Combat
Battles
In a battle, the commander of each army rolls an opposed Battle roll every round. The highest successful roll gets bonuses for the round for everyone on their side. In large enough battles, commanders of sections of the army may get their own battle rolls, or a unit commander may get a battle roll to inspire his troops in a particularly crucial scene.
Melee combat
Your combat rolls are opposed resolution rolls. The highest successful roll wins the round and does damage. If both rolls are successful, the loser's shield blocks its defense value in damage. If both rolls are equal, non-swords break. If both rolls are unsuccessful, neither side hits. If someone fumbles, they drop their weapon, which requires a round to recover. Dropping your lance on horseback means it is gone unless you decide to spend a couple of rounds dismounting, getting it, and remounting. A critical is counted as the highest successful roll and does double damage. If both sides critical, it is treated as both sides rolling the same success except that weapons do not break.
The amount of damage that exceeds an opponent's armor defense and, if applicable, shield defense and bonuses is taken as a wound and results in a reduction of current hit points. If the number of current hit points drops below their Unconscious value, they go unconscious. If the amount of total damage taken in a single blow (including damage absorbed by armor, shield, etc.) is equal to or greater than their Knockdown statistic, they are subject to a Knockdown (see below). If the amount of damage taken through armor in a single blow is higher than their Major Wound value, they take a Major Wound (see below).
Mounted combat
Mounted knights get +5 to combat rolls against unmounted opponents, who get a -5 modifier against a mounted foe, unless their oppnents have a weapon with a similar reach (great spear, Halberd), in which case neither get a modifier. Mounted knights charging with a lance get a +5 bonus against those not equipped with a great spear or lance.
Knockdown
If you receive a knockdown, you must roll DEX or lower (if standing) or Horsemanship or lower (if mounted) or get knocked to the ground. Falling off your horse causes d6 damage. If you receive a blow equal to or greater than twice your Knockdown value, you do not get a roll but are automatically knocked to the ground.
You are at a -5 and your opponent(s) is at +5 if you are attacked while getting back up.
Major Wound
If you take a Major Wound, you immediately go Unconscious unless you roll your current hit points or less on a d20. If you remain conscious, you must make a Valorous roll to continue to fight. You must roll immediately on the Statistics Loss table and apply any loss immediately. Chirurgery is required. Continued activity can result in Aggravation and Deterioration.
Unconscious
If your current hit points drop to or below your Unconscious value, you go unconscious. If on a wall or horse, you take fall damage (d6) unless a successful DEX roll is made. You remain unconscious until healed. You require Chirurgery.
Death
If your current hit points drop to zero or less and are not restored to at least one by midnight, you die.
Healing
First Aid
First Aid can be performed ONCE on each wound received as long as it is done within one day. First Aid requires several minutes to perform (3d6 melee rounds). A critical success restores d3+3 or the amount of the wound, whichever is lower. Success restores d3 or the amount of the wound, whichever is lower. Failure results in no change. A fumble results in a loss of d3 hit points and Chirurgery needed but no new wound is created.
Natural Healing
You gain your healing rate back at noon on Sunday each week. This can be enhanced by successful Chirurgery. This is independent of Aggravation and Deterioration.
Chirurgery
If Chirurgery is needed, an attendant must make a successful Chirurgery roll each week. Failure to do so can result in additional hit point loss. A critical success results in double the normal rate of healing. A success has no effect. A failure results in a d6 of deterioration on Sunday at noon. A fumble results in an immediate loss of d3 hit points and a d6 of deterioration on Sunday at noon but no new wound. Chirurgery is needed until an individual has healed sufficiently to begin moderate activity again in the eyes of the GM.
Deterioration
Deterioration results in a loss of d6 hit points at noon on Sunday if a successful Chirurgery roll was not made during the week.
Aggravation
Aggravation occurs if a wounded individual does not rest or perform no more than light activity during the week. Aggravation occurs PER INCIDENT and is independent of other factors like Chirurgery, heal rate, first aid, etc. An unhealthy (Chirurgery needed) individual who performs Moderate or Strenuous activity during the week will take additional damage each time they perform such actions but no new wounds will occur. An injured individual who does not require Chirurgery and performs Strenuous activity during the week will take additional damage each time they perform such actions.
Activity levels
- No Activity: Resting, eating, or sleeping. No aggravation. The best way to recover.
- Light Activity: Walking short distances slowly, eating heavily, talking,
writing short letters. No aggravation, even for unhealthy characters, unless the activity is performed to excess.
- Moderate Activity: walking longer distances, riding a horse (even for a few minutes), celebrating, dancing, engaging in romance, engaging in an angry argument. Aggravation is possible for unhealthy characters, at gamemaster option.
- Strenuous Activity: fighting, running,climbing, traveling a significant distance on horse or on foot (or even in a litter, if the gamemaster so rules). Aggravation is certain for unhealthy characters, and possible for healthy characters who are injured.