40 likes | 164 Views
R une Q uest R eference S heet. GENERAL COMBAT Combat is broken down into 12 second segments called Melee rounds (M/R) and Melee rounds are broken down into Strike Ranks (S/R). There are 12 S/R in a M/R.
E N D
RuneQuest Reference Sheet GENERAL COMBAT Combat is broken down into 12 second segments called Melee rounds (M/R) and Melee rounds are broken down into Strike Ranks (S/R). There are 12 S/R in a M/R. Combat action is limited to one attack or one parry per weapon held (except 2H weapons) each round, you are allowed to move a maximum of half your movement in a Melee round before engaging in combat. It takes 1 S/R to move 3 Meters. A character may attack magically instead of physically if he wishes, or he can cast a defensive spell and attack, SR’s permitting. Strike ranks dictate what happens and when, the lower the S/R the quicker the action (If 2 S/R’s are even then the character with the highest Dex goes first, if both Dex’s are the same then the action is assumed to be simultaneous). Hand to hand combat is worked out using a characters Melee S/R (Dex S/R plus Siz S/R) plus the weapon S/R. Missile combat uses Dex S/R only. To change a weapon (gently dropping current weapon and drawing a new one) takes 5 S/R’s, to draw a new arrow takes 5 S/R’s to draw a weapon and unlimber a shield is 2 actions and therefore 10 S/R’s. DAMAGE If total Hit Points reach 1 or 2 a character falls unconscious, once total HP’s reach 0 the character dies. Damage Equal or Excess of hit points in one location. Legs = Limb is useless, Character falls. He may fight from the ground in subsequent rounds. He may heal himself. Abdomen = Both legs are useless, Character falls, He may fight from the ground in subsequent rounds. He may heal himself . Blood loss* occurs. Chest = Character falls, He cannot fight. He may heal himself . Blood loss * occurs. Arm = Limb is useless, anything being carried is dropped. Character may still fight/defend. He may heal himself. Head = Adventurer falls unconscious, Blood loss* occurs on a roll of CONx1 blood loss stops. Damage Equal or Excess of double hit points in one location. Limbs = If damage is done in one pass with a slashing weapon then the limb is severed, else the limb is maimed. Limb will be permanently severed/maimed if not healed in 10 Melee round, Healing 6 will be required. Limb’s can only take double there damage, e.g. a 3 point arm can only be reduced to -3 hit points, anything over that is lost, therefore, a 3 point arm that is hit with 7 points of damage will actually only take 6 point of damage and the total hit points are reduced by 6 point also. The extra point of damage is lost. The adventurer is in shock, he can heal himself on a roll of CONx1. Blood loss* occurs. Chest = Adventurer unconscious, No limit to damage that can be taken. Blood loss* occurs. Abdomen = As Chest Head = As Chest Blood loss When blood loss occurs 1HP of damage per MR is suffered unless a CONx5 roll is made. If the roll is CONx1 or less then blood loss stops or the character may stand and fight for the next MR. Blood loss is deducted in the bookkeeping phase. Blood loss will continue until location(s) effected is raised to positive HP’s or CONx1 is rolled. N.B If CONx1 is rolled and the character starts any other action before HP’s are raised then Blood Loss will start again. Healing 2 is required to stop bleeding. • ATTACK PROCEDURE • Roll attack. • If it is a Miss check to see if it a fumble ? • If it is a Hit is it a Special/Critical ? • Roll damage and hit location. • Defender rolls for Parry. • If Parry successful deduct parrying weapons Hit Points from Damage. • Deduct any armour worn on hit location from remaining Damage. • Reduce Location and Total Hit Points by remaining Damage. • End of attack. Time: 5 Mins = 25 Melee rounds; 1 Melee round = 12 Seconds; 12 Seconds = 12 Strike Ranks
