Sgol Combat - Eng
Sgol Combat - Eng
1
Rounds Guard, Life, and Wounds
Combat is divided into rounds. Guard (gd) represents skill and energy
In each round, both the party and their for parrying and dodging blows.
enemies act. o As long as you have gd, reduce it by
the damage taken.
Round Structure
o When gd is depleted, the remaining
1. The GM rolls initiative.
damage converts to wounds.
2. Movement Phase: Characters may
o Guard regenerates fully as soon as
perform a Basic Movement and/or use
you can catch your breath (e.g., after
actions to interact with the environment.
combat).
Minor actions (which do not use up an
o Recovering Guard: Regain 1d6 gd
action) may also be performed.
3. Ranged Phase: Characters may use (counts as an action). Halved if half or more
ranged or Throwing weapons (counts as an of your inventory slots are occupied by
action). armour or fatigue.
4. Melee Phase: Characters may act to Life determines the character's health
resolve close-combat fights (counts as an and physical integrity.
action). o Each character’s maximum life equals
5. End Phase: Check for the expiration of their strength score.
effects or conditions, roll morale checks, o Life is reduced when a character
etc. A new round begins after this phase. suffers wounds.
o It is restored to its maximum value
Each round, factions alternate taking turns after daily rest.
during each phase. Wounds occur when you cannot
Initiative roll: 1d6, rolled by the GM at defend with gd or when damage would
the start of the round. On a result of 4+, the reduce gd below zero.
party acts first that round. o Wounds reduce Life. If Life reaches
The party and enemies take turns zero, the character dies.
acting within each phase. The faction with Critical Wounds: If wounds equal 5 or
initiative acts first. more, roll on the following table and apply
the effect immediately:
d
Surprise Effect
6
A faction that begins combat without the Miracle: one of your items breaks, but
1
enemies being aware of their presence or reduce wounds by 3
position surprises them.
2 Mutilation (roll 1d6): 1 eye, 2 nose, 3
Surprise Round: the faction surprising
jaw, 4 cheeks, 5 ear, 6 scalp
the other takes a special round during Broken limb (roll 1d3): 1 leg, 2 off-
which the surprised enemies cannot act. 3
hand, 3 main hand
After this round, initiative is determined as
normal. 4 Blow: incapacitated (10 minutes)
Revealing oneself, making noise, 5 Bleeding: dying
acting, or similar circumstances before the
surprise round begins prevents surprising 6 Instant death
enemies.
2
Psychology and Critical When you Move, it is assumed you are
Wounds walking or running. However, you can
attempt Advanced Movements:
Dying: You take 1 wound per round. If 1. Declare what you want to attempt.
you use your action to staunch the wound, 2. If the attempt could harm you, the GM
you take 1 wound per minute (instead of requires an appropriate Saving Throw.
per round). 3. On failure, the GM determines an
Broken: You cannot use the broken incident. On success, you achieve your
limb in any way. If it is a leg, you are prone. declared action.
You cannot benefit from shields wielded
with that limb. The limb will heal by the end
of the next Break. Difficult Terrain
Unconscious: You cannot perform any
You may not always be able to move at full
movement or action. You are unaware of
speed. Examples include forests with dense
your surroundings, unable to see or hear
undergrowth, unstable ruins, or narrow
anything. Your gd is reduced to 0 until the
passages. These are all examples of
condition ends. You automatically fail all
difficult terrain.
Rolls.
Difficult terrain: Each movement
Mutilated: The body part (or a
square "costs" 2 sq of Speed.
subsection of it) is permanently broken and
Diagonal movement cannot pass
disfigured.
through the corner of a terrain feature
Frightened: You cannot move closer to
occupying its square.
the source of fear.
A steep ascent or descent counts as
Terrified: You are Frightened and must
difficult terrain.
move away from the source of terror using
every Movement or Action. If you cannot, The space threatened in Melee by a
you are Incapacitated. Combatant is called the Engagement Area:
A Combatant Engages an Enemy if the
latter is within the reach of the melee
Movement weapon the former wields.
