Outlaws of the Water Margin
(c)1996, Paul Mason
Combat
FIGHTING uses a more detailed version of the existing skills system. It is conducted as an opposed roll between the combatants, as explained in the chapter on Action. To provide a little more excitement, however, the system is embellished.
Initially it's best to take the added complexity a step at a time. Start with the bare bones of the system, with characters trading blows according to the simple combat procedure listed below. Then, as you get used to the basic mechanics you can start adding such features as manoeuvres, combined actions and special tactics. Although it may seem a little imposing at first, the system has been designed to be fast and descriptive.
On the opposite page is a combat sheet which players can use to keep track of their characters' important details (you can photocopy this on to the back of their character sheets, if you like). Important tables are collected near the end of the chapter for you to photocopy and use in the heat of battle.
Knives are sharpened on a stone;
men are sharpened on each other
Time And Actions
Although real combats take place as a continuum, this is extremely difficult to simulate in a game. Instead, time is divided into rounds to make it easier to manage. It is important to try to resolve rounds quickly, so that players get the impression of continuous action. It's a little like a film: a series of still pictures are replaced rapidly to give the impression of motion.
Simple Combat
Once combat has started, follow this procedure:
- Declare actions.
- Each combatant rolls the dice, using the ease value of their weapon, plus their skill, plus any situational modifiers.
- Find who has the highest total roll. This character is the attacker.
- Work out degrees of success, including bonuses from weapons and abilities.
- Subtract the defender's degree of success from the attacker's. Then subtract for any armour worn. The remainder is the damage inflicted.
- Damage up to the shock value of the weapon used may be subtracted from energy as shock. The remainder is subtracted from body as wounds.
- Check the type of wound suffered and note it accordingly. Make any necessary roll to remain conscious.
- Finish the round by working out how much energy is available for use on the next round. Characters may recover a point of shock if eligible.
Continue until the fight is concluded, whether by death, incapacitation, interruption or flight.
Rounds
A combat round is a flexible measure of time. It represents the time taken for a character to launch one blow. If it's necessary to pin it to an exact duration, you may like to consider it one second. However in certain circumstances it may be appropriate to get a 'slow-motion' effect by making it last longer. This will depend on what actions are being taken in the round.
Possible Actions
In a combat, there is very little time for conscious choice. A fighter responds to the immediate circumstances, attacking when a chance presents itself, and defending when the opponent is stronger. This is represented in this game with a single combat roll.
Choosing to make a combat roll means that the character is attempting to find an opportunity to strike, but is ready to defend if necessary. It is possible to concentrate on one or the other, by choosing to make a reckless attack or a desperate defence, but these are risky.
It is also possible for characters to combine actions. This works as explained in the Action chapter. Further details and examples are given later.
Whatever the character does, they are limited by their available energy score. They may not use more positive skill bonuses in a round than their energy. Wearing armour also requires energy.
Starting A Fight
A fight can start in one of two ways: either one character gets the drop on an opponent, or the two combatants sidle up to one another and wait to see who makes the first move.
Surprise Attack
In a surprise attack the attacking character may just make a combat roll as normal. Their victim may only make a combat roll if they are facing the attacker, or if they succeed in noticing the surprise attack. This has an ease determined by the referee, to which the character may add their INTUITION, PERCEPTION and FIGHTING bonuses. The degree of success of this roll is the maximum ease at which the character may make a combat roll.
Waiting State
In a waiting state, each player must make a secret note of their intentions for the round. They may choose to attack, flee or wait.
If one character chooses to attack, and the other chooses to wait, then the character who chose to attack suffers a situational modifier of -1.
If both characters choose to attack, then there is no modifier.
If both characters choose to wait, then neither acts, and they must select their actions again for the next round.
A character who chooses to flee runs away. They may not defend themselves, but if the other character attacks, the attack suffers an additional situational modifier of -3.
Declaring Actions
Once a fight is under way, most rounds will consist of each combatant making a combat roll. In some cases, however, combatants will try special manoeuvres and tactics. These must be announced at the start of the round.
To keep the action fast and fluid, there is no need to follow a rigid order of announcing actions. There may be cases, however, where the order in which announcements are made is important to the combat. In such cases the referee should decide the order: whether it is simultaneous (written down, or revealed using concealed dice, for example) or whether the last round's attacker announces first.
Characters may never combine actions after the dice have been rolled: the announcement must always be made before the dice are rolled.
When the cold eyed man laughs
a sword is unsheathed in his heart
Hit Or Miss
In each combat round, characters may make one combat roll. The ease depends on the weapon the character is using (though it may vary for certain tactics). To this ease they may add the following:
- The character's FIGHTING and MARTIAL ARTS skills
- The opponent's size
- Any situational modifier (see below)
The total is their chance of success in that combat round. They should roll against this as normal.
Attacker and Defender
A character who succeeds at his combat roll has not necessarily landed a blow on his opponent-the opponent might have been more successful. Compare the total of the successful rolls. The higher of the two is the attacker. His opponent will either have succeeded in his roll (in which case he is the defender), or failed it (in which case he is undefended).
If both characters fail their roll, then neither is successful. Try again next round.
If both characters get the same score, then their weapons have clashed. Both are treated in turn as attacker and defender to see whether any damage is inflicted on the opponent. Both must also check for weapon damage (see Weapon Damage, below).
When a character fails to make an attack in a combat round, if they have attempted no actions other than the combat roll they may recover one point of energy lost to shock. See Recovery, below.
Result
An attacker will inflict damage on his opponent. The damage is the degree of success of his roll plus:
- The attacker's STRENGTH
- The weapon's damage bonus
- Any bonus for movement (see below)
If the attacker was moving he may add: +1 if he was running at full speed or moving at a horse's trot, +2 if he was falling through the air, or his opponent was falling through the air, or if he was moving at a horse's gallop.
This will be reduced by the defender's degree of success plus:
- The defender's CO-ORDINATION
- The weapon/shield protection bonus
If the result is a negative number (in other words, the defender obtained a higher result than the attacker), then the defender has obtained a good position for a riposte. This is represented by a +1 bonus for the defender in the next round.
If the result is positive, then it represents the amount of damage inflicted. Damage may be reduced by wearing armour. More details are given in the Damage section, below.
Situational Modifiers
Situational modifiers are the little bonuses that arise in combat because of terrain, positioning or the like.
Some of them are fixed; these are listed below. Others arise because of the interaction of the combatants: their relative positioning or actions create special opportunities. The referee will have to adjudicate these.
Above opponent +2
This includes situations where one combatant is at a higher level (such as standing on a table in a tavern, or on a higher step of a flight of stairs, or on horseback), or one combatant has fallen over, or one combatant has leaped into the air and attacks while descending.
Bad light -1 to -4
Totally dark -5
The referee should decide the degree of darkness. In some cases one combatant may suffer worse than the other: such as the case where a bright light is shining in one direction. Characters with the NIGHT VISION aptitude may cancel out these modifiers.
Bad footing -1 to -4
Uneven ground or unstable surfaces will affect combatants' performances. As a general guide, rough ground is a penalty of -1, a flooded rice paddy, or fighting from on the ground is -2, a table in a tavern is -3, while balancing on a roof beam is -4. Characters with bonuses in GRACE may use this to offset the penalty.
Cramped Environment -1 to -3
Any corridor of a house, or even a small room, is a cramped environment, as it restricts a combatant's ability to manoeuvre. The referee should decide just how cramped a given room is. The penalty will also vary depending on the weapon used: a dagger requires little room, and so will rarely suffer from this penalty; on the other hand a halberd... Ganging up on a lone opponent also counts as a cramped environment for the attackers. In this case, even a dagger-wielding attacker will suffer the disadvantage.
