CHAPTER 8:

“Man by nature is an animal; he can be cruel and callous. Where diplomacy fails, combat is the only choice left to resolve differences. Often swift and merciless, fighting is his way to establish dominance, or to simply terminate the opposition all together. By conscious decision and intent, man is able to assert himself against the world and face aggression in kind.”

- Father Victor, monk

Tactical skirmishes amidst a torrential downpour, vicious back alley fights, honorific to the death and horrifying against dire abominations makes up several situations your Character will be drawn into. However, some may be more raucous and less deadly, such as with a barroom brawl or fisticuffs erupting between a swindling pedlar and his customer. Combat can be fun and entertaining, but in a grim & perilous campaign world, death can come at the drop of a hat to Characters. While exciting and offering the opportunity for players to roll dice, the risk of death is always the foremost element within combat. No amount of planning can truly prepare the unwitting against the strategic leadership of those born within the crucible of combat. Even the most well-orchestrated plans can go terribly awry as combat is so fast paced, as numbers frequently prevail.

Unlike other role-playing games, Characters in ZWEIHÄNDER aren’t given a vast pool of “hit COMBAT TERMINOLOGY points”, allowed to instantly recover from their Here are the three common terms you’ll reference wounds and get right back up. Combat is savage often throughout the combat chapter: and unrelenting, handling confrontation with all the excitement you’d expect to have in a fantasy TURNS adventure - but not without danger to one’s self Equal to a minute of in-game time, Turns are an and sanity. abstraction, reflecting each Character’s time to catch their breath, pause, jockey for position and DIFFICULTY RATINGS & GM FIAT set themselves up to render decisive blows. During Because of the wild and varied nature of combat, a Turn, Characters can take a set number of there may be situations that crop up from time to Actions, dictated by their reserve of “Action time that aren’t covered in these rules. Points” (also called AP). Even though all Additionally, some Actions in Combat may have Characters get a Turn, all Actions are assumed to fixed Difficulty Ratings. Much like any other be taking place at the same time narratively. ruling in ZWEIHÄNDER, the Gamemaster will make the final call as arbiter and ultimate ACTIONS IN COMBAT authority, empowered to make changes to Actions are formalized choices Character make to Difficulty Ratings and otherwise to fit the change the outcome of combat. Each Action situation. possesses a relative cost in Action Points which must be expended before a specific Action may be taken. Providing a Character has enough Action Points, they can execute attacks against foes, get

around the battlefield, hamper their enemy’s STEP II: INITIATIVE LADDER ability to gain ground and set aside a reserve to After a Surprise Turn has ended, Characters will defend against attacks. These “Actions In determine the order in which they may take their Combat” are described in further detail in the Turn. Each Character will roll 1D10 and add their oncoming pages. All Characters in Initiative to the result. ZWEIHÄNDER have the same options for STEP III: TAKE TURNS attacking, defending and the use of Actions In Once a Character’s Turn comes up in the Combat, regardless if they’re played by players or Initiative Ladder, they may spend Action Points the Gamemaster. to select specific Actions In Combat. Characters receive 3 Action Points to dedicate to defend, THE INITIATIVE LADDER move, attack or take other special actions as their The Initiative Ladder decides the order of which Turn begins. all Characters resolve their Actions In Combat. Whenever the Gamemaster announces combat is about to unfold, all Characters will generate their STEP I: SURPRISE TURN own Initiative Ladder results by rolling 1D10 and A Surprise Turn affects the very beginning of adding their Initiative from their Character Sheet combat. It allows Characters to gain advantage to the result. The end results are tracked from over one another and take a Turn before the highest to lowest, displayed openly for everyone to Initiative Ladder proceeds. Ultimately, it is the reference. province of the Gamemaster to determine if the players or their enemies gain a Surprise Turn. This FURY DICE call is based on specific sets of circumstances or Throughout this chapter, you’ll see mention of a special preparations Characters have made in 1D6 Fury Die to generate Damage with melee order to ambush one another purposefully. and ranged . Anytime you roll for Outlining these circumstances goes above and Damage, if it generates a face “6” on the Fury Die, beyond the scope of this discussion, but the add an additional 1D6 Fury Die to Total Damage Gamemaster will use common sense when value. Every time a Fury Die generates another determining which sides gains the advantage of a face 6, it continues to “explode”, generating Surprise Turn. additional 1D6 Fury Dice. Calculate all results together to determine Total Damage. Whether either side gains a Surprise Turn, the Gamemaster will always explain in narrative terms

why. It’s important to consider what sort of COMBAT OVERVIEW preparedness your Character may have elected to Below is a brief overview to follow whenever adopt, even before the fight begins. Kicking in the combat is about to begin: door and expecting your foes to simply fold before your might may be an acceptable option in some STEP I: SURPRISE TURN games, but in ZWEIHÄNDER it can get you Whenever combat is about to begin, the killed. Gamemaster will individually determine whether players or their foes individually get the jump on SURPRISE ADVANTAGE one another. If either party manages to catch their Those who gain the advantage of surprise may enemies unaware they’ll act first during a Surprise take a free Turn while all Attack Actions and Turn. Perilous Stunts gain a +20 Base Chance to

succeed. Additionally, Attack Actions made with piece of paper for both the player and melee or ranged weapons add a 1D6 Fury Die to Gamemaster’s reference. Each name is written Total Damage results. Once a Surprise Turn down, with the resulting Initiative Ladder finishes, combat proceeds as normal according to indicated beside it with a hyphen. This determines the Initiative Ladder, and all benefits for the the order that each Character will act in until the Surprise Turn are lost. fight is resolved. It also allows players to help the Gamemaster keep everything straight during DEFENSELESS DURING SURPRISE TURN combat, as most veteran players can generally Foes who are surprised are temporarily left attest - things can become hectic. All in all, Defenseless to all attacks. While Defenseless, they whoever goes first tends to get the upper hand - cannot use any Reactions. This includes and speed can lead to a more favorable outcome. Counterspelling a Magick’s effects, Dodging ranged weapons, using Opportunity Attacks, It’s time to roll Initiative. There are six players - Parrying melee attacks, Resisting Perilous Stunts Edwin Mortani, Graf von Bek, Leopold or Resisting Casted Magick. Coventry, Mercutio Salvatore, “Patches” and Danziger Eckhardt. The Gamemaster is ROLE-PLAYING & COMBAT controlling several enemies - a Footpad, a Bounty Although Turns introduce a more uniform way to Hunter and a Guttersnipe. Both the players and handle Actions, it should never stymie role- Gamemaster roll Initiative, placing their names playing. You should feel encouraged to describe on a marker board that can be referenced by your Character’s Actions with flourish. everyone. The results follow, dictating the Representing adrenaline-packed scenes of fierce Initiative Ladder. Under this example, Danziger attacks and daring stunts using your own personal will go first, whereas the Thug will go last. Once descriptions is both exciting and enjoyable. Role- everyone has taken their Turn, Initiative begins playing should never take a backseat during the again with Danziger again until combat ends: format structure of combat. Danziger Eckhardt - 24

Patches - 23 STEP II: INITIATIVE Bounty Hunter - 21 LADDER Edwin Mortani - 20 In any role-playing game, there must be a structure to the order of which events unfold - Guttersnipe - 17 particularly in the case of combat. For every Leopold Coventry - 10 Character, each determines their Initiative individually. Using 1D10, every Character will roll Graf von Bek - 9 and add their Initiative from their Character Sheet Mercutio Salvatore - 8 to the result. But those who burden themselves with equipment tend to react slower, as their Thug - 8 senses are dulled beneath the weight of their harness. Overage from Encumbrance Limit always Remember, ZWEIHÄNDER is a cooperative penalizes Initiative results, even if a Character game and while the Gamemaster will be decides to toss aside their equipment during controlling your enemies (potential allies), you combat. The result is then ranked from highest to should work to help keep things tracking right. lowest, displayed openly on a marker board or combat can sometimes grow confusing as you