You are Engaged by an enemy if you
Various actions or circumstances can allow are within the reach of the melee weapon
or force a Combatant to move: they wield.
Basic Movement: Combatants can A Combatant’s Engagement Area
move up to their Speed (human = 4sq) counts as difficult terrain.
during their movement phase.
Run: The Run Action allows you to The square occupied by a Combatant is
move 1d6+1 sq. Halved if half or more of referred to as their Space:
your inventory slots are occupied by armour The space occupied by another
or fatigue. combatant counts as difficult terrain.
Stand Up: The Stand Up Action allows Normally, you cannot move through a
you to rise from sitting, lying down, or being square occupied by an Enemy.
prone. You cannot end your movement in a
space occupied by another Combatant.
Moving while Engaged by Enemies may
provoke Attacks:
As a consequence of failing an
Advanced Movement attempt (see below).
3
Actions Reactions (Movement Phase)
When you can take an Action, you can Stop: You can Stop only when an
propose what you want to do to the GM, enemy within your engagement area moves
who will determine if it is possible and (either staying within or leaving it). If you
under what conditions. Stop, make a Melee Attack against that
The following are actions specifically enemy. For the purposes of other rules, this
covered by the rules: counts as an Opportunity Attack.
Flee: You can Flee only when an
Regular Actions (Movement Phase) enemy Engages you. If you Flee, run as far
Run: Perform a Run Movement. You away from that enemy as possible.
gain light cover against ranged attacks for Pursue: You can Pursue when an
the rest of the round. enemy leaves your engagement. If you
Pick Up or Place: Pick up an item from Pursue, you can move up to your Speed to
the ground or gently place something in follow that enemy.
your square. Hold and Shoot: You can Hold and
Disengage: Your movement during this Shoot when an enemy Engages you. If you
round will not provoke Opportunity Attacks. Hold and Shoot, make a ranged attack but
Intimidate: Once per combat, a with Disadvantage.
member of the party may attempt to
intimidate enemies, if the described Reactions (Ranged Phase)
circumstances or intimidation attempt are Take Cover: You can Take Cover only
valid. If the GM allows you to intimidate, the when an enemy attacks you with a ranged
enemies must imMediumtely make a or Throwing weapon and you are adjacent
Morale Check. to an element that provides cover. Move
Stand Up: (See Movement). into that square and get Prone. Cover
Reload: Reload a weapon or other grants an additional Disadvantage to the
item. You cannot move during a phase in attack (beyond normal).
which you reload. Dodge: You can Dodge only when an
Regain Guard: Recover 1d6 gd, halved enemy attacks you with a ranged weapon.
if half or more of your inventory slots are You may absorb damage with gd (instead
occupied by armour or fatigue. of directly suffering wounds, as with melee
attacks).
Minor Actions (Movement Phase)
Speak briefly. Reactions (Melee Phase)
Draw a Prepared Item. Counterattack: You can Counterattack
Drop an item on the ground (it may get only when an enemy attacks you. Make an
damaged). attack in return, resolving the attack with
the higher damage first (attacker wins ties).
Regular Actions (Ranged Phase) Protect: You can Protect when an ally
Ranged Attack. is attacked by an enemy. You become the
Throwing Attack. target of that attack instead of your ally.
Regular Actions (Melee Phase)
Melee Attack (including Gambits).
4
(Dis)Advantage on Attacks Cover
Depending on circumstances, Combatants Terrain features or difficult shooting
may find themselves fighting from a position conditions can provide Cover to
of Advantage or Disadvantage. Combatants.
Attacking with Advantage: Roll 1d6
extra for each advantage and choose the A Ranged Attack might hit creatures or
highest. objects in a straight line between you and
Attacking with Disadvantage: Roll 1d6 the target or within 1 sq of it.
extra for each disadvantage and keep the A Melee Attack might hit objects or
lowest. obstacles between the two Combatants.