Encumbered -1 to -3
Encumbrance is anything that might interfere with the character's ability to manoeuvre and fight. Armour is not considered an encumbrance, as it doesn't interfere with ability to manoeuvre, it just slows the character (as reflected by the energy cost). On the other hand, a large backpack would be an encumbrance of -2, while a restrictive robe might constitute a -1 encumbrance. A shield is also a -1 encumbrance, as is an extra weapon if the character is not using a two weapon skill bonus. Holding on to a long weapon in close combat also counts as an encumbrance.
Off Hand -2
A character who for some reason has to use a weapon in their off-hand will suffer a modifier of -2. This modifier does not apply in cases where the character has trained to use the weapon in that hand, as, for example, with shields, or characters using a two weapons martial art or bare fists.
Opponent Moving -2 to -3
This modifier does not refer to the normal movement in the course of a battle. It covers those cases when you try to hit someone as they are running past you, or if you try to hit a trotting or galloping horse's rider. A galloping horse means a modifier of -3. A trotting horse or a running person is -2.
Opponent a Pupil +1
A teacher fighting one of his own pupils gains a bonus of +1.
Opponent to Rear -3
It takes a round to turn round, and while this can be combined with a combat roll (a roll is necessary for the manoeuvre as well as the combat roll), the combat roll will still suffer from this modifier. Alternatively, someone fighting multiple opponents may have to contend with an enemy behind them.
Riposte +1
This bonus is obtained by a character who in the previous round obtained, as defender, a higher result than their attacker.
Surprise Attack +2
An attack against an opponent who is unprepared for it gains a bonus. In addition, the victim may not defend himself unless he makes a roll (see Starting A Fight, above).
Waiting Opponent -1
As mentioned in Time And Actions, above, a character who initiates an attack against a waiting opponent suffers a penalty to the attack on the first round only.
Snake-eyes
A character who rolls a snake-eyes suffers some unfortunate accident. This should not be too serious. If you like, you can roll two dice and consult the following table to determine what happens:
Roll Effect
2 Gain 1 point of bad joss
3-4 Rip clothing
5-6 Drop possession (not weapon)
7 Dirtied (if enemy injured, splashed with blood, otherwise splattered by mud, beer or nearest available stain)
8-9 Get nosebleed
10-11 Twist ankle (-1 on running for a day)
12 Drop weapon
Weapon Damage
When two characters using weapons obtain the same total combat roll, there is a chance of their weapons breaking, or at least being damaged. This depends on the quality of each weapon as given below. Roll two dice against the Damage Chance given in the following table.
Damage chance is increased by the opponent's weapon quality (bonus listed below) and weight.
If the roll is successful, the weapon is damaged, and the seriousness of the damage is given by the degree of success: 1-4 means that the weapon is reduced by one level of quality, 5-6 means it is reduced by 2 levels of quality, 7-9 by 3 levels of quality and 10 or over by four. A weapon reduced below 'poor' quality breaks.
Type of weapon Damage Chance Bonus
Fine weapon 0 4
Good weapon 2 3
Average weapon 4 1
Poor weapon 6 0
Only a fool attempts
a somersault in an oyster shell
Manoeuvres
The previous sections dealt with the bare bones of a fight-two characters slugging away at each other. However Chinese fights usually involve much more than this. They particularly involve a lot of movement. Players can use manoeuvres to get an edge over their opponents in battle.
Combining Actions
As explained in the Action chapter, characters can attempt to do two or more things at the same time. This is of particular importance in combat. The referee has final say on which actions can be combined.
Reckless Attack
A reckless attack is made with no thought of personal safety. The character gains +2 to their combat roll. However, if they fail to get a higher roll than their opponent, they may not defend themselves.
Desperate Defence
A desperate defence is made to stave off a superior attacker. The character gains +2 to their combat roll. However, even if they get a higher roll than their opponent, they may not attack. The single exception to this is a desperate defence used against a reckless attack. In this case, if the desperate defence roll is more than two points greater that the reckless attack roll, then half the degree of success may be inflicted as damage (STRENGTH and weapon damage bonuses are not added to this).
Crafty Move
Characters who are highly skilled in the martial arts (a bonus of +3 or more) may perform extremely difficult manoeuvres in combat. These may involve strikes launched very low, or jumps and kicks. Because they are very difficult to perform, the chance of success is lowered by 5 when performing a crafty move. On the other hand, these moves are very difficult for opponents to deal with, so the opponent's chance of success is also reduced by 5.
This manoeuvre is useful in dealing with opponents of a lower level of skill without incurring injuries.
Breaking Off
There are many reasons why a character may want to break off from combat. One might be to flee. Another might be to take a short rest to recover some lost energy. To do so without forfeiting a chance for defence, the player should announce before dice are rolled that they are attempting to break off. If they get a higher roll than their opponent, they may break off from combat and make a roll to move backwards (see below). The amount by which their degree of success (ignoring all bonuses) exceeds their opponent's is added as a situational modifier to the movement roll.
If they don't get higher than their opponent, then they have found no opportunity to move, and may defend themselves instead.
If a character successfully breaks off combat and withdraws a short distance by making a successful movement roll, on the next round they may either flee (see below) or wait. If they wait, the combat is in a waiting state (see Starting A Fight, above).
Another way of breaking off combat is to make a leap (see below).
Note that it is common for fighters to break off combat, take a rest to recover energy, and then start again.
Moving
For tactical reasons, or when breaking off combat, characters may wish to move during a fight. You can move only a short distance during a round, and you must get a higher roll than your opponent.
Movement during a combat has an ease of 6 (which includes the modifier for being a secondary action), to which a character should add bonuses in GRACE and FIGHTING. Success at the roll allows the character to move a number of feet up to the degree of success. If both combatants move, and their moves 'conflict' in some way (for example, they both try to get their back against a stone wall) then the move roll can be conducted as an opposed roll, with the character making the highest successful roll getting the advantage, which the degree of success still shows how far they have moved.
Turning Round
Characters may need to spin round quickly, for example to face an attacker from the rear. This manoeuvre has an ease of 7, to which the character should add their GRACE bonus. Turning round may be combined with a combat roll. However such action will suffer the situational modifier of -3 for Opponent To Rear.
Leaping
When Chinese heroes fight it is not unusual for them to leap into the air in order to gain an advantage over their opponent, or to enter or break off from combat. In this game, combatants can leap remarkably far and high in the air.
Leaping into the air takes one round. It is a manoeuvre of ease 7, to which the character should add any bonuses for LEAPING and CO-ORDINATION.
The degree of success of the leaping roll plus the character's STRENGTH bonus (all multiplied by the power level of the game in the case of hero characters) is the number of feet travelled vertically, or yards travelled horizontally. As explained in the Action chapter, leaps with degrees of success of 10 or more mean that the character remains in the air for additional round(s).
After covering the leap's vertical distance, the character will descend.
A combat roll made during the second or subsequent rounds of a leap with a vertical component has the situational modifier of Above Opponent. Any damage inflicted while descending from a leap is also increased (whether it is inflicted by the leaping character or on them) by the movement bonus of +2 for falling through the air.
A clash in mid-air (because both characters leaped) prevents either of them from gaining the Above Opponent situational modifier. Also, since the damage movement bonus is based on relative movement, if the two are both moving in the same direction, that bonus doesn't apply.
When a leaping character descends they must roll for their landing. This manoeuvre has an ease of 8, and they should add LEAPING and GRACE bonuses to it. Success at this roll means they have landed safely. Failure indicates they have fallen upon landing.
Getting Up
A character who is on the ground may attempt to get up. This manoeuvre has a difficulty of 8 plus the character's GRACE bonus. Success indicates the character is back on their feet. Failure indicates they didn't manage to make it up.