oscillate between each other’s Turns. The chaos of , for in battle there is no law. These Gamemaster has to worry about positioning, secret events may be repetitive (such as the blazing tactics, track conditions and plot out your enemy's of a fire) or a one-time event (such as the of strategies. All players should do their part to help lightning upon the top of a building). track combat, working in concert with the Gamemaster to progress the Initiative Ladder A raging fire erupts around everyone, threatening correctly. to consume the floor of Tramp's Loft. The Gamemaster has secretly decided that it will take MATCHING INITIATIVE RESULTS three Turns before the floor collapses from the Should any Character generate the same Initiative Raging Fire. Rolling Initiative, the Gamemaster result, compare their Perception Bonus (PB). The tells everyone to note that the Raging Fire goes on highest always trumps the other, displacing that a “19”, but does not disclose that the floor will Character down the Initiative Ladder directly collapse. Unwittingly or not, they better act below them. Should their Perception Bonus (PB) quickly before the fire consumes everything match, Characters should re-roll to determine around them. who goes first. Danziger Eckhardt - 24 Mercutio Salvatore and the Thug generated the Patches - 23 same Initiative, both resulting in “8”. Mercutio’s Bounty Hunter - 21 Perception Bonus (PB) is 6, whereas the Thug has Edwin Mortani - 20 a Perception Bonus (PB) of 4. Mercutio goes first, displacing the Thug beneath him in the Initiative Raging Fire - 19 (the Gamemaster made the call Ladder. for the fire to go before the Guttersnipe) Guttersnipe - 17 ENVIRONMENTAL EVENTS Leopold Coventry - 10 Sometimes the environment plays a role in Graf von Bek - 9 combat. Detonated gunpowder explosions, roiling fires that threaten to collapse the floor, an Mercutio Salvatore - 8 impending rainstorm, the blinding threat of a Thug - 7 (the Thug was displaced down the blizzard, an out-of-control wagon barreling down Initiative Ladder due to matching Initiative rolls) the street, a stampede of wild horses ready to burst forth from their pen, the threat of an angry peasant mob and other hazards can also influence NEW COMBATANTS the battlefield. In these special cases, the Particularly sneaky enemies may simply lay in Gamemaster will roll 2D10+2 to determine the wait, watching for favorable circumstances to avail event’s individual Initiative. If this event is being themselves. The Gamemaster may decide that kept in secret from the players, the Gamemaster even before combat started that these same may elect not to disclose the name of the event in shadowy assassins are quicker, more aware, or the Initiative Ladder. Instead, they may track it better prepared. This is one of the many tools the with some other mark - an asterisk, question Gamemaster can employ to keep combat mark or other short phrases such as unpredictable. Should new Characters enter the “DOOOOM.” will suffice. This leaves everyone fray, they must determine their own Initiative. guessing as to what may yet still unfold amidst the Regardless if the new Character is an enemy or a

potential ally, the Gamemaster indicates their up within the Initiative Ladder. You’re not Initiative with a miscellaneous mark, similar to the required to spend all of these Action Points on environmental events above. The Gamemaster your Turn, and may hold onto them as to Dodge may even dictate that the new combatant or Parry. immediately gains a Surprise Turn. An unscrupulous cutthroat has been hidden the By the same token, a Character cannot simply whole time, watching the fight unfold. elect to save Action Points for their next Turn. Announcing that there’s another participant that Whenever a Character’s new Turn begins, all of they don’t know about, the Gamemaster tracks their remaining Action Points are considered to be the Cutthroat with a series of question marks “???” lost and start with the normal allotment of 3 and indicates that this Character’s Initiative is Action Points (unless they are suffering from a “18”. condition that reduces their starting Action Points). These are special cases we will speak Danziger Eckhardt - 24 about throughout this chapter. Patches - 23 IN-CHARACTER TALK DURING Bounty Hunter - 21 COMBAT Edwin Mortani - 20 Players may elect to speak, using banter, jibes, ??? - 18 (this is the hidden Cutthroat) insults or scream battle cries and obscenities whilst taking their Turn. This sort of communication is Raging Fire - 19 (the Gamemaster made the call generally limited to short sentences or expressions, for the fire to go before the Guttersnipe) and should be done In-Character. Should a player Guttersnipe - 17 wish to exude a longer and more verbose speech or even stirring soliloquy to inspire their allies, spend Leopold Coventry - 10 1 Action Point instead. Graf von Bek - 9 While we encourage players to work together, it is Mercutio Salvatore - 8 best to let each make their own decisions as to Thug - 7 (the Thug was displaced down the what Actions to take. Lording over other players Initiative Ladder due to matching Initiative rolls) and telling them what Actions to use during a game session can create confusion, breaks down the barrier between the player’s voice and the In STEP III: TAKE TURNS Character voice, limits the ability of players to Suddenly, it’s your Turn. What will you do? Will grow more familiar with ZWEIHÄNDER’s rules you boldly rush forward, invoking the name of and quickly erodes the suspension of disbelief. Count So-and-So? Will you elect to launch a Creative players should make sure that if they do litany of hate, seeking to unman your foes? Will intend to issue orders to their fellow players, you someone else in front of you to beat a they’ll do it using their In-Character voice. hasty retreat? Whichever option you elect to take, they are always classified by one of many TAKE TURNS, RINSE AND REPEAT categories of Actions. Combat may last for one or many Turns. Once Initiative is determined, it remains in play All Characters begin with 3 Action Points at the throughout combat until it ends. When the enemy start of their Turn, which are then spent to is clearly decimated, gives up or some other commit to any of the Actions as their Turn comes

mitigating condition arises, the Gamemaster will TRAITS & TALENTS announce it. Professional Traits, Racial Traits and Talents oftentimes act as “riders”, working in coordination ACTIONS IN COMBAT with Skill Tests. Some play a major role, allowing your Character to bend the system’s rules in Action Points represent the economy of Actions certain cases, provide a unique benefit or augment Characters may call upon during combat. It their abilities. Unless specifically indicated within reflects a reserve pool that a Character taps into, its description, the use of these abilities cost 0 spent in exchange for Actions. Readying a Action Points. Furthermore, they may be used in , setting up a defensive posture, conjunction with one another. However, this may demoralizing the enemy, swinging a , firing not always apply where two separate abilities a gun, mounting a horse and reloading ranged supplement the same Skill. These cases are always weapons constitute examples of Actions taken adjudicated by the Gamemaster. during combat.

Actions always have a relative cost. Characters TYPES OF ACTIONS may spend 1, 2 or even 3 Action Points to use one There are four general categories of Actions Action - like shoving a sword through someone’s Characters may use on their Turn. Within each stomach or barreling over their enemies. They category, there exist specific Actions a Character may also break up these Action Points to take may use with a relative cost of Action Points to multiple Actions - such as moving over to the execute: nearest enemy, shoving them over and cleaving them in twain while they’re on the ground Prone. v MOVEMENT ACTIONS - A Character A few Actions have no cost whatsoever, able to be can position themselves on the field of used without the Character having to spend time battle. managing minor activities (talking and dropping v ATTACK ACTIONS - A Character can items typically don’t cost any Action Points to fight and inflict Damage against a use). Other Actions can only be used outside of defender. the Character’s Turn - disruptive attacks and v PERILOUS STUNTS - A Character can defensive actions as an example. inflict a variety of conditions that may hamper their enemy’s ability to fight or EXCESS ACTION POINTS AT END OF defend. TURN v SPECIAL ACTIONS - A Character can Should a Character end their Turn with an excess attempt stunts and other miscellaneous of Actions Points, they can hold onto them to use Actions that fall outside of movement, Reactions like Dodge and Parry. However, when attacking and defending. their next Turn begins, they “refresh” their Action Points to 3. They do not carry over excess Action There is also a fifth type called REACTIONS, Points into their next Turn. but they’re never used on a Character’s Turn. Reactions instead allow a Character to duck out of the way or take an opportune moment to attack an enemy. Reactions have their own unique limits on how often they may be used, clarified in the entries below.

MOVEMENT AP ACTIONS Cost Description

Charge 2 at Movement x2 and add 1D6 Fury Die to Damage. Get up 1 yard to stand up from Prone, crouched, step into a vehicle or mount atop an animal. Invokes Get Up 2 Opportunity Attack if moving out of Engagement.

Maneuver 2 Maneuver 1 yard out of an Engagement, avoiding all Opportunity Attacks. Run at Movement x3, gain +3 Damage Threshold. Invokes Opportunity Attack if moving out of Run 3 Engagement. Take Cover 1 yard away. Gain +3, +6 or +9 Damage Threshold, depending on height of cover. Invokes Take Cover 1 Opportunity Attack if moving out of Engagement.

Walk 1 Walk at Movement x1. Invokes Opportunity Attack if moving out of Engagement. ATTACK AP ACTIONS Cost Description

Called Shot 2 Make Combat-based Test. Cannot Dodge or Parry the attack.

Cast Magick Varies See Grimoire for description.

Melee Attack 1 Make Combat-based Test. Foe must Parry or suffer Damage. Make Combat-based Test. Foe must Dodge or Parry with shield, or suffer Damage. Cannot be Ranged Attack 1 Engaged by enemies to make Ranged Attack unless Gunpowder weapon. PERILOUS AP STUNTS Cost Description Make Athletics Test. Foe must Resist Athletics or Choked. Suffer 1D10+BB Peril immediately, and on 1 your Turns when maintained, until Resisted. Make Guile Test. Foe must Resist Awareness or Blinded. Cannot Counterspell, Dodge or Parry until Dirty Tricks 1 their next Turn. Make Coordination Test. Foe must Resist Coordination or Disarmed. Lose weapon and cannot use Disarm 1 primary hand until next Turn. When foes Defenseless or Surprised, make Athletics Test. Foe Knocked Out, left Helpless for (BB) ! 1 Turns.