The GM determines whether a A Combatant is in Cover if they occupy
Combatant is in a position of Advantage or a doorway, archway, or hatch, and Enemies
Disadvantage. Engage them only from the opposite side.
Each Advantage cancels out one Shooting at a moving enemy can easily
Disadvantage before resolving the attack. miss without the target even attempting to
evade the shot.
Some circumstances defined by the rules
confer Advantage or Disadvantage: Cover is classified as Light or Heavy:
Flanking an Enemy (described below) Light Cover includes fences, bushes,
grants Advantage on attacks. doors, etc.
Attacking by Surprise grants Heavy Cover includes low walls,
Advantage on attacks. fortifications, windows, etc.
A Combatant Defending a Slope When the Target might have Cover:
imposes Disadvantage on enemies The GM declares what Cover the
attacking them in melee. Target benefits from and its type.
Attacking an enemy with a weapon of Light Cover imposes Disadvantage on
greater reach imposes Disadvantage on the Attack.
the attack. Heavy Cover imposes two
An enormous enemy grants Disadvantages on the Attack.
Advantage to ranged attacks targeting it.
5
Ranged Attacks Multiple Attackers:
Sequence for Ranged Attacks: A Combatant can only suffer one instance
1. Choose a ranged weapon you are of "simultaneous" melee attacks, defined
wielding, with available ammunition, and a as:
target within its range. You cannot make a All attacks occurring during the same
ranged attack if you are engaged by an Combat Phase.
enemy. All Opportunity Attacks caused by a
2. Roll to hit: Roll 1d6 and apply single trigger.
Advantages and Disadvantages (as if
determining damage). On a final result of All simultaneous multiple attacks are rolled,
3+, the attack succeeds. and the target suffers only one of these,
3. Damage dealt by ranged weapon chosen by the attackers.
attacks is resolved directly against Life,
ignoring gd if present.
Gambits
Remember these Disadvantages for ranged
attacks: When making an attack, you may discard
Moving and attacking in the same turn any number of dice that rolled 4+ to perform
imposes Disadvantage. a Gambit and resolve its effects.
Attacking a target beyond half the If you have more Disadvantages than
weapon's range imposes Disadvantage. Advantages on the attack, you may only
Attacking targets in cover imposes one perform a Gambit if all rolled dice show a
or more Disadvantages. result of 4+.
If you perform multiple Gambits with a
single attack, you may choose the order in
Melee Attacks which they occur.
Sequence for Melee Attacks: The target can make an appropriate
1. Choose a melee weapon you are Saving Throw to ignore the effects.
wielding and a target within its reach. Gambits include:
2. Roll to hit: Roll 1d6. Increase the attack's damage by 1 (no
3. Attacking an enemy with a weapon of Saving Throw allowed).
greater reach than yours imposes Move immediately by one square
Disadvantage. without provoking Opportunity Attacks (no
4. Apply all other Features and modifiers Saving Throw allowed).
to the Roll to Hit to determine damage. Push an adjacent enemy directly away
Remember these advantages and from you by 1 square, without provoking
disadvantages for melee attacks: Opportunity Attacks.
Prevent an enemy from moving during
Attacking an enemy with a weapon of their next turn.
greater reach than yours imposes Dismount an enemy.
Disadvantage. Engage in a Grapple. You can Grapple
Attacking an enemy behind cover only against a target of your size or smaller,
imposes one or more Disadvantages. and you need a free hand to do so. Once in
a grapple, as an Action, you can:
Opportunity Attacks = A melee attack o Make a Melee Attack with a Very Short
performed outside your turn;
weapon. A Very Short Piercing weapon
caused by various circumstances
used in a Grapple counts as Penetrating
defined by the rules or the GM, as a
but does not damage any armour.
consequence of others' actions.
o Break free from the grapple, which
requires a Strength Saving Throw.
Other effects with similar levels of
impact.