A character with a GRACE bonus, for example, is advised to try to fight somewhere with bad footing. If the fight is indoors, for example, jumping on a table is a good trick: the opponent then has to choose between allowing you the Above Opponent modifier, or jumping up after to you and suffering from bad footing.
Characters with high STRENGTH bonuses can be tough to deal with, even for highly skilled characters. In such cases it's perhaps best to be cagey. Highly skilled characters should definitely consider using crafty moves. A -5 modifier hurts a low skill character much more than it does a highly skilled one.
Leaps have a lot to recommend them, but you take the risk of falling upon landing if you combine it with a combat roll (unless you have prodigiously high bonuses).
And don't be too quick to dismiss possibilities such as breaking off or moving. The latter can be used to gain the advantage of terrain, while the former can be a way of recovering from shock, allowing comrades to take over, or even running away (it has to be done sometimes!).
Also don't forget that if you're in a sticky spot you can use points of motivation to give you temporary bonuses. This can be a lifesaver.
Given all this choice, it's easy for combat to slow down, so don't spend too long deliberating. The referee is entitled to rule that your hesitancy is reflected in your character's action, and make the round's combat rolls allowing you nothing more than a simple combat roll.
Picking Up A Weapon
Picking a weapon up from the ground in the midst of combat is ease 7, to which CO-ORDINATION should be added. This assumes the character is trying to pick the weapon up quickly (in one action). If they spend longer than one round, the weapon can be picked up without a roll.
Riding
Mounted combatants must make a manoeuvre roll every round to stay on the horse. The ease of this roll depends on what the horse is doing, and the character should add to it any bonuses from RIDING, ANIMALS, and GRACE:
Stationary 10
Trotting 8
Galloping 6
In addition, if the horse is startled, the above values for ease are reduced by 2. Horses which aren't combat trained will be permanently startled in combat, and the rider must obtain a degree of success of 4 or more on the riding roll in order to perform a combat action.
If the riding roll is failed, the character starts to fall from horseback. The next round they can try to recover by making another manoeuvre roll, with the ease value reduced by 4. Also, this manoeuvre cannot be combined with another action. Failure at this roll means the character has fallen to the ground, suffering damage equal to the roll of a die (energy may be used to soak this up as shock).
Any character fighting from horseback gains the advantage of being above any opponent on foot. They may also use the horse's speed to increase their damage. However, their ability to manoeuvre is obviously somewhat restricted, and they need to have enough room for the horse to move.
Fleeing
It's sad but true. Sometimes you just have to flee from a fight. The way you do it, however, depends on how lucky you feel. You can just turn and run, for example. This requires a roll to turn round, which can be combined with a combat roll (with the Opponent to Rear modifier). In the next round you can start running. You don't have a headstart, though, so a pursuing opponent who gets a degree of success of higher than your will be able to strike you in the back.
Another way is to leap out of combat. If the leap and the landing are successful, and the opponent doesn't leap after you, then you have broken off combat and you have a headstart with which to flee.
A more conservative option is to break off combat by moving backwards (see above), and then run. If the opponent pursues, it will turn into a chase, but you will have a headstart.
Chases are explained further in the Action chapter. It is possible to have a fight while running, and so a pursuing character may attack if they overtake their quarry or narrow the distance to within three feet.
Acrobatics
This is one for the imaginative referee. A character with a bonus in ACROBATICS may attempt all sorts of fancy manoeuvres in combat. It's up to the referee to try to make some sense of it all. Here are some guidelines: acrobatics can be combined with combat rolls in the same way as any combined actions, subject to the limitations of energy and practicality. However, a character who uses acrobatics cannot usually take advantage of any specific martial arts bonus for the attack-most martial arts are taught with relatively set patterns which don't combine with fancy rolls and so on. A general FIGHTING bonus may be used, however.
An example of the use of acrobatics is a character who decides to use the skill to spin along the axis of their body while attacking. The idea is that this will generate the speed to qualify for a movement bonus to damage. The character is using a sword, and chooses to make the spin the primary action. Thus if the roll fails, the attack is automatically a failure. If they succeed at both, the spin will add +1 to the damage inflicted by the sword thrust.
Rather than live one year too long
it is better to die two years too soon
Damage
As explained earlier, when a character strikes an opponent, the base damage caused is equal to the attacker's degree of success, plus:
- The weapon bonus
- The STRENGTH bonus
- The movement bonus
The movement bonus is +1 if they were running at full speed or moving at a horse's trot, +2 if they were falling through the air, or their opponent was falling through the air, or if they were moving at a horse's gallop.
If the defender made a successful roll, their degree of success plus their weapon or shield protection bonus, are also subtracted from the damage.
Then subtract the value of any armour worn by the defender (see Armour, below). The defender resists the damage further by using energy as a shock buffer. The amount of energy which can be used in this way is limited according to the weapon used.
Any remaining damage after the shock buffer is called wounding damage. It will cost the defender body points as it represents actual physical injury. A fight to first blood would be conducted to the point where one or other of the combatants suffered wounding damage.
Armour
The types of armour available are listed below. When weapon damage is suffered, the armour's protection rating (the bonus listed by the name of the armour) is subtracted from the damage inflicted. Armour is not an encumbrance unless it is poorly made, or not correctly fitted to the character. However, wearing armour is tiring: the armour's protection is also the amount of energy required each round in order to wear the armour. If the character has insufficient energy, then they are unable to perform any actions while wearing the armour.
No armour 0
No clothing, or ordinary day-to-day clothing, offers no protection against injury. It will usually not interfere in any way with the character's actions, though a ceremonial robe may be restrictive, and thus count as a situational modifier.
Light armour +1
Simple armour made of tough leather, paper or woven from fibres such as rushes.
Medium armour +2
The standard armour for soldiers, this includes quilted ringmail and lacquered leather scale armour.
Metal armour +3
Élite troops and field officers may be equipped with armour made from metal scales. It provides much more comprehensive coverage of the body.
Full armour +4
High ranking officers can afford full armour constructed from lamellar and/or metal plates, with areas of mail used to allow freedom of movement. It's quite restrictive, but generates a pleasant feeling of invulnerability in its wearer!
Shock Buffer
Characters may use energy as a shock buffer to resist damage. Shock damage represents bruising, or the last minute twisting of the body to soften the impact of a blow. However, there are two limits on the size of a shock buffer. The first is the amount of free energy the character has available. Energy being used to wear armour, or energy lost to fatigue or injury may not be used in this way. The second limit is the shock value of the weapon used. Any damage inflicted in excess of this will automatically be applied as wounding damage (see below).
Shock damage will have a serious impact on a character's ability to fight, but it doesn't represent physical injury, and is recovered rapidly.
Energy lost to shock may not be used for actions by the character. Thus the number of skill bonuses which can be used by the character are limited. Furthermore, a character whose energy is reduced to zero by shock damage will be stunned, and will fall over. A stunned character acquires one point of fatigue.
Shock damage may be recovered very rapidly, as explained in the section on Recovery, below.
Wounding Damage
There are four main types of wounds: flesh wounds, bad wounds, serious wounds and fatal wounds. All four result from wounding damage being subtracted from a character's body. The table provided later shows the number of points of wounding damage to cause the four types of wounds for a range of body values.
Flesh Wounds
A flesh wound is a wound of up to a fifth of the character's normal total body. A flesh wound is painful, but it does not affect the character's abilities.
Bad Wounds
A bad wound is a wound of more than a fifth, but up to a half of the character's normal total body. A bad wound deprives the character of the use of one point of energy until the wound is healed. The character must also make a roll of ease 6 (adding bonuses for ENDURANCE and WILL) to remain conscious. If the character fails the roll, the number rolled indicates the number of rounds which pass before they can roll again. See the section on Recovery, below.