Definition of Hits/Results: • Special: There are 3 types of special results. • Impale - An impale can only be done by thrusting and missile weapons, not stones or axes. The weapon does its maximum possible damage plus rolled damage, plus rolled damage bonus. If the weapon is parried by another weapon then no damage is dealt, if the weapon is parried by a shield then any unabsorbed damage will get through as normal. • Slash - A slash is done by cutting/slashing weapons. The weapon does its rolled damage twice plus the characters damage bonus once. Parries against Slash results are treated in the normal way. • Crush - A crush is done by a smashing/crushing weapon. The weapon does its normal rolled damage and rolled damage bonus plus the maximum possible for the damage bonus. Parries against Crush results are treated in the normal way. • Critical: A critical hit ignores armour worn by the defender. If parried with a shield or weapon any excess damage will get through as normal. Note a Critical is also a special result. • Fumble: A fumble is when the attacker blows it big time, a fumble is rolled on the fumble table in the rule book. • Note: Parries can also be special, critical or a fumble. MISSILE WEAPONS FUMBLES D100 Effect 01-10 Lose next attack 11-20 Lose next 1D4 attacks. 21-30 Lose all activities for next 1D3 melee rounds. 31-40 Weapon strap breaks; lose melee weapon 41-50 Armor strap breaks, roll hit location 51-60 As above, plus lose attack and parry next round 61-65 Fall to ground 66-70 Vision impaired; lose 50% from attack for 1D3 rounds. 71-73 Vision blocked; cannot see for next 1D3 rounds 74-80 Drop weapon; it lands 1D6-1 meters away (1D8 direction). 81-85 Weapon shatters; to 83-86 on Melee Weapon Fumbles 86-89 Hit nearest friend; do rolled damage. If no friend, 81- 85 90-92 Impale nearest friend; if no friend is near, as 81-85 93-94 Critical nearest friend; if no friend is near, as 81-85 95-98 Roll twice on this table and apply both resultes 99-00 Roll three times on this table and apply both resultes. COMBINED MELEE WEAPONS AND PARRYWEAPONS FUMBLE TABLE D100 Effect: . 01-05 Lose next parry. 06-10 Lose next attack 11-15 Lose next attack & parry. 16-20 Lose next attack, parry, & Dodge. 21-25 Lose next 1D3 attacks. 26-30 Lose next 1D3 attacks & parries. 31-35 Shield strap breaks, shield falls. 36-40 As 31-35, also lose next attack. 41-45 Armor strap breaks, roll hit location. 46-50 As 41-45, also lose next attack & parry. 51-55 Fall; lose parry & Dodge, take 1D3 rounds to get up. 56-60 Twist ankle: Movement rate halved for 5D10 rounds. 61-63 Twist ankle & fall: apply 51-55 & 56-60. 64-67 Vision impaired: -25% on attacks & parries, take 1D3 rounds unengaged to fix. 68-70 As 64-67, but -50% on att. & par. and 1D6 rounds to fix. 71-72 As 68-70, but lose all att. and par. and 1D6 rds to fix. . 73-74 Distracted: foes attack/parry at +25% for next round. 75-78 ATTACK: Weapon dropped, take 1D2 rounds. to recover. PARRY: Parrying weapon or shield dropped, 1D2 to recover. 79-82 Weapon or parrying shield knocked away. 1D6 meters., 1D8 for direction. 1D3+1 rounds to recover. 83-86 Weapon or Shield shatters: 100% if unenchanted, -10% chance per pt. of Battle magic. on weapon, -20%/pt. Rune Magic. 87-89 A:Hit nearest friend, self if no friend. P:Foe auto. hits 90-91 A:As above, for maximum damage. P: Foe automatically hits 92 A: As above, critically. P: Foe auto. hits. (rolled dam) 93-95 A: hit self (rolled damage). P: Foe automatically hits. 96-97 A: hit self for maximum damage. P: Foe automatically hits 98 A: critical self P: Foe criticals. 99 Roll twice. 100 Roll three times. HEAING HIT POINTS There are 4 ways to heal hit points. Healing Spell: A healing spell only affects 1 particular hit location (healers choice) A 2 point Healing spell is needed to stop bleeding. Healing Potion: A slave or other external use item may be applied to the specific hit location. An internally taken potion will go randomly to whatever areas are damaged (if there are more than 1), healing what needs to be healed until the points run out. Natural Healing: Without a healing spell or potion a character will recover from wounds at the rate of 1 point per game week for each location wounded. First Aid: A successful roll will stop bleeding from a specific location. Once a successful roll is made the user may specify that for the next 5 rounds first aid will be performed. At the end of that time 1D3 hit points will be restored.
