Post by The Gods on Jun 3, 2016 20:28:02 GMT
1. Training weapons:
-5 to skill if hit for a Light wound,
-10 to skill if hit for an Average wound,
-25 to skill if kerwhacked with a Heavy hit and for some reason you're still fighting.
2. Real Steel:
-10 to skill if hit for a Light wound,
-20 if hit with an Average wound,
-35 if hit with a Heavy wound.
As a rule, when training you'll go down after -25 skill, while in a duel to the death you can feel free to fight into the negatives until the other guy gets a +100 shot. (Though if you're more than fifty points down, especially into negative terrain, you may have a permanent injury; if you make negative and still win, it's likely two graves will be dug.)
0-10 margin of hit: no wound.
11-25: light
26-50: average
51-100: heavy
3. Armour Rules: (these only count in duels)
Shield: +5 to roll for purposes of being hit. Only stacks with Plate vs ranged.
Leather: +5 to first two rounds rolled against Chain, +5 to first three rounds rolled against Plate
Chain: 5 Damage Reduction
Plate: 10 Damage Reduction. -10 penalty to all stealth and athletics skills, barring horsemanship.
4. Mounted Combat:
A mounted character will always have an advantage when fighting an opponent on foot. The following is a list of bonuses regarding mounted vs on foot.
Mounted with Lance vs On Foot with any Non-Pole weapon: +10
Mounted charge with Lance vs On Foot with any Non-Pole weapon: +20
Mounted with any Non-Pole weapon vs On Foot with any Non-Pole weapon: +5
Mounted charge with any Non-Pole weapon vs On Foot with any Non-Pole weapon: +10
If the opponent on foot has a pole weapon or a two handed spear then any mounted bonus is removed.
The on foot character can make an Athletics or Agility roll to avoid the charge with a -20 penalty.
A charge with a Lance ignores leather armour. A heavy hit with a Lance charge ignores Chain and Plate damage reductions.
-5 to skill if hit for a Light wound,
-10 to skill if hit for an Average wound,
-25 to skill if kerwhacked with a Heavy hit and for some reason you're still fighting.
2. Real Steel:
-10 to skill if hit for a Light wound,
-20 if hit with an Average wound,
-35 if hit with a Heavy wound.
As a rule, when training you'll go down after -25 skill, while in a duel to the death you can feel free to fight into the negatives until the other guy gets a +100 shot. (Though if you're more than fifty points down, especially into negative terrain, you may have a permanent injury; if you make negative and still win, it's likely two graves will be dug.)
0-10 margin of hit: no wound.
11-25: light
26-50: average
51-100: heavy
3. Armour Rules: (these only count in duels)
Shield: +5 to roll for purposes of being hit. Only stacks with Plate vs ranged.
Leather: +5 to first two rounds rolled against Chain, +5 to first three rounds rolled against Plate
Chain: 5 Damage Reduction
Plate: 10 Damage Reduction. -10 penalty to all stealth and athletics skills, barring horsemanship.
4. Mounted Combat:
A mounted character will always have an advantage when fighting an opponent on foot. The following is a list of bonuses regarding mounted vs on foot.
Mounted with Lance vs On Foot with any Non-Pole weapon: +10
Mounted charge with Lance vs On Foot with any Non-Pole weapon: +20
Mounted with any Non-Pole weapon vs On Foot with any Non-Pole weapon: +5
Mounted charge with any Non-Pole weapon vs On Foot with any Non-Pole weapon: +10
If the opponent on foot has a pole weapon or a two handed spear then any mounted bonus is removed.
The on foot character can make an Athletics or Agility roll to avoid the charge with a -20 penalty.
A charge with a Lance ignores leather armour. A heavy hit with a Lance charge ignores Chain and Plate damage reductions.