Serious Wounds
A serious wound is a wound of more than a half of the character's normal total body. A serious wound deprives the character of two points of energy until the wound is healed. The character must also make a roll of ease 4 (adding bonuses for ENDURANCE and WILL) to remain conscious. If the character fails the roll, the number rolled indicates the number of rounds which pass before they can roll again. See the section on Recovery, below.
Fatal Wounds
A fatal wound is a wound of the character's entire body points in one go. Such a wound results in instant death.
Death
A character who receives a fatal wound dies instantly. A character whose body is reduced to 0 or less by any other kind of wound is considered to be mortally wounded. They will immediately collapse and may not perform any actions (though they may speak if they are conscious).
Since the character's body has been reduced to 0 or less, their body souls, the po, can no longer inhabit the body for any length of time. However these don't shoot out of a body the instant the body is reduced to zero. They normally take a little time to prepare for their journey onward, and this may be a lifesaver. If the mortally wounded character's body can somehow be restored to 1 or more before the po leave the body, then the character will live.
To find out how many hours the character's souls will linger, the referee should roll against ease 10, adding all the character's basic ability bonuses. During this period the character may receive first aid, including any relevant bonuses such as SURGERY, FIRST AID or even magical methods. On this occasion (only) the character should also add their HEALTH bonus to first aid rolls. If the character fails to recover enough to raise their body to 1 or more, or if the roll is failed, the souls will leave the body: the character is dead. More details on healing injuries and death are given in the section on Recovery, later.
The man whose head has once
been struck with an axe
positively enjoys being beaten
with a wooden club
Weapons
Traditionally, there are 18 military weapons in China. To these, of course, must be added the natural weapons-punches, kicks and so on-of the unarmed martial arts.
The 18 military weapons are: lance, hammer, bow, crossbow, flail, mace, sabre, sword, chain, hooks, axe, club, battle-axe, halberd, shield, staff, spear and dagger.
In the following list, details are given of the various weapons. The use of the bonuses for Ease of Use, Damage, Protection, and the value for Shock, have already been explained. The Weight of a weapon affects its chance of breaking another weapon (see Weapon Damage, above), but also limits the use of the weapon. A character must have a STRENGTH bonus of equal to or greater than a one-handed weapon's weight, or one less than the weight of a two-handed weapon. A character with insufficient bonus will suffer a situational modifier of the difference when using that weapon.
Normally, one handed weapons may be used in two hands, but this doesn't improve their capabilities. It does, however, allow characters to use heavy weapons that they ordinarily wouldn't have the strength for.
If the weapon is capable of special tactics, these are listed in italics, along with their ease. These special tactics may only be used by a character who has a bonus in the weapon, however.
Axe or Hammer
Large, unwieldy weapons which are nevertheless capable of inflicting terrible wounds on an opponent. These are used in one hand. An axe and a hammer are more or less the same in combat, however a hammer does not have an edge and is therefore of little use for such tasks as chopping wood! A hammer also has a shock value of 3 and may not use the tactic slam.
Ease of Use 7 Damage +1 Protection +1
Shock 2/3 Weight +1
disarm 4, slam 6, trip 3
Battle-axe
A two-handed version of a normal axe, which is even more dangerous than its one-handed relative. The MARTIAL ART of Halberd is used with this weapon.
Ease of Use 6 Damage +3 Protection 0
Shock 2 Weight +2
slam 5
Chain
A chain is not especially easy to use, and it is not as useful as the more traditional weapons such as axe, spear or sword, but its special characteristic is that it is effective at disarming an opponent. It may also be used to entangle an opponent, and can be thrown at an opponent a short distance away and retrieved (see the Missiles section for details). A chain requires two hands.
Ease of Use 6 Damage +1 Protection 0
Shock 3 Weight 0
disarm 5, grab 5, trip 4
Dagger or Knife
A short stabbing weapon, used in one hand, easily concealed. A poor or average quality weapon is called a knife. A good or fine weapon is a dagger.
Ease of Use 7 Damage 0 Protection 0
Shock 1 Weight 0
Flail
A jointed staff, using the principle of the whip to deliver devastating blows. Note that the weight listed below is used for the purposes of working out impact. Instead of STRENGTH being required to counteract this value, it is CO-ORDINATION which is necessary. If you roll snake-eyes with a flail, you will suffer two points of damage from it swinging round to hit you! Armour will stop this damage. A flail is used in one or two hands.
Ease of Use 7 Damage +2 Protection +1
Shock 3 Weight +2*
disarm 5, trip 4
Halberd
A pole weapon with a slashing blade. Difficult to use skilfully, but devastating when it hits. This category also includes the trident, the rake and the monk's spade. All require two hands to use.
Ease of Use 6 Damage +3 Protection 0
Shock 2 Weight +1
slam 5
Hook
While not a very effective combat weapon, a hook can be useful in capturing an opponent. A hook requires one hand, and two are often used in combination.
Ease of Use 6 Damage 0 Protection +1
Shock 3 Weight 0
disarm 4, grab 4, trip 5
Lance
A long spear used on horseback. Because of its length, if used against a weapon other than a spear or halberd in the first round of combat, the opponent cannot attack. Even if they score higher than the lance user, they will only defend themselves. Unfortunately it is not very versatile. A lance is wielded in one hand.
Ease of Use 7 Damage +1 Protection 0
Shock 2 Weight +1
Mace or Club
A heavy, weighted stick which relies on its weight to deliver damage. A poor quality weapon is a club: anything of higher quality is dignified by the title of mace. A club or mace is used in one hand.
Ease of Use 8 Damage +1 Protection +1
Shock 4 Weight +1
disarm 3
Sabre
This is the curved single-edge sword, a weapon used mainly for slashing. It is usually used in circular cuts, relatively close to the body. A sabre is used in one hand. The same MARTIAL ART is used for both sabre and sword.
Ease of Use 8 Damage +1 Protection 0
Shock 2 Weight 0
slam 6
Shield
Mainly used for protection, a shield may be used as an offensive weapon if you're desperate (in this case use the Ease of Use given below). Usually, the Ease of Use will be that of the weapon held in the other hand, but the shield's protection value may nevertheless be used. It requires one hand. It is particularly effective in protecting against missiles. Its protection bonus is +5 against any attack of which the defender is aware, and it also allows the defender to make a roll of ease 5 against any incoming missile from the shield side, even if the defender is not aware of the attack.
Ease of Use 5 Damage -1 Protection +3*
Shock 4 Weight +1
Spear
The basic thrusting weapon. Anyone using a spear may also choose to use it as a staff. In this case, the characteristics of a staff are used instead of those of a spear. A spear is used in two hands.
Ease of Use 7 Damage +2 Protection +1
Shock 2 Weight 0
Staff
A simple long stick used mainly for smashing and jabbing. A staff is used in two hands. Staffs use the same MARTIAL ART as spears.
Ease of Use 7 Damage +1 Protection +1
Shock 4 Weight 0
Sword
This is the straight double-edge sword, a weapon used for thrusting and slashing. The sword is considered to be a suitable weapon for a gentleman. A sword is used in one hand.
Ease of Use 8 Damage 0 Protection +1
Shock 2 Weight 0
disarm 4, slam 6
Unarmed Martial Arts
The Chinese are justly renowned for their unarmed martial arts, although during the Song Dynasty styles have yet to be clearly codified and named. The value of -2 for protection represents the danger that the limb used to parry or deflect an attack may be injured.
Ease of Use 7 Damage -1 Protection -2
Shock 4 Weight 0
grab 6, throw *
Two Weapons
Characters using two weapons in combat require martial arts skills to co-ordinate them properly. Characters without this skill may use two weapons, but the additional weapon will count as an encumbrance of -1.
Using two weapons does not allow a character to make two combat rolls in a round, but it does give them some advantages.
A character using two different weapons must specify each round which weapon they are concentrating on for attack, and which for defence. The ease of use they use for their combat roll will be that of the attacking weapon. If they become the defender, they will use the protection capabilities of the defending weapon.