MAGIC Magic is cast on the characters Dex S/R + 1 S/R per point of magic over 1, ie an additional 2 S/R’s are added to cast Multimissile 3. There is a cost of 1 POW point per point of spell. If the target resists the spell then the characters POW at the time of casting is rolled against the targets POW on the resistance table. If a spell is resisted the POW points used to cast the spell are still deducted from the total POW points. A character can only cast one spell per MR.
NATURAL DAMAGE • Falling • Damage take from falling rises by 1D6 per 3 meters fell. • Up to 1 Meter No Damage • 1.1 - 3 1D6 • 3.1 – 6 2D6 • 6.1 – 9 3D6 • 9.1 - 12 4D6 • + 3 Meters +1D6 • The normal rules for damage to a limb, i.e. only takes double damage does not apply in the case of falling. • Relevant modifications can be applied for the surface being landed on. • Fire • If a torch is used to hit a target then it is treated as a light mace, if the target is readily flammable then it may catch fire at the referee’s discretion. However, if a touch is held against a target for an entire melee round, the target will take fire damage. If the torch or similar is placed against an unresisting target, the target will take 1D4 damage in the first round direct to the specific hit location. • Armour and magical protection will protect for one melee round. The amount of damage is proportionate to the size of the fire. • Flame – Equivalent to a candle, torch or lantern flame. 1 point of damage per melee round • Small Fire – Moderate heat, equivalent to cooking camp fire. 1D6 damage per melee round. • Large Fire – Equivalent to a raging bonfire, steam or a burning house. Such heat will melt tin. 2D6 damage per melee round. • Intense Fire – This strong fire, capable of melting lead, is too hot to approach closely. An intense fire approximates common magical fires. 3D6 per melee round. • Asphyxiation • Asphyxiation applies when a character is denied breath, i.e. Smoke inhalation or drowning. If the situation did not surprise the character then a character can hold its breath during the first melee round exposed to the asphyxiation.If a character holds his breath then the player must make a CONx10 roll to see if the character keeps hold of his breath. Each subsequent round the character needs to make another roll with the multiple decreasing by 1 each time i.e. CONx9, CONx8 etc. If a character failed to hold his breath he needs to make a CONx1 roll each round. Once a roll is missed the character takes a certain amount of damage to his total HP’s until he is dead or he escapes the situation. • Substance Damage • Water 1D8 • Smoke 1D4 • Dense Smoke 1D8 • Poison Gas 1D8 plus any other effects ADDITIONAL COMBAT RULES Knockback. Knockback can occur during combat if the damage inflicted is greater than the opponents SIZ. For every 5 points in excess of SIZ the opponent is knocked back one meter. If the opponent fails a DEXx5 roll he will fall over. Attack modifiers. Note: all effect are cumilative, but no matter how many negative modifiers apply the attack percentage can never go below 5%. Positive Percentiles Effect +25% Target is helpless +20% Target surprised in non-combat or knocked down +10% Target surprised during combat +10% Attacking from behind +10% Prepared attack (one melee round to aim just right) +10% Attacking from above target +5% Per 10 SIZ points that the target is over SIZ 20 Negative Percentile -75% Target cannot be seen or sensed. -20% Attacker has been knocked down. -10% Target moving (if attacking with missile weapon) -10% Per SIZ point which target is below SIZ 4 -10% Attacker is riding a moving animal/vehicle