possible amputation, for certain very severe wounds. If the victim fails a Size roll, with no penalties, against an Ease Factor of 3, the body part is amputated. This is an automatic dropped weapon or fall.

Every time a character receives a new wound, he must make a Shock Roll. This is a Fatigue Roll against an Ease Factor of 6, with all appropriate penalties, including those for the new wound. Failure to make this roll sends the character into unconsciousness (without changing their current Fatigue Level). Once a round, he may re-roll to wake up. If he successfully wakes up, he must roll once more; if he succeeds, he can function normally, but if he fails, he is an incoherent, helpless state of shock. Characters who are in a state of shock remain in that state until they are stabilized through healing (magical or otherwise).

Spells that do damage are treated like weapon attacks; the Aim must be declared at the time of casting, and the Aspect is appropriate to the type of spell attack. Damage is calculated, including side-effects, as described above.

However, spells that directly cause the loss of Body Levels simply result in the loss of Body Levels; they do not cause any other side-effects.


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Created 08.29.98 | Revised 09.01.98