Splinter Shield 1 Make Combat-based Skill Test. Foe must Resist Toughness or shield is Ruined.

Stunning Blow 1 Make Athletics Test. Foe must Resist Toughness, or Stunned. Start with 1 less AP until Resist.

Takedown 1 Make Coordination Test. Foe must Resist Coordination, or Prone. Attacks gain 1D6 Fury Die. SPECIAL AP ACTIONS Cost Description

Channel Power 1 You can attempt to increase your chances for success to Cast Magick during combat. Make Leadership Test, # of allies equal to (FB) adds +1 Damage and Peril Threshold. Use once in Inspiring Words 1 combat only. Make Intimidate Test, # foes equal to (FB) suffer -1 Damage and Peril Threshold. Use once in combat Litany of Hatred 1 only.

Load Varies Load a . Spend 1 AP for +10 Base Chance to your next Attack Action or Perilous Stunt this Turn. If you spend Take Aim 1 or 2 2 AP, +20 Base Chance instead.

Wait 0 Wait until later to use your Action Points, but displace yourself elsewhere on the Initiative Ladder.

AP REACTIONS Cost Description

Counterspell 1 Make an Incantation Test. Dispels Magick immediately

Dodge 1 Make Coordination Test to Dodge ranged weapons for 1 AP deficit. Avoids all Damage.

Opportunity Attack 0 Make melee attack in specific situations, foe left Defenseless.

Parry 1 Make Combat-based Skill Test to Parry melee weapons for 1 AP deficit. Avoids all Damage.

Resist 0 Resist the effects of Perilous Stunts and Special Actions.

MOVEMENT ACTIONS WHAT IS AN ENGAGEMENT? Movement Actions are used whenever a Character Sometimes you’ll see the term “Engagement” or needs to jockey for position, bridge the gap “Engaged” referenced at specific times in this between their foes or tactically move between chapter. The term has broad application, but opponent’s swings to evade their attacks of should be applied very loosely. Inherently, an opportunity: Engagement is when two or more Characters stand toe-to-toe against one another. They’re standing less than 1 yard of each other, close enough to strike with most melee weapons. CHARGE However, many foes may be standing Engaged with one another. Typically, an Engagement You build up speed, using momentum to consists of no more than nine people. The through your enemy’s defenses. Gamemaster may wish to further define what it

means to be within an Engagement at their own Cost: 2 Action Points option. If using miniatures and a gridded map, an Effect: Charge a Distance equal to two times your Engagement is whenever each combatant stands Movement. If you move at least three yards and in an adjacent square or hex on the map that then successfully strike with a on touches. the same Turn, add an additional 1D6 Fury Die to Total Damage results. However, this provokes an Opportunity Attack if you leave an Engagement. GET UP You saddle up on your mount, get into a vehicle, pull an ally up to their feet you’re standing next to up or get up from lying on the ground.

Cost: 2 Action Points Effect: Get up at a Distance of 1 yard to stand up from the ground from a Prone or crouched position, get into a carriage or mount atop an animal. If you have at least one Skill Rank in Coordination, you can Get Up for 1 Action Point instead. However, this provokes an Opportunity Attack if you leave an Engagement.

PROVOKING MULTIPLE OPPORTUNITY Leopold Coventry has a Brawn Bonus (BB) of 13. ATTACKS This means he can jump four yards horizontally or You will note that some Movement Actions leap two yards vertically after Running. provoke Opportunity Attacks. Additionally, some Talents or Traits may allow attackers to make Opportunity Attacks. Should a Character ever TAKE COVER provoke multiple Opportunity Attacks from You move behind cover, placing a barrier between attackers with an action, only one attacker may you and your foes. This may grant you safety, and take advantage of it. For instance, if a Character a barrier from which to attack behind. uses Walk while surrounded by 5 attackers in an Engagement, only one attacker may make the Cost: 1 Action Point Opportunity Attack. Generally, the Gamemaster Effect: Take Cover a Distance of 1 yard to a will elect who makes the Opportunity Attack. waist-high wall or higher. The barrier or cover must come up to your mid-section and be made of wood, stone or metal to grant ample protection. MANEUVER Trees, a cart or low stone walls would qualify, but You break away from combat, disengaging from shrubs or thick grasses would not. If behind low your enemies while zig-zagging between them. cover (such as a crate or barrel), add 3 to your Damage Threshold when struck by ranged Cost: 2 Action Points weapons. If behind medium cover (such as a Effect: Maneuver a Distance of 1 yard to get out waist-high stone wall), add 6 to your Damage of an Engagement, allowing you to avoid Threshold when struck by ranged weapons. If Opportunity Attacks. behind high cover (such as a tall pillar), add 9 to your Damage Threshold when struck by ranged RUN weapons. It behind cover that breaks the line of You sprint at a fast pace, making it more difficult visibility, you cannot be targeted by ranged for your enemies to target you. weapons. The Gamemaster will always determine how low or high the cover is for these purposes. Cost: 3 Action Points However, this provokes an Opportunity Attack if Effect: Run a Distance equal to three times your you leave an Engagement. Movement. As a result, add 3 to your Damage Threshold until the beginning of your next Turn. WALK However, this provokes an Opportunity Attack if You hustle forward without fatiguing yourself. you leave an Engagement. Cost: 1 Action Point At the end of a Run action, with a successful Effect: Walk a Distance equal to your Movement Athletics Test, you may jump horizontally one in yards. However, this provokes an Opportunity yard for every 3 points of Brawn Bonus (BB) or Attack if you leave an Engagement. leap vertically one yard for every 6 points of Brawn Bonus (BB). You may also crawl on hands and knees. In these cases, you crawl a number of yards equal to your Agility Bonus (AB), minus any Overage you are suffering from.

MOVEMENT IN HARD TERRAIN Leopold Coventry wishes to sneak towards the Mud, thick bushes, tangled undergrowth, creek enemy. Using the terrain, he asks the beds, snowfall, icy lakes and clutter within interior Gamemaster if his enemies are distracted enough spaces can create additional challenges during to use his Stealth Skill. His Skill Test is (Hard - combat. Characters cannot Charge, Maneuver or 20%), and he succeeds the Skill Test. He then Run through Hard Terrain. Walks, costing him 2 AP as sneaking is a rider onto any Movement Action. With one Action MOVEMENT SUBTYPES Point left, he banks it in case he needs to Parry or There are other Subtypes of Movement, such as Dodge. climbing, driving, riding, rowing, sneaking and A few moments later, Leopold’s Turn comes up swimming. These other types of Movement again. Since he had already made his Stealth Test Actions act as “riders”, pairing on top other successfully, he Takes Cover again, but it costs Movement Actions and increase the Action Point him 2 AP as sneaking is a rider for all Movement cost by 1 (although the Gamemaster has the final Actions until he no longer wishes to sneak say). For instance, if you intend to Charge while around. sneaking, it costs 3 Action Points instead of 2. It is not necessary to track these on a Character

Sheet, but you can derive these other types of In order to use a Movement Subtype, make a Movement below. Naturally, if Characters are relevant Skill Test (Stealth to sneak, Ride to ride suffering Overage, these other types of Movement your horse, etc…) with a Difficulty Rating set by are penalized the same. the Gamemaster. Once you succeed, you need not continue making the Skill Test every Turn v 1 + Brawn Bonus (BB) while climbing, thereafter, unless circumstances changed. For sneaking or swimming instance, if you were sneaking and walked out into v 3 + Brawn Bonus (BB) while rowing a boat the open, discovered by your enemies, you would upstream need to roll another Stealth Test. v 3 + Brawn Bonus (BB) while driving a cart

or wagon v 6 + Brawn Bonus (BB) while driving by coach v 9 + Agility Bonus (AB) while flying v 9 + Agility Bonus (AB) while riding on horseback v 12 + Brawn Bonus (BB) while rowing a boat downstream v 15 + Intelligence Bonus (IB) while piloting a ship in calm waters

requires 1 Action Point, Lesser Magicks 2 Action ATTACK ACTIONS Points and Greater Magicks 3 Action Points. Attack Actions are used whenever a Character needs to vanquish their enemies using melee and You must have one hand free, be able to see, have ranged weapons. the necessary reagents on-hand and able to speak in order to Cast Magick. Once you’ve attempted an Attack Action, whether successful or not, you cannot use any other Attack Actions until your next Turn. MELEE ATTACK You focus your precision and might behind a series of strikes to slay your enemies. CALLED SHOT Lining up the perfect attack, you attempt to Cost: 1 Action Point debilitate your enemy in some capacity with your Effect: When Engaged with a foe, make a relevant blade or a carefully-placed arrow. Combat-based Skill Test, referencing the Skill required to use your melee weapon. After Cost: 2 Action Points successfully striking, reference your Combat Effect: Taking careful aim, you intend to target Bonus (CB) and add a 1D6 Fury Die to determine either the arms, body, head or legs of a foe with a Total Damage. relevant Combat-based Skill Test. The Difficulty Rating is dictated by the Gamemaster. After A foe can attempt to Parry your Melee Attack. successfully striking, reference your Combat You cannot make a Melee Attack outside of an Bonus (CB) and add a 1D6 Fury Die to determine Engagement with foes, unless using a weapon Total Damage. with the Reach Quality.