Characters with two weapons making a reckless attack do not gain a +2 bonus. However they do gain a +2 bonus to damage. Similarly, characters with two weapons making a desperate defence forfeit the +2 bonus, but gain a +2 protection bonus.
Tactics
Certain tactics are intended to do something other than just inflict damage on an opponent. A combatant with the appropriate weapon may attempt one of the tactics below.
Disarm
A disarm is a special tactic in which an attacker aims at the defender's weapon rather than at the defender. The ease of the manoeuvre depends on the weapon used to disarm.
If the character attempting the disarm fails to get a higher score than his opponent, then he has failed to disarm.
If the character attempting the disarm succeeds in getting the higher score, then the defender doesn't add the weapon's protection bonus: instead he should add his STRENGTH bonus and the weapon's weight to his degree of success.
If the defender's degree of success is greater than the attacker's, the disarm attempt fails, and the defender gets a +1 situational modifier (for a riposte) on the next round.
If the attacker's degree of success is greater, the defender's weapon will fly out of their hands a number of feet equal to the net difference in degrees of success. Note that the weapon spends the next round in flight; an exceptionally quick-thinking and able defender might leap after the weapon and try to catch it (catching a weapon in flight is ease 4, plus CO-ORDINATION bonus).
If the fight is not to the death, a disarmed combatant will usually surrender.
Grab
A grab attack inflicts no damage on an opponent. Instead it means that the attacker has secured a hold on the defender. If a character can wrap a chain around an opponent's arms or body, they can attempt to immobilise them. A hook may also be used to inhibit an opponent's movement. An unarmed attacker may try to catch hold of a weapon arm, for example, or grab as a prelude to a throw. A successful grab initiates close combat (see below). Once in close combat, a grab attack may be used to maintain or improve a hold on an opponent. In close combat, however, a character using a hook or a chain will suffer a penalty of -2 for holding on to the weapon, though they may continue to use them to attack with (unlike other weapons such as swords or axes.
Slam
There are times in combat where you may be using a dangerous weapon, but you would like to avoid injuring your opponent badly. In these cases you can slam. A slam uses the flat of a blade, or a hilt or shaft to make a blunt attack. A slam attack alters the shock value of the weapon to 4.
Throw
In order to throw a character you first have to be in close combat, whether because you grabbed them or entangled them with a chain or hook (see above). Your ease of throwing them is then given by the strength of the hold you obtained with your grab or entangle. The defender may defend themselves by trying to escape from the hold (see Close Combat, below). If the throwing character obtains the higher combat roll, the throw is successful. A successful throw has a bonus to damage of +1 for movement, and the defender will end up on the ground whether any damage is done or not (see Fighting From The Ground, below).
If a character succeeds at a throw, or fails the roll, he will lose his grip. If the character gets the lower combat roll, then they may maintain their grip, though an opponent's Escape may reduce its strength.
Trip
A character defending against a trip should add his GRACE bonus to his degree of success. If the attacker obtains a net degree of success of 1 or more, the defender falls, suffering damage equal to half the degree of success.
Unless you are prepared
to enter the tiger's den
you will not get the tiger's cub
Special Cases
Combat has a habit of being untidy. It doesn't always work out as a nice polite slanging match between two opponents. To cover the untidy eventualities, some additional rules are needed.
Multiple Opponents
Fighting more than one enemy is a dangerous business. Skilled fighters facing more than one opponent usually try to find a way to oppose them one at a time, using leaps to change position quickly, or intimidation to keep other opponents out of the fight.
When many attack one, only those who roll higher than the lone warrior may attack him. In this case, the lone fighter must defend himself. Any opponents who got a lower roll than him have simply failed to get an opportunity to attack.
Furthermore, if more than one of his opponents rolls higher than him, the lone defender may choose to divide his total degree of success (including CO-ORDINATION plus weapon protection bonus) between his opponents. It must be divided equally by the number of opponents.
A lone warrior must specify on each round before dice are rolled which of his opponents he is concentrating on attacking. If he rolls higher than all his opponents then he will hit the specified defender.
Many opponents attacking a single enemy from one direction also suffer a disadvantage: they get in each other's way. This is represented by applying the Cramped Environment situational modifier to the attackers only.
War Shout
The skill of INTIMIDATION may be used to attack opponents during combat. The basic ease of intimidating an opponent is 4, from which the victim's WILL and FIGHTING bonuses are subtracted. The degree of success of the roll is inflicted on the victim as shock damage. This kind of war shout may only be used against one opponent.
A war shout used to 'freeze' opponents and prevent them initiating combat is made in the same way, but may be directed at multiple opponents. In such cases there is no need to make separate rolls for each opponent.
Fighting from The Ground
A character who falls over and is still conscious may continue to act. However, combat actions are subject to certain disadvantages. Firstly, an opponent will gain the Above Opponent situational modifier to any attacks. Secondly, the character on the ground will suffer the Bad Footing -2 modifier. Finally, the character's actions are limited to those which are possible while on the ground. Fancy attacks involving any degree of movement are right out.
The character may attempt to get up using the getting up manoeuvre described above.
Drawing Weapons
Weapons are normally kept scabbarded at the belt or on the character's back. In order to use a weapon it must be drawn. In normal situations when a character has plenty of time, they can easily draw a weapon without having to make a roll. If caught by surprise, however, they may have to draw a weapon quickly. This is ease 7, to which the character should add CO-ORDINATION and any bonus for FAST DRAW. Failure indicates that the weapon is not drawn. Snake-eyes indicates that the character draws the weapon, but fumbles it and drops it.
Characters may combine a fast draw with a combat roll. Success at this against an opponent who doesn't expect an attack may enable the attacker to get in a surprise attack on an unarmed opponent.
Close Combat
When two characters are grappling with each other, this is referred to as close combat. In this case only chains, daggers, hooks, knives or unarmed attacks may be used. Close combat may be initiated from the very beginning of the combat (by the circumstances in which the combat started), or during a combat by a character making a successful grab manoeuvre. A character holding on to their weapon while in close combat will suffer a situational modifier of -2 for one handed weapons (including a hook), and -3 for two handed weapons (with the exception of a chain, which is -2) as a result of the encumbrance. Dropping a weapon does not require a roll.
There is a wide variety of possible tactics in close combat. In some situations, characters' combat rolls may not even oppose each other. This is explained further below. Tactics available in close combat are:
Attack
This tactic is available to anyone. It is a standard unarmed combat attack. If the character's opponent has a hold on them, then the chance of success of the attack is reduced by the strength of the hold. An attack opposes another attack.
Escape
This tactic is available to anyone. It represents an attempt to break an opponents' hold and escape from their grasp. It has an ease of 10, reduced by the strength of the hold. However, a character should add their STRENGTH and CO-ORDINATION bonuses to their chance of success. If the character gains the higher roll, then the strength of the hold is reduced by the degree of success. If the strength of the hold is reduced to 0, the hold is broken.
An escape opposes a disarm, throw or grab.
Disarm
A character who has grabbed an opponent holding a weapon may attempt to force the weapon out of their hand. The ease is equal to the quality of the hold established, plus 4. The grabbing character should add his STRENGTH bonus to his degree of success.
Grab
This tactic is available to characters with unarmed martial arts skill. It is used to maintain a hold on an opponent, or to establish a hold on a character who has a hold on you. If used to maintain an existing hold, it has no effect if the degree of success is lower than the current strength of the hold. If a higher degree of success is obtained, however, that becomes the new strength of the hold. If you have a hold on an opponent, you cannot attack them normally without losing your hold. However you can attempt to throw them or disarm them. A grab is opposed by an escape.
