To Hit Formula: 1d20 + ½ Strength or ½ Magic + Skill – ½ Weapon’s Weight (if it exceeds CON)
Armor Rating: 5 + Defense + Speed + ¼ Luck
Resistance Rating: 5 + Resistance + Speed + ¼ Luck
Combat Flow
Actions in a Round: Standard, Move, and Free.
Initiative: Initiative is calculated by a 1d20 + ½ Speed roll. The unit with the highest initiative goes first while the lowest goes last. Enemies always go last on a singular turn known as the “Enemy Phase” and NPCs go right before enemies on the “NPC Phase”. Alternatively players can discuss who they want to go first through last, opening up more tactical opportunities and removing the randomness of initiative rolls. Players can hold their turn until before/after another unit’s turn, or pass entirely. If they hold their turn, their new turn from then on goes on the turn in which they chose to act after holding.
Attacks per Turn: If a unit’s speed is at least 5 or more above the enemies’ speed, they get an additional attack.
Damage: Damage with physical attacks are the weapon’s damage dice + ½ user’s strength modifier, and magical attacks are the tome’s damage dice + ½ user’s magic score.
Damage on Abilities: Maneuvers and Spells (unless otherwise noted) add +½ Strength or Magic respectively to the damage of attacks used.
Counter Attack: Expending 1 point of their Stamina Pool (if it’s a physical attack) or Magic Pool (if it’s a magical attack), the person being attacked can follow up after the attacker’s first attack.
Movement and Spaces: Diagonals are counted as 2 squares instead of 1, meaning that attacking from diagonals counts as indirect combat, or attacking at range. Units cannot move diagonally and must specify which spaces are being moved through if the player moves the unit diagonally. Each square is roughly 5 feet.
Critical Hit: A character critically hits depending on what his luck is, listed on the critical hit chart. If a character rolls a critical threat, they must first be able to hit their enemies’ Armor, meaning if their critical threat would not hit their Armor they do not hit. Critical hits automatically confirm themselves.
Rescuing: If a unit has an Aid score higher than a unit’s Con score, they can rescue said unit (placing this unit on their square, and the target’s movement instead uses the rescuer’s movement). If a unit is rescuing an ally, their Skill and Speed are cut in half.
Aid
Male Mounted/Flying: 25-Constitution, Female Mounted/Flying: 20-Constitution, Foot: Constitution-1
Damage Reduction/Magic Reduction: Depending on a unit’s Defense/Resistance, they may be able to reduce damage dealt by magical or physical means. Consult the chart below for how much DR/MR a unit may have.
Auto Hits/Misses: A natural 1 is counted as an auto miss while a natural 20 is considered an auto hit. This does not however mean that a natural 20 automatically critically hits.