A foe cannot Dodge or Parry a Called Shot. You MULTI-ATTTACKS? cannot make a Called Shot with a melee weapon In ZWEIHÄNDER, fights are abstracted to a outside of an Engagement with foes, unless using great degree. Rolling to strike and dealing a melee weapon with the Reach Quality. You Damage has been carefully balanced, designed to cannot make a Called Shot with a ranged weapon be swift and merciless. Because of this, multiple while in an Engagement with foes, unless using a attack rolls on the same Turn are not a ranged weapon with the Gunpowder Quality. consideration of the system, even if you are Finally, your ranged weapon must be loaded with wielding two melee weapons. However, some ammunition to make a Called Shot. Professions or Talents may allow you to take

advantage of two weapon fighting in different CAST MAGICK ways. Chapter 10: Game Mastery also presents Summoning powers beyond most kith, you draw alternative options for those Game Masters who forth raw and formless ethereal energies to take allow multiple attacks in their game. shape.

Cost: Varies Effect: Make an Incantation Test. Specific Magick spells, and their limitations, are covered in Chapter 10: Grimoire. Casting Petty Magick

RANGED ATTACK The Gamemaster may make exceptions to this Lining up a shot, you target the chinks in their rule (such as facing foes which are significantly armor with a ranged shot. taller or larger than the attackers), and may even adjust the Difficulty Rating into the attacker’s Cost: 1 Action Point favor. Effect: When at Distance with a foe, make a relevant Combat-based Skill Test, referencing the SWAPPING WEAPONS Skill required to use your ranged weapon. After You may draw any weapon either from your own successfully striking, reference your Combat body, grasp a weapon you dropped at your feet, Bonus (CB) and add a 1D6 Fury Die to determine swap weapons at your side, give a weapon to an Total Damage. ally or even take one from an ally. This requires no additional Action Point expenditure whatsoever, A foe can attempt to Dodge your Ranged Attack, but must occur at the beginning of your Turn. or Parry it with a shield. You cannot make a Swapping multiple weapons around requires the Ranged Attack while in an Engagement with foes, expenditure of 1 Action Point each time you re- unless using a weapon with the Gunpowder draw a weapon. Quality. Finally, your weapon must be loaded with ammunition to make a Ranged Attack. PERILOUS STUNTS Perilous Stunts qualify Actions that are above the ATTACKING LARGER FOES fold of standard options. They lend an opportunity Some attacks may suffer additional penalties to for Characters to shine in a cinematic way, attack or wrangle foes larger than an attacker. For inflicting crippling conditions on their foes. Some instance, it may prove incredibly difficult to Talents, Traits and and weapon Qualities may Chokehold a Troll if a measly Dwarf or easier to allow you to trigger them in unique ways. make a Melee Attack against a creature larger than a barn door. In these situations, the Gamemaster Perilous Stunts cannot be Dodged or Parried, only will change the Difficulty Rating based on factors Resisted. Finally, once you’ve attempted a Perilous that may influence the outcome. Stunt, whether successful or not, you cannot use any other Perilous Stunts until your next Turn. HELPLESS FOES Any time a Character is asleep, unconscious, CHOKEHOLD pinned beneath a heavy object, shackled or You tighten the grip around your enemy’s neck, otherwise unable to escape on their own accord, restricting their ability to breath. they are rendered Helpless. When a foe is Helpless, they are also Defenseless. Additionally, Cost: 1 Action Point you do not have to roll to strike a Helpless foe, Effect: When Engaged with a foe, make an instead immediately slaying them with any blow. Athletics Test. If successful, your foe may attempt to Resist by making a successful Athletics Test or OVERWHELMING FOES be made Choked. In most cases, numbers generally prevail. Whenever attackers outnumber a foe 3:1 or more While Choked, your foe suffers 1D10 + your in an Engagement, add a 1D6 Fury Die to Total Brawn Bonus (BB) in physical Peril, and at the Damage results made with melee weapons. start of each of your Turns if you maintain the

Chokehold. If the foe drops to Incapacitated!, they While Disarmed, your foe loses a weapon from fall unconscious for a number of Turns equal to either their primary hand or off-hand, thrown 3 your Brawn Bonus (BB). It costs 3 Action Points yards away. Additionally, your foe cannot use that to maintain a Chokehold, requiring no additional hand until the beginning of their next Turn. Skill Tests to do as such. Your Choked foe cannot use any Actions, but may attempt to Resist again KNOCKOUT! at the beginning of their Turn to escape. Using a sap or a square punch to the jaw, you try You cannot use any other Actions while you rendering one enemy unconscious. maintain a Chokehold. However, you may release a Chokehold at any time. If your Damage Cost: 1 Action Point Condition Track drops one or more steps while Effect: When Engaged with a foe, make an you have a foe in a Chokehold, you immediately Athletics Test. If successful, your foe is relinquish your hold. immediately made Helpless.

DIRTY TRICKS While Helpless, your foe immediately fall to the With a handful of sand, you throw it into your ground unconscious for a number of Turns equal opponent’s eyes to temporarily blind them. to your Brawn Bonus (BB). Additionally, they immediately reduce their Peril Condition Track to Cost: 1 Action Point Incapacitated!. Helpless foes can be instantly Effect: When Engaged with a foe, make a Guile Slain! with any weapon for 1 additional Action Test. If successful, your foe must Resist by making Point. a successful Awareness Test or be made temporarily Blinded. Only foes who are Defenseless or Helpless can be made victim to Knockout!. However, unique While temporarily Blinded, your foe cannot Talents or Traits may allow an attacker to use this Counterspell, Dodge or Parry until the beginning in other circumstances. of their next Turn. SPLINTER SHIELD You can only use Dirty Tricks if you have a Putting everything you have into it, you attempt to handful of sand, silt, dirt or something else to break and shatter shields. confuse your foe. Cost: 1 Action Point DISARM Effect: When Engaged with a foe, make a With a weapon in-hand, you try to deprive your Combat-based Skill Test, referencing the weapon enemy of their only means of offense. you have in-hand. If successful, your foe may attempt to Resist by making a successful Cost: 1 Action Point Toughness Test or have their shield Ruined!. Effect: When Engaged with a foe, make a Coordination Test. If successful, your foe may While Ruined!, your foe’s shield cannot be used to attempt to Resist by making a successful Parry melee or ranged weapons until repaired. Coordination Test or be made temporarily Shields which are Castle-forged cannot be Disarmed. Ruined! in this manner.

You can only Splinter Shield when wielding a Combat conditions and boosting the morale of two-handed melee weapon or melee weapon with allies constitute these sort of Actions: the Adaptable Quality. CHANNEL POWER STUNNING BLOW Drawing deeper from the Aethereal Veil, you With a kidney punch or a solid bludgeoning create a temporary tear through reality to boost instrument, you try to stun your enemy. your Magickal power.

Cost: 1 Action Point Cost: 1 Action Point Effect: When Engaged with a foe, make an Effect: After the Difficulty Rating is called out by Athletics Test. If successful, your foe may attempt the Gamemaster, you may attempt to draw in to Resist by making a successful Toughness Test more power from the Aethereal Veil to boost your or be Stunned. ability to cast that Magick successfully. You must have one hand free, be able to see, have your While Stunned, your foe begins their Turn with 1 Arcane Tome or Prayer Book in-hand and able to less Action Point until they successfully Resist at speak in order to Channel Power. Other the beginning of their Turn to escape. A foe can limitations are covered in Chapter 10: Grimoire. only be made victim to this condition once, unable to be Stunned until they have no Action Points INSPIRING WORDS left. You rally the morale of a comrade with a stirring speech. You lurch forward to try dropping your foe to the Cost: 1 Action Point ground with a throw or kicking their feet out from Effect: Once during combat, you may attempt a underneath them. Leadership Test. Depending on where you’re at on the Damage Condition Track, the Difficulty Cost: 1 Action Point Rating of the Leadership Test worsens: Effect: When Engaged with a foe, make a Coordination Test. If successful, your foe may v Unharmed: (Easy +20%) Leadership Test attempt to Resist by making a successful v Lightly Wounded: (Routine +10%) Coordination Test or be made temporarily Prone. Leadership Test v Moderately Wounded: (Standard +/-0%) While Prone, your foe drops to the ground until Leadership Test they Get Up. Additionally, attackers add 1D6 v Seriously Wounded: (Challenging -10%) Fury Die to Total Damage results they deal to a Leadership Test Prone foe. v Grievously Wounded: (Hard -20%) Leadership Test