Throw
As described above, the ease of a throw is the strength of the character's current hold on their opponent. Success is resolved like a normal attack; however the throwing character gains a bonus of +1 to damage for movement. If the throw is successful, the opponent will end up on the ground, and the all holds are broken. If the roll is failed, the throwing character loses his hold. A throw is opposed by an escape.
Note that if neither character has a grip on their opponent, it is no longer close combat, and normal combat rules apply.
There is no stopping the arrow
once it is on the bowstring
Missiles
Missile weapons use a very similar system to that given above. However, a missile user is always the attacker. Missiles are notoriously difficult to defend against, and obviously the victim must be aware of the attack to take any evasive action.
In order to launch a missile attack, the weapon must be readied first. Readying a weapon counts as one action; launching the attack counts as another. Each of these requires a separate roll, though they may be combined on one round.
The chance of attacking may be enhanced by spending time aiming. Characters who fail their roll to aim, or choose not to make it, will suffer a penalty of -1 to their attack roll. Aiming may also be combined with readying the weapon and attacking, if the character has sufficient energy to pull it off. Aiming requires a separate roll, which should be made between the readying roll and the attack roll.
Readying
Before a character may shoot a bow or crossbow it must be loaded. This requires a successful roll against the Ready ease value for the weapon (adding bonuses for CO-ORDINATION and an appropriate skill in MISSILES). A character may load a bow slowly to make sure of doing it right: add 2 to the ease for each additional round spent loading.
Similarly, a character who wishes to throw a weapon which is slung at their belt must successfully draw it (ease 7) before it can be thrown (adding bonuses for CO-ORDINATION and FAST DRAW).
Aiming
Ease of aiming depends on the range and actions of the target. To the value for Distance according to the missile weapon used, add the size of the target. This value represents basic range (expressed in yards for bows, in feet for thrown weapons) for that target. At this range or less, the ease of aiming is 10 for a still target, and 7 for a moving target.
Referees can adjust the ease of aiming at a moving target to reflect the precise type of movement. For example, someone moving straight towards the missile user is pretty much as easy to aim at as a still target. Someone galloping on a horse from left to right would be much more difficult to aim at.
The ease of aiming is decreased at greater ranges. For each complete multiple of basic range the target is distant, subtract 1 from the ease of aiming.
Bonuses which may be used to improve aiming are PERCEPTION, INTUITION and the MISSILES aptitude.
Half the degree of success of the aiming roll is used as a situational bonus to the attacking roll. If the aiming roll is failed or omitted the ease of the attack roll will be reduced by 1. Characters can continue aiming if they are not satisfied with the degree of success of their aiming roll. In this case they may make a new roll on the subsequent round.
Attacking
The basic chance of success of a missile attack depends on the ease of using the missile itself. To the Use value given for the appropriate missile add the degree of success for aiming and the character's bonuses in CO-ORDINATION and MISSILES. Then subtract 1 for each complete multiple of basic range the target is distant. Subtract another 1 for a moving target, and if the missile user is also moving subtract another 1.
If the missile misses its chosen target there is a chance it may hit another target. The referee must assign a chance himself for this, as it will depend on the grouping of alternative targets.
A missile which hits will do damage equal to the degree of success of the attacking roll plus any bonus for the type of missile. Do not add the missile user's bonus for STRENGTH. However, strong characters may commission more powerful bows in order to take advantage of their ability.
Defending
Evading missile weapons is very difficult. Each type of missile has a value for Evasion Ease which represents the target's chance to defend against the attack. Characters shot by missiles may use weapon skills to protect themselves from missiles. A character who doesn't have a shield or a weapon to hand must rely on MARTIAL ARTS. Characters should add their CO-ORDINATION to attempts to evade missiles.
A character may only defend against a missile attack of which they are aware. Referees may allow heroes a roll to become aware of a surprise missile attack against them, just as with a combat surprise attack. If unsuccessful, the character cannot defend against the missile.
Missile Weapons
There are two main type of missile weapons. First are the bows and crossbows.
Composite bow
A long bow made of lacquered wood and bone, usually for military use.
Ready 6 Ease of Use 4 Damage +1
Shock 1 Dist 15 yards Evasion ease 0
Heavy crossbow
A military crossbow complete with double arms and a hand-crank for reloading. Not a rapid-fire weapon, but extremely powerful.
Ready 0 Ease of Use 5 Damage +2
Shock 1 Dist 16 yards Evasion ease 0
Light bow
An ordinary bow such as that used by hunters. Easier to use but not quite as powerful.
Ready 7 Ease of Use 5 Damage 0
Shock 1 Dist 12 yards Evasion ease 0
Light crossbow
A simple crossbow with a lever for quick reloading.
Ready 3 Ease of Use 6 Damage +1
Shock 1 Dist 12 yards Evasion ease 0
Other weapons are thrown; these include both specific thrown weapons and ordinary combat weapons.
Chain
A chain with a blade attached may be thrown up to 6 feet and retrieved in one action.
Ease of Use 7 Damage 0
Shock 2 Dist 6 feet* Evasion ease 1
Combat weapon
Clubs, maces, axes and hammers may be thrown.
Ease of Use 6 Damage +1
Shock 4 Dist 6 feet Evasion ease 3
Dagger
A throwing knife or dagger.
Ease of Use 7 Damage 0
Shock 2 Dist 6 feet Evasion ease 1
Dart
A small spike, weighted for throwing, and easily concealed.
Ease of Use 8 Damage -1
Shock 1 Dist 5 feet Evasion ease 0
Javelin
A weapon specially weighted for throwing.
Ease of Use 7 Damage +1
Shock 1 Dist 10 feet Evasion ease 1
Spear
The standard combat weapon.
Ease of Use 6 Damage +1
Shock 3 Dist 6 feet Evasion ease 3
Stone
Includes metal balls as well as rocks.
Ease of Use 7 Damage 0
Shock 4 Dist 10 feet Evasion ease 0
Sword
A straight, double-edged sword may be thrown.
Ease of Use 5 Damage +1
Shock 3 Dist 4 feet Evasion ease 3
Heavy Bows
Bows vary in pull; the figures given in the table are the normal values. Very strong characters may wish to commission bowyers to make especially powerful bows for them. The 'pull' of a bow is expressed as a bonus, which is added to damage, and which adds 2 feet to the distance for each point. A character needs to have a STRENGTH bonus of equal or greater than the pull of the bow to use it properly: if they don't, they not only lose the bonus provided by the extra pull, they also suffer the pull of the bow as a negative situational modifier to use of that bow.
It follows that weak characters trying to use a normal bow will suffer several penalties: their STRENGTH bonus from the damage, twice their STRENGTH bonus from the distance, and their STRENGTH bonus from use. They may commission a bowyer to make a bow with a negative pull to compensate for their weakness. In this case, the bow loses damage and distance according to its pull, but the character does not suffer any penalty to use.
A barrelful of tears
is no cure for a bruise
Recovery
How quickly a character recovers from injuries depends on how serious those injuries are and whether they receive any medical attention.
Recovering From Shock
Shock damage can be recovered very rapidly. Each round spent resting enables the character to make a roll of ease 7 (to which HEALTH and ENDURANCE bonuses should be added). They will recover a number of points of energy equal to the degree of success of the roll, with a minimum of one recovered even if the roll is failed.
In addition, one point of energy can be recovered during combat on any round in which a character:
- is the defender in combat, or fails their roll, and
- has not combined their combat roll with any other action, and
- does not suffer any shock damage
Recovering Consciousness
When a character is knocked unconscious by a blow, they will remain unconscious for a number of rounds equal to the number rolled in the failed attempt to remain conscious. After this number of rounds they can roll again. This time the ease is the number of body points they have remaining, to which you should add their WILL bonus. Success at this roll indicates that the character has come round. Failure indicates that they will remain unconscious for a number of minutes equal to the failed roll.
