Combat Module

Rules Catalog
Rule #
Name
Text
Dependencies

R301
Free Movement
Simple footwork or other easy maneuvering is assumed in combat and is a non-action.
R203, R207

R302
Sword Swing
An action in combat generally takes either the time or effort required to make a solid, effective sword swing – just a few seconds.
R203

R303
Fleeing
Characters may escape combat by fleeing. Fleeing requires one favorable movement contest from defensive posture, or two favorable movement contests from offensive posture.
R203

R304
Flanking Posture
A character in flanking posture treats offensive opponents as defensive, and defensive opponents as offensive. Taking flanking posture requires two movement contests.
R003, R208, R214, R215

R305
Mounted Posture
A character in mounted posture is assumed to be utilizing
his mount defensively. Taking and maintaining mounted
posture requires one action per round at the start of a
character’s turn, but grants a character defensive posture
treatment. The mounted character may attack as normal,
but may choose for each attack whether he would like to
remain defensive or be treated as offensive, relative only to
the target of his attack and during that action only.
R003, R208, R214, R215

R306
Flying Posture
A character in flying posture is effectively out of combat until he takes an action affecting the battleground or a combatant. When he does so, he chooses whether he will use offensive or defensive posture, and is treated as being in that posture only during that action.
R003, R208, R214, R215

R307
Physical Damage/Protection
Physical progress in combat is called physical damage, and physical regress is called physical protection.
R105, R208, R211

R308
Mental Damage/Protection
Mental progress in combat is called mental damage, and
mental regress is called mental protection. In general, a
source of mental damage uses a damage die two types lower
than its physical counterpart.
R105, R208, R211

R309
Metaphysical Damage/Protection
Metaphysical progress in combat is called metaphysical
damage, and metaphysical regress is called metaphysical
protection. This damage and protection is generally limited
to small amounts from metaphysical sources.
R105, R208, R211

R310
Damage Pool
Damage taken in combat accumulates in a damage pool
that corresponds to the damage type. Each character has a
damage pool for each of his attributes.
R105

M311
Maximum Damage
Each damage pool can hold an amount of damage equal to
that pool’s attribute score, called maxiumum (or max)
damage. Damage in excess of this amount is not stored, but
results in a character becoming Disabled.
R105, R310

M312
Mostly Dead
A physically Disabled character is Mostly Dead. Mostly
Dead characters have no physical power and cannot take
physical actions.
R105, R203, R310, R311

M313
Unconscious
A mentally Disabled character is Unconscious.
Unconscious characters have no mental power, and cannot
take mental actions.
R105, R203, R310, R311

M314
Catatonic
A metaphysically disabled character is Catatonic. Catatonic
characters have no metaphysical power and cannot take
metaphysical actions.
R105, R203, R310, R311

R315
Natural Healing
Physical and mental damage heal naturally at a rate of one point per day, and metaphysical damage heals at a rate of one point per hour.

R316
Armor
Armor is the primary source of physical protection in combat. As armor gets heavier, it reduces a character’s physical attribute score while he is wearing the armor. This causes a corresponding reduction of max physical damage and physical bonus, called the Physical Penalty.
R105, R208, R211, R307

R317
Shields
Shields provide bonuses to physical defense contests, and do not penalize the physical attribute score unless severely bulky.
R006, R008

R318
Weapon
A weapon is anything that deals physical damage. Weapons have size categories that increase as the weapons are heavier. Each weapon also has a range that identifies the maximum distance at which a weapon can deal damage.
R003, R105, R208, R211, R307

R319
Weaponless Damage
All characters, even unarmed, can deal d4 damage.

R320
Melee Weapon
A melee weapon is a weapon designed to be held while being used to cause damage.

R321
Missile Weapon
A missile weapon is a weapon that deals damage by being or
firing a projectile. Some missile weapons require reload
actions between attacks.

R322
Reloading Table
Reloading requires the following number of actions for these types of missile weapons: sling – non-action, throwing/bow – 1 action, crossbow – 2 actions.
R203

R323
Double Weapons
Some weapons can be used as two weapons instead of one. These weapons generally use a higher type of damage die when used as one weapon.

M324
Natural Armor
Characters with natural armor suffer a Physical penalty like
those wearing normal armor. The penalty is +0 for d4
protection, +1 per die type.

Combat Module

Modos RPG Mich43L