SPECIAL ACTIONS If successful, a number of allies equal to your Special Actions are used to complete Fellowship Bonus (FB) who can clearly see and miscellaneous Actions that do not hinge on hear you are immediately Inspired. While actually moving or attacking. Interacting within Inspired, allies temporarily add +1 to their the environment, shaking off the effects of Damage and Peril Thresholds. If your Leadership Test is a Critical Success, allies gain the benefits

above and restore their Peril Condition Track INTIMIDATION OF CREATURES positively by one step. Allies gain this benefit until In some cases, this can also be used against the end of combat, or until subjected to a Litany creatures to cause them to flee. The effect of of Hatred or made victim to Stress, Fear or creatures yielding before you vary, left to the Terror. Finally, allies can only be made subject to Gamemaster to interpret. You could potentially Inspiring Words once during combat. scatter a pack of rats by stomping around wildly, swing lit torches towards a pack of wolves to cause You cannot use Inspiring Words if you are under them to cower, make loud noises to overawe a the effects of Stress, Fear or Terror. bear, chase away small animals by flapping your arms, smack a dog firmly on the nose or even raise LITANY OF HATRED a symbol of your faith, causing Supernatural You break the morale of your enemy by spouting a creatures to recoil and turn away. litany of hatred, intimidating them. LOAD Cost: 1 Action Point With haste, you prepare another shot Effect: Once during combat, you may attempt an Intimidate Test. Depending on where you’re at on Cost: Varies the Damage Condition Track, the Difficulty Effect: Before you fire a ranged weapon that is Rating of the Intimidate Test worsens: unloaded, you must Load it with ammunition. Spend the requisite amount of Action Points to v Unharmed: (Easy +20%) Intimidate Test Load, as indicated within the ranged weapon’s v Lightly Wounded: (Routine +10%) listing in Chapter 7: Trappings. However, you Intimidate Test must have both hands free to Load a weapon and v Moderately Wounded: (Standard +/-0%) cannot Load a weapon while Engaged with a foe. Intimidate Test v Seriously Wounded: (Challenging -10%) Intimidate Test TAKE AIM v Grievously Wounded: (Hard -20%) Taking careful aim, you prepare to unleash an Intimidate Test accurate shot!

If successful, a number of foes equal to your Cost: 1 or 2 Action Points Fellowship Bonus (FB) who can clearly see and Effect: Spend 1 Action Point to gain a +10 Base hear you are immediately Intimidated. While Chance to your next Attack Action or Perilous Intimidated, foes temporarily suffer a -1 to their Stunt on this Turn. If you spend 2 Action Points, Damage and Peril Thresholds. If your Intimidate you gain a +20 Base Chance instead. Test is a Critical Success, foes also move one step negatively down the Peril Condition Track. Foes You cannot Take Aim to Cast Magick under any suffer this penalty until the end of combat, or until circumstances. Inspired with Inspiring Words. Finally, foes can only be made subject to a Litany of Hatred once WAIT during combat. You position yourself into a watchful position, waiting for condition to play out during a fight. You cannot use a Litany of Hatred if you are under the effects of Stress, Fear or Terror. Cost: 0 Action Points

Effect: Whenever you Wait, you opt to hold to attempt a Coordination Test. Your Test’s take a Turn later while holding your Action Points Difficulty Rating receives either a penalty or a in reserve. You must act before your next Turn bonus, based on the Difficulty Rating of your foe’s comes up in the Initiative Ladder; otherwise, you attack. It is always the opposite bonus or penalty. are no longer Waiting. Once you’ve acted, assume This means if your foe’s attack has a Difficulty a new position within the Initiative Ladder. Rating of (Routine +10%), your Difficulty Rating to Dodge is (Challenging -10%). You cannot Wait to take two Turns back to back. You must use your Turn - or lose it - before your If successful, you avoid all Damage. More details next Turn comes around in the Initiative Ladder. on Dodging can be found further in this chapter.

USING OTHER SKILLS You cannot Dodge when left Defenseless or While the Actions in Combat are comprehensive, Helpless. Finally, you cannot Dodge the effects of you can use Skills in other creative ways, outside Perilous Stunts. the fold of Actions in Combat as presented in the aforementioned examples. Once you’ve described what you wish to do, the Gamemaster will assign OPPORTUNITY ATTACK anywhere from 0 to 3 Action Points to commit to You lash out with a disruptive attack against an the action. exposed foe.

REACTIONS Cost: 0 Action Points Reactions are always used by Characters as a Effect: In specific situations (such as a foe moving response to their enemy’s attacks and movement away from you when Engaged in combat with or defending themselves against the onslaught. them), make a free Melee Attack without spending Action Points. Your foe cannot Counterspell, Dodge or Parry this attack. COUNTERSPELL As you witness Aethereal energies coalesce into You cannot make Opportunity Attacks when left reality, you draw forth from the Aethereal Veil to Defenseless, Helpless, on the ground Prone, while counteract a Magick spell’s effect. concentrating on Magick or with ranged weapons. Note that if you are not already armed with a Cost: 1 Action Point weapon, you cannot draw one in order to make an Effect: Instead of Resisting a Magickal effect, you Opportunity Attack. can attempt to Counterspell to entirely dispel it. Limitations are covered in Chapter 10: Grimoire. PARRY Cost: 1 Action Point DODGE Effect: Whenever you are successfully struck by a Using quick reflexes or out of desperation for lack melee weapon but before Damage is determined, of protection, you attempt to entirely avoid an make a relevant Combat-based Skill Test, oncoming attack by ducking out of the way. referencing the Skill required to use your melee weapon. Your Test’s Difficulty Rating receives Cost: 1 Action Point either a penalty or a bonus, based on the Difficulty Effect: Whenever you are successfully struck by a Rating of your foe’s attack. It is always the ranged weapon but before Damage is determined, opposite bonus or penalty. This means if your foe’s

attack has a Difficulty Rating of (Hard -20%), Leopold Coventry is struck by a Stunning Blow. your Difficulty Rating to Dodge is (Easy +20%). He fails to Resist, so upon his next Turn he starts with 2 Action Points. At the beginning of that If successful, you avoid all Damage. More details Turn, he fails to Resist again, continuing to suffer on Parrying can be found further in this chapter. from a Stunning Blow. At the beginning of his next Turn, he successfully Resists, recovering You cannot Parry when left Defenseless or from Stunning Blow and now has 3 Action Points Helpless. However, if you’re armed with a shield to use. or weapon possessing the Protective Quality, you can Parry ranged-based Attack Actions and Perilous Stunts. Finally, you cannot Parry the PULLING IT ALL TOGETHER effects of Perilous Stunts. Note that if you are not Below is an example of the way combat may play already armed with a weapon, you cannot draw out. Gamemasters and players can use this as a one in order to Parry an attack. quick reference to understand how to pull together the basics of a fight. Colorful descriptions were omitted on purpose, so that the focus is purely on RESIST the raw mechanics of Actions in Combat: You attempt to withstand the effects of a Perilous Stunt, casted Magick or other effect. v It is Danziger Eckhardt’s Turn in the Initiative Ladder. He wants to position Cost: 0 Action Points himself a bit closer to the Guttersnipe to Effect: Whenever you are made victim to Perilous attack. Danziger jogs forward with Walk Stunts, Magick or other Talents and Traits that (1 AP). At the end of the Walk, he Takes require a defender to withstand a special Aim (1 AP) and then swings his mortuary condition, make a relevant Skill Test, referencing sword with a Melee Attack (1 AP). It the Skill indicated necessary to withstand the reduces the Guttersnipe’s Damage effects. If successful, you nullify the results Condition Track to Slain! It’s now the end entirely. If failed, you suffer them in kind (as per of Danziger’s Turn. the description). v It’s now Patches’ Turn in the Initiative In cases where your Turn starts and currently Ladder. He needs to disengage from suffering from the effects of a Perilous Stunt (such combat, as Patches is wounded pretty as being Choked), you may attempt to Resist once badly and surrounded. He Maneuvers (2 as your Turn starts. If successful, you recover from AP), avoiding an Opportunity Attack the negative effects. If unsuccessful, you may attempt Thug could have made, and banks his last to Resist on your next Turn once again. However, Action Point. It’s now the end of his Turn. if you are suffering from multiple conditions, you must attempt to Resist each of them individually. v The Gamemaster is controlling the Bounty Hunter. She decides to Load a hunting You cannot Resist when left Defenseless or bow for (1 AP) and then attack with a Helpless. Called Shot (2 AP), missing Edwin Mortani. It’s now the end of the Bounty Hunter’s Turn.