After this number of minutes have passed, you can roll again, at the same level of ease. Failure this time indicates that the character remains unconscious, but can roll again the next day. From now on you can make a roll to regain consciousness every day. The ease is the number of remaining points of body, plus bonuses for WILL and HEALTH.
First Aid
The result of one first aid roll may be applied to an injured character within five minutes of them receiving the injuries. The ease of applying first aid to injuries is 7. Characters without a bonus in SURGERY or FIRST AID will suffer a penalty of 2. A bandage and perhaps some herbal salve is required for first aid. If these have to be improvised, reduce the ease by 1.
To this ease the character's SURGERY bonus, and any knowledge of FIRST AID may be added. Half the degree of success represents the healing which may be used to restore points of body. However, the different types of wound heal slightly differently. This is explained in the next section.
Bad or serious wounds treated by first aid are vulnerable. If the dressings applied to them are damaged in any way, the wounds will reopen, and the body points recovered will be lost again. This period of vulnerability lasts as many days as the number of points of the wound.
When first aid is used on a mortally wounded character, the character should add their HEALTH bonus to the roll.
Body Recovery
An injured character may recover body through natural healing, possibly assisted by the attentions of a surgeon. Every week the character may make a roll to recover from their injuries.
The ease of this roll depends on the worst injury received: 7 for flesh wounds, 6 for bad wounds and 5 for serious wounds. To it the character may add their HEALTH bonus, and the SURGERY and MEDICINE bonuses of any attending doctor (lack of a SURGERY bonus means the roll is at -2). If the roll is failed, no points are gained and an additional point of flesh wounds is suffered.
The success of the roll is the amount of healing received. This may be applied to wounds as the player prefers. Different types of wounds require different amounts of healing. Flesh wounds are the easiest. For each point of healing, one flesh wound is healed.
Bad wounds are more difficult. The first point of a bad wound requires one point of healing. The second point requires 2, the third 3 and so on (just like buying a specific skill).
Serious wounds are the most difficult to heal. The first point requires 2 points of healing, the second 4 points, the third 6 and so on.
A roll of snake-eyes in a healing roll by a person who has suffered a serious injury means that the character has suffered permanent injury: a permanent loss of 1 point of body along with some disability (see the next section).
Disabilities
You should wait until a character has fully healed to determine disabilities. Total the number of body points permanently lost. This is the disability which the character will suffer. Disabilities are applied to abilities, and are determined by the referee. Three points of disability are required for the loss of a basic ability. The referee should attempt to make the disability appropriate to the injury received.
Scarring
A character who suffers a bad or serious wound will have a permanent scar (and possibly a disability, if a snake-eyes roll was made in recovery by a character who suffered a serious wound; see above). The player may determine the location and nature of this scar.
An army of a thousand is easily found,
but not so a general
Battles
When two armies clash the outcome depends on many factors: the number of soldiers, their quality, morale, and the strategy adopted by their leaders. The heroes of Liangshan Po often had to lead their bandit army against a variety of foes. Despite being outnumbered they won through superior strategy and the personal courage and skill of their leaders. To represent this in the game, battles are simplified using the following system. Players who are particularly interested in this element of the story may prefer to fight out their battles in detail using miniatures and wargaming rules, or perhaps one of the many computer simulation packages available.
Simple Battles
Once combat has been joined, follow this procedure:
- Declare actions
- Each army rolls the dice, using the ease value of their soldier type, plus the STRATEGY bonus of the commanding general, plus any situational modifiers.
- Find who has the highest total roll. This side has the advantage.
- Work out degrees of success, including bonuses from army type and manoeuvres.
- Subtract the degree of success of the disadvantaged army from that of the advantaged army. The remainder is the damage inflicted.
- Damage is subtracted from morale as shock. Half the damage (round down) is subtracted from body as casualties.
- Check the damage inflicted and note it accordingly. Make any necessary morale rolls.
- Finish the turn by working out how much morale is available for use on the next round. Armies may recover a point of shock if eligible.
Time And Actions
Conduct of a battle works in almost exactly the same way as an individual combat, with the exceptions noted below:
Battle Turns
Battles are not conducted in combat rounds. Instead a roll is made every 15 minutes. However, depending on circumstances, the referee may increase or decrease the length of a turn, the period in which a roll is made.
Possible Actions
In order to simplify matters, the fine details of the strategies adopted by a general are abstracted. A combat roll represents the ebb and flow of battle. It is possible to make certain simple choices regarding an army's disposition, which are termed 'manoeuvres'. These correspond to the manoeuvres in individual combat, but their effects are different.
Just as an individual is limited by energy, an army is limited by morale. The morale of an army represents the maximum level of STRATEGY which a general can use in a battle.
Starting A Battle
Like personal combat, battles may start with a surprise attack or a waiting state. A battle which starts with a surprise attack is conducted with the attacking force gaining a situational modifier for having a surprise attack. Most battles, however, are relatively formal. At the start of this kind of battle the opposing forces deploy on the field. They then enter a waiting state.
The options available to a general in a waiting state are similar to those in personal combat. First each side must secretly decide whether to attack, wait or flee.
If both sides wait, hero combats may take place, and armies which have suffered shock damage may recover one point.
An army which attacks against a waiting foe suffers a situational modifier of -1.
If an army flees, and its opposing army waits, then the army escapes the battle. If an army flees and its opponent attacks, the army may not defend itself, but the attacking army suffers a situational modifier of -3.
Hero Combats
When armies are deployed and facing each other in a waiting state, heroes from either side may sally forth and challenge the enemy. This will have a direct effect on the armies' morale. Although it is possible for two or more hero combats to take place simultaneously, usually one hero combat may be conducted in a single turn.
The effects of hero combats on the morale of an army are as follows:
Hero killed -2
Hero captured -2
Hero withdraws -1
Hero fails to meet enemy challenge -2
Conducting A Battle
In each battle turn, armies may make one combat roll. The ease depends on the quality of the soldiers comprising the army (for details of how to deal with armies of mixed soldier types, see below). To this ease you should add the STRATEGY bonus of the army's general, plus any situational modifiers. The chance may also be modified by certain manoeuvres.
Roll against the total chance of success as normal (players may choose the number of dice to roll). The army with the highest total successful roll has obtained a tactical advantage.
It may force its opponent to retreat slightly if the general wishes it. A disadvantaged army suffers a lose of one point of morale.
Result
To the degree of success of the army with the advantage add the damage bonus according to the solider type and manoeuvre.
To the degree of success of the disadvantaged army add the protection bonus according to soldier type and manoeuvre.
Subtract the latter from the former to find the net damage.
If the result is a negative number, then the army with the advantage has overextended itself (the strategy was sound but the soldiers did not execute it properly). It will suffer the excess number as damage (see below) and the 'disadvantaged' army will gain a situational bonus of +1 for the next round.
If the result is positive then it represents damage inflicted. The armour rating of an army is subtracted from damage. More details on damage are given below.
Situational Modifiers
The referee should evaluate the advantages afforded the armies by the battlefield. In many cases the difference will be negligible and can be ignored. In other cases one side may suffer a disadvantage, and this is represented by applying a situational modifier to the general's roll.
Bad light -1 to -4
Totally dark -5
The referee should decide the degree of darkness.
High Ground +1
An army which has the higher ground gets a bonus of 1 to its roll.
Opponent Fleeing -3
A fleeing opponent cannot defend itself, but an army attacking it will suffer this penalty to its attack.
Opponent Fortified -1 to -2
If attacking a fortified opponent, an army will suffer a penalty. This modifier only applies as long as they remain within their fortification. If they sally forth to attack they lose the benefit.
Opponent Overextended +1
As explained above, a disadvantaged army which gains a higher degree of success than its opponent, gets a bonus on the roll for the next turn.
