When we engage in combat, you’ll need to tell me what you’d like to do each round. Your messages should be sent
to me directly; I’ll type up a turn describing everyone’s actions based on success rolls.
Here’s what I need from you for each combat turn:
Attacking: Which opponent do you wish to attack? What Talent(s) will you use? Do you want to use Karma? Do you want
to use any Combat Option? If mounted, will you be splitting your movement?
Defense: Do you want to use Avoid Blow if an enemy is going to hit you?
Attacking:
In general, you will need to tell me what kind of attack you’d like to make and what Talent or Skill you plan on using.
If the Talent you choose is a Discipline Talent, you have the option of spending a point of Karma to add a die to your roll.
If you want to use any Combat Options (listed below), you can tell me that as well.
As riders, all of your characters can attack with weapons from horseback at no penalty.
Defense:
On the defensive side, you’ll need to let me know if you wish to use Avoid Blow (as a Talent or a default) if one of
your opponents succeeds in his attack. Remember that your Physical Defense rating already reflects that you are trying to
dodge; Avoid Blow is an all-out last-ditch effort. It costs a point of Strain, and if you fail your character will fall to
the ground.
Splitting Movement and Mounted Combat: Normally in combat, you can move up to your Combat Movement and then
attack, or attack and then move; you cannot move part way, attack, and then continue.
Mounted combat is an exception to this rule. One of the advantages of being a cavalry rider is that you can move up to half
your mount’s combat movement, attack, and then keep going, meaning that opponent may not be able to attack you
that turn. While this has several advantages, one of its disadvantages is that you will be at -2 to your Physical Defense
rating for that round. Opponents on foot may also attempt to set against your charge; if successful, they may knock your character
off her mount.
However, as an advantage, when you charge in this way, you add your mount’s Strength Step to your Damage Step for the
attack. For instance, if your normal attack with a broadsword is Step 12 (2d10) and your horse has a Strength Step of 7, your
final Damage Step is 19 (1d20+2d6). Cavalryman Adepts also add their Charge Rank and can spend Karma points on the attack.
After a charge attack, you must roll against your Strength Step (or Charge Talent for Cavalrymen). If you attacked with a
lance or spear, failing this roll may throw your character from his mount. If attacking with a melee weapon, failing this
roll can cause your character to drop her weapon.
Combat Options
When you do attack, you have some options beyond simply swinging a weapon. You may choose any of the following:
Aggressive Attack: Just what it sounds like: your character is throwing him or herself into a fierce attack, adding
a bonus to the roll but suffering a penalty to defense for that turn. An Aggressive Attack adds 3 Steps to your Attack and
Damage rolls, but also gives a 3-Step bonus to attacks made against your character that round. It also costs 1 point
of Strain, and Aggressive Attacks can only be made with melee weapons.
Attacking to Knockdown: If you want to knock an opponent down rather than doing damage, this is the option for you.
It does no damage but has a greater chance of knocking the opponent off his feet.
Attacking to Stun: If you’re looking to stop an opponent but don’t wish to do permanent damage, you may
attack to stun. Stun damage cannot kill an opponent and is easier to recover from than normal damage.
Called Shot: You can target particular parts of your opponent’s body at a penalty to your Difficulty Number (For
regular Earthdawn players, please note that this is a change from the combat rules listed in the book). For humanoid targets,
your difficulty goes up by 2 to target an arm or a leg, by 3 for a head, and by 4 for hands, feet, etc. For more difficult
targets (such as the eyes), the Difficulty Number will be modified accordingly. These values will also be different for non-humanoid
creatures.
Defensive Stance: When saving your butt is your main priority, you may take a Defensive Stance in combat. You gain
+3 to your Physical Defense by doing so, but you will be at -3 Steps to all your other rolls for that round.
Combat as Storytelling
Please feel free to be as descriptive as you’d like. “I lunge at the Horror, screaming out an orkish battle cry,
driving my blade deep into its foul neck,” is better than, “I hit the monster.” In addition, you may want
to tell me what your intentions are (“I’m trying to kill this thing as fast as possible, hacking at its organs”)
and optional choices if you have any (“If Gr’nach kills the beast before my turn, I’ll spin and attack the
Theran spy”). I’m also always happy to hear your characters thoughts, intentions, hopes, or what have you.
This guideline generally holds true for any action your character undertakes, whether in combat or not.