v Edwin Mortani’s Turn is up in the v Graf von Bek’s Turn comes up. Knowing Initiative Ladder. He storms towards the that he and his allies outnumber their Bounty Hunter with a Charge (2 AP), enemies, he gives words of encouragement terminating with a Melee Attack (1 AP). to Patches with Inspiring Words (1 AP) Edwin unfortunately rolls a Critical Failure and succeeds. Graf then Walks (1 AP) and with his Melee Attack. Edwin’s Turn Walks (1 AP) again, ending his Turn. immediately ends. v Mercutio Salvatore’s Turn now begins. He v It’s the Gamemaster’s Turn with a new feels confident that his friends can take on Character - a Cutthroat. She’s been hidden these ruffians, but the fire clearly presents a the entire time, unnoticed by all. The different sort of challenge. He asks the assassin leaps out from behind a table, Gamemaster if there are any barrels of lunging out at Danziger Eckhardt with a water in Tramp’s Loft. Unfortunately, Called Shot (2 AP). The Cutthroat ends there’s nothing he can see within the her Turn, and the Gamemaster updates vicinity. Mercutio recalls that it’s raining the Initiative Ladder with the Cutthroat at outside, and proposes to the Gamemaster 18. that he wishes to use a Skill outside the fold of Actions in Combat as presented, v The Raging Fire continues to rage, slowly describing into detail what he wishes to do. creeping up the supporting beams on the The Gamemaster OKs the request, bottom floor of the Tramp's Loft. The requiring him to spend (2 AP), and to Gamemaster updates the Initiative Ladder make a Coordination Test. Mercutio with one hash mark beside the number (ex. succeeds! Mercutio carefully balances Raging Fire - 19 X). This indicates that outside onto the window sill, and using his there’s some sort of time constraint, or strength, breaks the rain gutter. Water something will eventually unfold should begins to pour into Tramp’s Loft, in hopes the fire be left unchecked. The Raging to douse the flames. His Turn now ends. Fire’s Turn is now over. v It’s now the Gamemaster’s Turn with a v The Guttersnipe was killed earlier by Thug. Giving careful consideration to the Danziger Eckhardt. In his dying breath, he devastating blows Danziger Eckhardt is curses Danziger and keels over dead. The dealing out, the Thug makes a Called Shot Gamemaster removes the Guttersnipe (2 AP) and attempts to Disarm (1 AP) entirely from the Initiative Ladder. Danziger. Not only is his Disarm attempt successful, but he rolls a Critical Success. v Leopold Coventry’s Turn comes up in the The Thug snatches away the sword and Initiative Ladder. He draws a throwing tosses it halfway across the room, directly knife, propelling it at the Cutthroat with a into the source of the fire. His Turn ends. Ranged Attack (1 AP). He strikes the Cutthroat, and she attempts to Dodge (1 v Initiative begins again with Danziger AP) in response. The Cutthroat fails, but Eckhardt, unfortunately left disarmed. doesn’t suffer enough Damage to lower her Damage Condition Track. Leopold’s Turn ends.

“6”. Anytime you roll for Damage, if it generates a A COMPLETE GUIDE TO face “6” on the Fury Die, add an additional 1D6 ATTACKING Fury Die to Total Damage value. Every time a This covers the most common Action you’ll take Fury Die generates another face 6, it continues to during combat - the attack. Whenever a Character “explode”, generating additional 1D6 Fury Dice. is armed with a melee or ranged weapon, the Calculate all results together to determine Total ability to strike and the Damage dealt is Damage. determined the same way. There are seven simple Two-handed melee weapons generally deal higher principles to resolving an Attack Action which Damage. Unfortunately, should the weapon be results in Damage: dropped or disarmed, an attacker may be left without a way to fight: v Step I: Which Weapon? v Step II: Total Chance For Success v One-handed melee weapons generally have v Step III: Make The Attack lower Damage. However, 2 one-handed v Step IV: Enemy Defends weapons may be held simultaneously, v Step V: Roll Damage should an attacker wish to be more flexible v Step VI: Determine Damage Condition with the type of attacks they’re using. v Step VII: Injuries v One-handed ranged weapons have lower Damage and poor Distance, but two- STEP I: WHICH WEAPON? handed ranged weapons generally need to Whenever a Character wishes to fight, they must be Loaded between shots but possess first decide what kind of weapon to use and supreme Distance rates. whether their foe is close enough to strike. Melee weapons are useful for those who like to get up v Two-handed ranged weapons always have close and personal, while ranged weapons serve the advantage of Distance, but force an the purposes of more cowardly (or some may attacker to fight without a shield. This can wiser) fighters. However, there are benefits and be a particularly dangerous prospect, since drawbacks, no matter the choice a Character they are unable to take advantage of a makes when using a weapon. What fighting style a shield’s defense against ranged-based Character uses is generally reflective of their attacks for Parrying. However, two-handed Archetype, Profession or Social Class, taught at a ranged weapons deal better Damage when formative age when they first learned to defend they strike true. themselves against an unforgiving world. Tutelage v Ranged weapons cannot be used for from a master swordsman is a relatively common purposes of Opportunity Attacks. practice amongst the Aristocracy and , whereas Knaves and the Lowborn may have taken v Ranged weapons with the Gunpowder their licks in the streets, fighting with clubs and Quality deal out high Damage and can be rocks. No matter the instrument of death, all used while Engaged with foes. weapons confer general advantages and Furthermore, foes cannot Parry them but disadvantages, based on the type of weapon. Here may Dodge them. However, they are are a few general distinctions: notoriously volatile should an attacker

generate a Critical Failure. Unlike Magick, all melee and ranged weapons v Shields allow you to Parry ranged weapons. gain the benefit of exploding Damage on a face They also can be used as an improvised

weapon. With some shields, they add to PRIMARY AND OFF-HAND your Base Chance to Parry or provide a While a favored option of other tabletop role- bonus to your Damage Threshold. playing games, using two weapons in combat can However, when used with another one- be difficult for the Gamemaster to balance. We handed melee weapon, the amount of prefer a simpler method of application, taking Damage an attacker can deal pales in under account the delicate balance of comparison with an attacker armed with a ZWEIHÄNDER’S game mechanics. two-handed melee weapon. You can wield any 2 one-handed weapons in v Some weapons, like fighting bare-handed, combat. However, indicate on your Character using a blackjack, knuckledusters or Sheet under Background what your primary hand bullwhip, possess the Pummeling Quality, is. When attacking with a weapon held in your which references Brawn Bonus (BB) for off-hand, you flip the results to fail with Attack Damage instead. Actions. However, you provoke no penalties to Parry in these cases if employing a shield. Should MELEE WEAPONS you possess the Ambidexterity Talent, you suffer From a simple farmer’s tool, to a poisoned dirk, a no penalties to use your off-hand in combat splitting maul or even a thin rapier, melee whatsoever, using either weapon with equal weapons are the most common stock of hand finesse. weapons. They’re typically cheap to purchase, easy to use and reliable even under the worst of RANGED WEAPONS conditions. Nothing like the “plunk!” of lead shot blasting through plate armor is more satisfying to the ear, With a melee weapon, the attacker will make save perhaps the resounding hum of an arrow as it either a Simple Melee or Martial Melee Test, shivers within the target’s breastplate. Thrown depending on the type of weapon they’re armed , drawn bows and cranequin-driven crossbows with. For most melee weapons, the attacker must can be incredibly deadly, albeit taking time to be Engaged, otherwise standing next to their reload between shots. intended target, in order to attack. While most melee weapons can only be used while Engaged, With a ranged weapon, the attacker will make some may used to attack foes outside of an either a Simple Ranged or Martial Ranged Test, Engagement, up to 1 yard away. varying by the kind of weapon their wielding. Akin to melee weapons, the attacker must consider the range to their intended target when attacking with a ranged weapon. However, ranged weapons also possess further ranges to strike, called Distance. Distance is generally measured by the attacker’s Perception Bonus (PB), modified by the ranged weapon they’re using. It reflects the number of yards an attacker can accurately target a foe with their weapon:

v Short Distance is the minimum range an Leopold Coventry has an arbalest crossbow, with attacker may stand without suffering a distance of 9 + his Perception Bonus (PB) in additional penalty to their attack. This yards. As his Perception Bonus (PB) is 5, this mean there is a bare minimum of 1 yard means the crossbow’s Short Distance is 14 yards. between the attacker and the intended He may fire the crossbow without the target. Each ranged weapon has a Short Gamemaster adjusting the Difficulty Rating due Distance tied to it within Chapter 7: to distance anywhere from 1 to 14 yards. Its Trappings. While at Short Distance, the Medium Distance would be 28 yards (14 x 2). attacker does not suffer any additional This means that Leopold can fire the crossbow penalties to their attack roll. anywhere from 15 to 28 yards with consideration v Medium Distance is the sum of Short of moving the Difficulty Rating by one step, solely Distance, multiplied by two. This means due to the length between Leopold’s attack and an attacker can stand even further away the foe. Its Long Distance would be 42 yards (14 from their intended target and fire x3). As above, this means he can fire his crossbow effectively. While at Medium Distance, anywhere from 29 to 42 yards at a maximum, and the Difficulty Rating becomes worse by the Gamemaster may make the Difficulty Rating one step on the Difficulty Rating Chart. more challenging by moving it two steps worse. This is dictated by the Gamemaster. v Long Distance is the sum of Short Distance, multiplied by three. At this THROWING WEAPONS & DISTANCES range, firing a ranged weapon can be There are some ranged weapons which possess the considerably difficult. While at Long Throwing Quality. In these cases, these weapons Distance, the Difficulty Rating becomes can never be thrown further than the Distance worse by two steps on the Difficulty listed; they always are at Short Distance, and do Rating Chart. This is dictated by the not have a Medium or Long Distance value. Gamemaster. One final note about ranged weapons - if an attacker is standing next to an enemy, this means EXTREME DISTANCE they effectively Engaged, unable to use a ranged Distances for ranged weapons outside of Long weapon (unless it is a Gunpowder weapon). Distance bears little use. At such ranges, a weapon cannot add its inherent 1D6 Fury Die to Damage. Maximum yardage in these cases is never in excess “UNARMED” ATTACKS of four times the Short Distance of a weapon. Not every fight necessarily has to boil down to outright murder. Underground pugilist’s clubs Although distance is always factor, there may be sponsored by the aristocracy, the tried and true other reasons why the Gamemaster may make a tavern brawl, “bridge ” between rivaling guilds ranged weapons’ attack more challenging. and sanctioned gladiatorial matches are part and parcel within the context of a believable world There are times when punishing someone for their transgressions with a solid smack to the jaw or the lashing of a whip is a better lesson to teach another, rather than spitting them on the end of your blade. Violence, while a very real threat, should not overshadow the more gentlemanly ways to settle a score. This style of

fighting is an excellent way to take down an MAKE ADJUSTMENTS DUE TO PERIL enemy without having to resort to a fight to the Whenever you are suffering from Peril, you must death. When Engaged in a fistfight, there are a take this under consideration whenever the few important rules Characters should consider: Difficulty Rating for Skill Tests are called out. For instance, you may have three total Skill Ranks in Fists, head butts and function as a bare- Simple Melee, but your Peril Condition Track handed weapon, as indicated in Chapter 7: forces you to ignore two Skill Ranks. Thus, you Trappings. Note that bare-handed attacks never can only add one Skill Rank to your Base Chance. cause others to Bleed.

Leopold Coventry is attempting to make a Melee STEP II: TOTAL CHANCE FOR Attack with a rapier. His Combat is 45%, while he SUCCESS has three total Skill Ranks in Simple Melee. This There are several key factors that may influence a results in a 75% Base Chance for success (45 + 10 Character’s ability to successfully strike a foe with + 10 + 10). However, he is suffering from “Ignore their attacks or evade their incoming blows. 2 Skill Ranks” on the Peril Condition Track. This Positioning, ambient modifiers by their abilities means that his Base Chance is now only 55% (45 + and types of Actions can rapidly change the 10). difficulty to strike enemies. These modifiers are resultant of the Actions Characters use and GAMEMASTER ADJUSTS DIFFICULTY personal conditions they may be suffering from. RATING All Attack Actions have a fixed Difficulty Rating BASE CHANCE of (Standard +/-0%), but the Gamemaster may Reference first the Combat Primary Attribute, change it when the situation dictates. These then add together total Skill Ranks for the circumstances are always the result of outside relevant Combat-related Skill in order to influence, used by the Gamemaster to either determine Base Chance. Depending on the negatively or positively influence the outcome. For weapon used, it will ultimately influence Base instance, should one side outnumber another’s Chance. For instance, an attacker cannot use the within an Engagement, it plays into their favor. Martial Melee Skill for a ranged weapon. On the same token, should an attacker find Additionally, some Talents or Traits may add a themselves firing into an Engagement where their bonus to Base Chance. Similarly, an attacker may intended targets stand amongst their own allies, it be suffering from an Injury or lower Peril will work against them. The Gamemaster will Condition Track which further penalizes chances impose these final bonuses or penalties, and the of success. results of these determine the Total Chance for

success the attacker will need to meet. Should you The maximum total bonus that can be applied is be the attacker, your Gamemaster will tell you the +30 Base Chance, while the maximum total Difficulty Rating. Similarly, your Gamemaster penalty is -30 Base Chance. Should the bonuses or will always announce the Difficulty Rating of their penalties exceed these two numbers, they are Character’s attacks, adjudicated according to ignored. circumstances.

TOTAL CHANCE FOR SUCCESS can sometimes confuse even the most level-headed Once these personal modifiers have been tallied by player. The Gamemaster likely won’t announce the attacker, the result determines the Total the Total Chance for success, so it keeps players Chance for success to strike successfully. guessing and unaware of their foe’s true capabilities.

Patches is ready to attack. Unfortunately, the Thug is standing amongst Patches’ friends. This Adding up all the modifiers, Patches’ Total will make it particularly difficult to get a shot in, Chance for success is 25% or below. Rolling the requiring extreme precision in Action. Should he dice, he comes up with a 24 - barely succeeding - Critically Fail, Patches may strike one of his own but still strikes the Thug. If he had rolled a 26% or allies. The Gamemaster says that Patches’ above, he would have failed. Difficulty Rating is (Hard -20%). Patches is currently suffering from “One Step Down DR”. MATCH - CRITICAL SUCCESS! This makes his Difficulty Rating (Arduous -30%) Some attacks allow an attacker to trigger a special instead. effect whenever they roll a Critical Success with an Attack Action. In these cases, Talents, Professional and Racial Traits allow an attacker to STEP III: MAKE THE ATTACK incur a mechanical bonus or new effect, covered in Although it may appear at first glance that combat its description. However, not all attackers gain is iterative in the game world, it is anything but these sort of abilities. In cases where the attacker that. While Turns adhere to a strict structure, your doesn’t gain a special effect that triggers on a Character is constantly on the move - spinning Match with an attack, they are left Defenseless to this way to feint an attack, turning that way to it. This means that they cannot Counterspell a position themselves for a better shot. It’s that one Magick’s effects, Parry melee Damage, Dodge attack, a final shot that makes all the difference as ranged Damage, Resist Perilous Stunts or the you make a decisive blow, finally rolling the dice. effects of Casted Magick. This is where the fun and excitement of combat comes in, as a good roll can turn the tide of the MATCH - CRITICAL FAILURE? battle but a poor roll could result in extreme Rolling poorly with an attack has no immediate misfortune. Much like other Skill Tests, the attack adverse effect. However, should an attacker roll a is resolved using the same rules covered back in Critical Failure with any Attack Action or Chapter 2: How To Play. Perilous Stunt, it causes combat fatigue from

overexertion. They automatically suffer 2D10+2 ROLL TO STRIKE physical Peril. Once an attacker has considered what weapon they intend to use, what the Total Chance is, it’s time to roll Percentile Dice. Should the result STEP IV: ENEMY DEFENDS meet the Total Chance for success or result below Defenders in a fight are constantly on the move. it, the attack succeeds. Should the result exceed They’re maneuvering, side-stepping, bobbing and the Total Chance for success, the attack fails. weaving around, jockeying for a better position. Should defender be aware and ready, they can It is a good idea for players to announce the Total attempt to turn away an attack. Chance for success rolling Percentile Dice. The confusion of a fight and all of its related modifiers

DEFENDING: DODGE & PARRY The Thug was instead hit by Patches’ melee Should a defender wish to avoid an attack, they weapon, and wishes to Parry. However, because may try to avoid it by interposing their weapon or Patches’ Difficulty Rating was (Challenging - shield in front of them by Parrying, or duck out of 10%), the Thug’s Difficulty Rating to Parry is the way by Dodging. Providing they are not (Routine +10%). Defenseless or Helpless, a defender has two options: If successful, the defender avoids all Damage. A defender cannot re-attempt to Parry the same DODGE RANGED WEAPONS attack they just failed to Parry. Whenever a defender is successfully struck by a ranged weapon, they may attempt a Coordination A defender cannot Parry when left Defenseless or Test. The Test’s Difficulty Rating receives either a Helpless. Also, they cannot Parry the effects of penalty or a bonus, based on the Difficulty Rating Perilous Stunts. However, if the defender is armed of the attacker’s Attack Action. It is always the with a shield that has the Protective Quality, they opposite bonus or penalty. can Parry attacks made with ranged weapons.