Opponent To Rear -3
An army attacked from behind suffers this penalty to its actions.
Outnumber Enemy +1 to +2
An army with more than four times the number of soldiers of its opponent gains a bonus of +2. An army with between twice and four times the number gains a bonus of +1.
Surprise Attack +2
An attack against an army which is unprepared for it gains a bonus. In addition, the victim may not defend himself unless it makes a roll-the ease is determined by the referee, but the army quality may be added as a bonus. If the surprised army makes the roll, the only options open to it are to hold firm or withdraw.
Uneven Ground -1 to -2
An army fighting over uneven ground will suffer a penalty. -2 applies to really difficult ground such as wood or marsh. If a defending army makes use of the characteristics of the terrain, such a penalty may only apply to an attacker.
Manoeuvres
The following manoeuvres are available to all generals in a battle. Others may be available to generals who study old books on strategy. Note that a fortified army must choose fortified, and an army with its morale reduce to 0 must choose withdraw. Otherwise generals do not have to choose a manoeuvre.
All charge
A full frontal assault by the bulk of the army, relying on momentum to break an opponent. If the general's army has cavalry, then 1 point is added to the damage of a successful all charge roll.
Ease -1 Damage +2 Protection -2
Flanking manoeuvre
The centre and one flank of the army stand firm while the other flank advances, in an attempt to outflank an enemy. A flanking manoeuvre can only be performed if the general has a STRATEGY of +3 or more. Its effect is to cause both armies to suffer a modifier of -3 to their rolls.
Fortified
A fortified army must choose this manoeuvre unless it sallies forth, in which case it may make a normal roll, or choose any other manoeuvre.
Ease +1 Damage -2 Protection +2
Hold firm
This represents concentrating on defence and maintaining formation. It is the only manoeuvre which may be chosen by an army which has just been surprised.
Ease -1 Damage -1 Protection +2
Slow advance
A careful advance relying on discipline and formation to defeat an enemy.
Ease -2 Damage +1 Protection +1
Withdraw
This must be chosen by an army which has had its morale reduced to 0. If the withdrawing army gets a higher combat roll (in which case no damage is inflicted), then the two armies are separated and enter a waiting state. Hero combats may take place at this point.
Ease +1 Damage * Protection 0
Damage
Armies are measured in two ways, analogous to body and energy for individuals. The equivalent of body is the number of soldiers, while the equivalent of energy is the army's morale.
Body
In order to allow these rules to be used for battles of widely varying scales, the 'body' of an army is a relative number. The smaller of the two opposing armies is considered to have a body of 10. Multiply the number of soldiers in the larger army by 10 and divide by the number of soldiers in the smaller army to work out the larger army's body score.
Morale
Morale refers to the overall mental state of the army. An army's morale derives from several factors, including its condition and the general's reputation and leadership. In the course of a battle the army's morale will be affected by hero combat, damage and possibly magic.
An army's base morale is determined by its soldier type. To the base value for morale you should add a bonus to reflect the general's popularity, and the soldiers' loyalty to their leader: this should be from -3 to +3.
You should also add a value to reflect past performance. Armies which have won battles recently are more confident. Again the bonus is from -3 to +3. As a general rule, for each battle the army has won recently, they gain a bonus of 1. For each battle they have lost recently, they lose 1.
Armies which are fatigued from the march, or inadequately fed, will suffer a morale loss of -2 to -3.
You may also add a bonus of from +1 to +2 to reflect any special incentive. To most soldiers and bandits, a good incentive will be the prospect of a lot of money if they win. However other incentives may be a good cause, or the protection of home and loved ones. It is up to the referee to assess the incentives applicable to each army.
Suffering Damage
When damage is inflicted on an army, first subtract the armour rating of the soldiers. The remainder is shock, and directly reduces morale.
For every complete 2 points of shock suffered, 1 point of casualties are lost by the army (ie the body is reduced by 1).
Up to one fifth of the body suffered in one go are considered light casualties. They have no extra effect on the army.
Up to a half of the body of the army suffered in one go is heavy casualties. An additional point of morale is lost, and a roll must then be made against morale on two dice. If the roll is failed, an additional point of body is lost through soldiers fleeing the field.
Over a half of the body of an army is serious casualties. An additional 2 points of morale are lost, and a roll should be made against (morale -2) on two dice. If the roll is failed, an additional point of body is lost through soldiers fleeing the field.
Damage Effects
If the morale of an army is reduced to 0, then the general no longer has effective control of it. It will withdraw until it recovers enough morale to given him control. All points of damage suffered by an army with 0 morale are taken as casualties, and subtracted from body.
If the body of an army is reduced to 0, the army disintegrates.
Casualties are not all dead: unless a victorious general specifies that he is attempting to exterminate the enemy, over half of casualties lost are injured and may eventually recover if given medical treatment. Enemy soldiers who fled may be captured, if an effort is make. Injured casualties can be easily captured. Captured enemies may be executed, freed, or given the opportunity to join the victorious army.
Soldiers
Just as an individual warrior fights using a weapon, a general fights using soldiers. They are rated in much the same way as weapons, with some slight differences in interpretation. Damage, for example, represents how well armed an army is; it measures their capacity to inflict casualties.
Typical soldier types are:
Average Bandit
Most renegades from society are neither well armed or well trained, and will crumble when faced with determined opposition.
Ease of Use 6 Damage 0 Protection 0
Morale 7 Armour 0
Average Soldier
In Song China this is a low status occupation, and as a result most of those who follow it have little stomach for a fight.
Ease of Use 7 Damage 0 Protection 0
Morale 5 Armour +1
Barbarian
This includes the Qidan of the Kingdom of Liao to the north, and the nomads of Great Xia to the Northwest.
Ease of Use 8 Damage 0 Protection 0
Morale 7 Armour +1
Imperial Guard
Chinese elite troops are better trained and better armoured than anyone else.
Ease of Use 9 Damage +1 Protection 0
Morale 8 Armour +2
Farmers
Although they try to avoid fighting as much as possible, there may be occasions where farmers have to defend themselves. Without militia training and weaponry they aren't up to much.
Ease of Use 5 Damage -1 Protection -1
Morale 3 Armour 0
Hero-led Bandit
The presence of a hero can transform outlaws into a respectable fighting force.
Ease of Use 7 Damage +1 Protection 0
Morale 10 Armour +1
Militia
Militia are really no more than farmers with a little training and weaponry. They aren't usually called on to do more than suppress bandits, and they aren't very good at that.
Ease of Use 6 Damage 0 Protection 0
Morale 3 Armour 0
Mixed Armies
Armies made up of mixed soldier types are handled in one of two ways. If they are fighting as a single unit under the command of one officer, then the referee should determine an 'average' value for the whole army.
If the different soldier types are fighting as distinctive units under separate command, then they can be considered separate armies, and the different commanders' STRATEGY bonuses are used. In such cases the total numbers of the army (adding the different units' strength) are still used to calculate body scores.
Recovery
Body points are recovered by recruiting and training more soldiers.
Morale points may be recovered during a battle. An army may recover one point of morale lost to shock or because of being disadvantaged, on any turn in which it suffers no morale loss. This means that only armies which are in a waiting state, or which gain the advantage, can recover morale.
In the long term, morale may be recovered to the pre-battle level, but will be modified by the result of the battle, and possibly by attitude towards the general, incentives etc.
Individual Actions
In the course of a battle, characters may find themselves facing an opponent. The standard individual combat system is used to resolve these fights. Note that because they are usually not seen by very many soldiers, they will not have the effect on morale described earlier for the hero combats which precede a battle.
Magic
Magic may be used to attack opposing armies. For the moment it is up to the referee to determine the effects of particular spells on an army. If there is any demand I will develop further rules for this aspect of the game.