The Thug was instead hit by a ranged weapon, FINAL CONSIDERATION and wishes to Dodge out of the way. However, The size of a weapon or the form of the attack because the attacker’s Difficulty Rating to attack should be considered whenever a defender was (Easy +20%), the Thug’s Difficulty Rating to attempts to Parry. The Gamemaster may rule that Dodge is (Hard -20%). Parrying a pole cleaver with a piddly shiv would warrant an (Arduous -30%) Difficulty Rating to Parry. Similarly, they may rule that a defender gets If successful, the defender avoids all Damage. A a better chance to Parry a mortuary sword with a defender cannot re-attempt to Dodge the same zweihänder, changing the Difficulty Rating to attack they just failed to Dodge. (Routine +10%). In the case of Dodge, ducking out of the way from a flurry of arrows may be A defender cannot Dodge when left Defenseless considerably more difficult than simply moving or Helpless. Also, they cannot Dodge the effects out of the way of a thrown bottle. The of Perilous Stunts. Gamemaster will always make these determinations on a case-by-case basis, changing PARRY MELEE ATTACKS the Difficulty Rating on the fly. Whenever a defender is successfully struck by a melee weapon, they make a relevant Combat- STEP V: ROLL DAMAGE based Skill Test, referencing the Skill required to After you successfully strike and the foe fails to use the weapon used to Parry with. The Test’s Dodge or Parry (or chooses not to defend), it’s Difficulty Rating receives either a penalty or a time to determine Damage. There are two specific bonus, based on the Difficulty Rating of the considerations an attacker should make when attacker’s Attack Action. It is always the opposite determining how much Total Damage they deal: bonus or penalty. Every Character deals Combat Bonus (CB) in Damage, unless their weapon possesses a specific Quality they’d reference otherwise.

After determining Combat Bonus (CB), add a TRAMPLE & RUN OVER FOES 1D6 Fury Die for the weapon (a property all There may be times where you wish to run weapons in ZWEIHÄNDER possess). The sum someone over with a coach, trample another from of Combat Bonus (CB) and derived results of horseback or broadside a foe with a boat or barge. Fury Dice determines Total Damage. In these cases, you’ll make a Melee Attack. Instead of making a Combat-based Skill Test, however, Patches successfully strike with his shiv. Patches’ you’ll reference the relative Skill necessary to pilot Combat Bonus (CB) is 3. He rolled a 1D6 Fury or drive the vehicle. For instance, you’d use Pilot Die, resulting in a face “6”. He now adds 1D6 for boats, Drive vehicles and Ride for animals. Fury Die, generating another face “6”. He rolls yet These attacks cannot be Parried as other melee another Fury Die, resulting in a face “1”. Patches attacks, but may be Dodged. inflicts 16 Total Damage (3 + 6 + 6 + 1). Whenever you successfully strike, you’ll inflict 1D10+ your related Primary Attribute Bonus in Some weapons may possess a particular Quality Damage. This means that if you’re driving a cart, which may change the way Damage is calculated. you’d reference your Brawn Bonus (BB) for You can reference these differences in Chapter 7: Damage because Drive is a Brawn-based Skill. All Trappings. Damage you inflict has a chance to cause Injuries like any other melee weapon. However, treat any CALCULATE DAMAGE THRESHOLD Injuries you inflict as Grievous Injuries. A defender always takes under consideration their Damage Threshold as they suffer Damage. It is an Whenever an attacker strikes their target and after ambient form of defense which protects them, Total Damage is considered, the defender must regardless if they are aware of being attacks or not. now compare it to their Damage Threshold: Damage Threshold is a combination of the defender’s armor’s Damage Threshold Modifier EQUAL TO OR BELOW DAMAGE and their Brawn Bonus (BB). THRESHOLD

If Total Damage is equal to or below the Damage The Gamemaster considers the Thug’s Damage Threshold, nothing happens. The defender is Threshold. He’s wearing quilted armor, which has unhurt, and soldiers onwards. a Damage Threshold Modifier of 1. He has a Brawn Bonus Bonus (BB) of 6. His total Damage EXCEEDS DAMAGE THRESHOLD Threshold is 7 (1 +6). Whenever Total Damage is considered, treat it as such for purposes of determining Damage Threshold:

v If Total Damage exceeds base Damage Threshold, the defender moves one step down the Damage Condition Track. v If Total Damage exceeds 6 + Damage Threshold, the defender moves two steps down the Damage Condition Track.

v If Total Damage exceeds 12 + Damage STEP VI: DETERMINE DAMAGE Threshold, the defender moves three steps down the Damage Condition Track. CONDITION v If Total Damage exceeds 18 + their Any time a Character suffers Damage that exceeds Damage Threshold, the defender is their Damage Threshold, the Player or instantly Slain! Gamemaster must announce to the group where they are on the Damage Condition Track: For instance, if Damage Threshold is 7, it can easily be expressed as such: 7 (13/19/25). v Unharmed v Lightly Wounded Patches attacks the Thug and succeeds. Patches v Moderately Wounded deals 4 Damage due to his Combat Bonus (CB). v Seriously Wounded He then rolls a 1D6 Fury Die, and it results in a v Grievously Wounded face 6. He is then awarded a 1D6 Fury Die. v Slain! Fortune seems to be in his favor, as he rolls yet another face 6 on the second Fury Die! The next The closer a Character gets to the bottom of the Fury Die results in a face 5. Tallying his results, Damage Condition Track, the riskier things his Total Damage is 21 (4 + 6 + 6 + 5). become. Injuries can occur within a specific threat The Thug’s Damage Threshold is 7. Adding 6 to range at the whim of misfortune. And once they this results in 13 (7 + 6), while adding 12 to the reach the bottom, death is their reward. Damage Threshold equals 19 (7 + 12). Patches inflicted 21 Damage, thus the Thug three steps STEP VII: INJURIES down the Damage Condition Track. Quite a blow Whenever a defender’s Damage Condition Track indeed ... drops to Moderately Wounded, Seriously Wounded or Grievously Wounded, they are at BLEEDING risk of suffering an Injury. In some cases, Whenever you suffer an Injury and are not particular Talents or other Traits may make said wearing armor, you will begin to Bleed. Whenever Injuries more (or less) severe. Note that you are you Bleed, the countdown begins towards death. never at risk to suffer Injuries if you move up the Damage Condition Track; only when you move While Bleeding, you cannot restore your Damage down the Damage Condition Track. or Peril Condition Tracks. For every Turn (otherwise a minute of in-game time) a player Whenever a Character’s Damage Condition track Character Bleeds, they suffer 1 Corruption. drops to Lightly Wounded, there is no risk of Should you continue to suffer from blood loss for Injury. Once the Condition Track drops to a number of Turns greater than your Brawn Bonus Moderately Wounded, they must immediately roll (BB), you immediately bleed out to death, and are a 1D6 Chaos Die. If the result is a face “6”, they Slain!. Further details regarding Bleeding are suffer a Moderate Injury. When the Damage covered in Chapter 9: Hazards & Healing. Condition Track drops to Seriously Wounded, they must immediately roll 2D6 Chaos Dice. If the results show one or more face “6”, they suffer a Serious Injury. When the Damage Condition Track drops to Grievously Wounded, they must immediately roll 3D6 Chaos Dice. If the results

show one or more face “6”, they suffer a Grievous shoulder of whatever god (or Abyssal Prince) who Injury, And once they reach Slain!, they’re dead. watches over you to intervene on your behalf.

WHEN INJURY OCCURS At any point in time when you feel it’s appropriate Every Injury has a specific penalty you’ll incur during a game session - even outside of combat - until you’re recuperated and some Injuries can you may sacrifice 1 Fate Point to save yourself inflict permanent harm. The Gamemaster will from being Slain! or to ignore any one Injury. assign or randomly determine which Injury the Following the sacrifice, your Gamemaster may defender suffers from. This is solely dependant on simply allow your Character soldier onwards or where they’re at on the Damage Condition Track. have them fall unconscious. They’ll decide what Additionally, player Characters will gain 3 best fits the narrative. Corruption for Moderate Injuries, 6 Corruption for Serious Injuries and 9 Corruption for Grievous Remember: Fate Points are a rare commodity, Injuries. Treatment of Injuries are covered in earned whenever your Order Rank grows or as a Chapter 9: Hazards & Healing. special reward by the Gamemaster. Sacrifice them wisely! SACRIFICING FATE POINTS Gods be damned if you’re going out like that! When facing certain death, you politely tap the

FINAL NOTE ABOUT COMBAT Combat in ZWEIHÄNDER game will be exciting, riveting and brutal. Your Gamemaster will create tense and dramatic situations, pushing your Characters to the very edge. A variety of dynamic circumstances can rapidly change the battlefield conditions, presenting all-new challenges that require you to use Skill Tests beyond making attacks. You can use them to your advantage, such as leaping behind cover and using it to impede your enemy’s attacks against you. At other times, these conditions can impose incredible difficulty upon all Characters, such as inclement weather rendering ranged weapons useless.

Ask your Gamemaster about the environment you’re fighting in, for opportunities that may pose benefits or drawbacks during battle. Be open, and remain alert for narrative queues the Gamemaster may present. Keeping tabs and paying close attention to these factors can give you circumstantial benefits and hamper your enemy’s ability to overcome you and your allies.