6
Morale Weapons
At the end of each round, a faction of Melee weapons are described by:
Combatants makes a Morale Check if the Features: Special rules of the weapon,
GM deems it appropriate. Some conditions applied to the attacks of anyone using it.
specified in the rules include: Reach: The length of the weapon,
If the faction has half or more of its measured as Very Short, Short, Medium, or
Combatants Wounded or Dead. Long. The engagement range of the wielder
If the faction consists of a single is 1 sq unless the weapon is Polearm or
Combatant at half gd or less. other special rules apply.
If the faction's leader is captured, Hands: Some weapons require two
wounded, or killed. hands to operate. Ranged weapons require
If charged by beasts, larger monsters, 2 hands.
or cavalry. You do not benefit from the Skills and
If the enemies appear overwhelming. Mastery of weapons wielded in your off-
hand.
For each valid cause, only one Morale Skills: Special rules of the weapon,
Check per combat is allowed. When testing applied only if the wielder is Skilled with the
Morale, the Referee: weapon.
1. Roll 2d6 and compare the result to the Mastery: Skills usable only by those
faction's Morale score (as determined by who have Mastery in the weapon.
the Referee).
2. If the result exceeds the Morale score, Ranged weapons share the same
the check fails, and the faction's descriptors as melee weapons except for
Combatants must surrender, flee, or Reach and Hands, with the addition of:
attempt to negotiate. Ammunition: The type of ammunition
used.
Range: The maximum useful distance
Armour at which a target can be attacked with this
weapon.
Armour has abstract effects based on how Reload: The number of Rounds
robust and covering it is: needed to reload the weapon before it can
The Referee determines the type of be used again.
armour you benefit from based on the
protection you wear.
If you are Proficient with that armour, its Shields
weight is halved when worn.
The weight listed in the table is for worn Shields help parry and avoid wounds:
armour. If carried, it weighs double. You can wield only one shield at a time.
AP(X) = reduces damage (and Shields follow all rules of armour but
Wounds) taken by X. may also have Features and Skills like
Armour typically includes a helmet. Not weapons. To use these, you must be
wearing one reduces AP by 1. proficient with the shield.
Partial: Has AP(0) if the natural Proficiency in a shield does not halve
damage die result is even. its weight.
Weak Point: Has AP(0) if the natural The weight of shields is the same
damage die result is odd and the weapon whether worn or carried.
used is Thrusting.
7
Features, Skills, and Mastery Lever: Spend 1 gd to increase Damage
of Weapons and Shields (or Wounds) by 2.
Master Swordsman: Gain Advantage
Agile: Benefits from its skills and when Parrying.
mastery even when used in the off-hand. Matchlock: Unusable in conditions of
Armour-Piercing(X): Ignores X AP. heavy moisture.
Bastard: Counts as one class longer Parry: When Counterattacking, you can
against weapons of its own class. choose not to complete the attack (no
Cavalry(X): While mounted, can be Damage or Wounds inflicted) but instead
used with one hand. Gains Armour- Parry. In this case, the enemy's attack
Piercing(X) when attacking from horseback deals damage reduced by your roll
after moving while mounted. (minimum 0).
Demanding(X): Attacks suffer (X) Penetrating(X): On an X+ to hit, roll the
Disadvantages. If X=0, it means you have die again and add the result to the previous
learned to use the weapon: treat it as not roll for total damage. Continue rolling and
Demanding. adding until a roll below X occurs. If
Fencing: When Parrying, if your attack Wounds from this weapon exceed the
deals more damage than the enemy's, you armour's AP, it is Ruined.
can inflict damage equal to the difference Pistol: Can make a Ranged Attack
(as though you attacked and they parried). against an enemy Engaging you or in
Grapeshot: The roll needed to hit is Grapple. Counts as Very Short. Used with
reduced by 1, minimum 2+ (2+ within half one hand. Counts as Agile, with no penalty
range, 3+ at half range or beyond). At half for moving and shooting or making a
range or beyond, does not benefit from reaction shot.
Piercing. Pole: You can engage enemies at a
Half-Swording: When making Melee distance of 2 sq.
Attacks (but not in Grapple), you may Sharp: +1 Wounds against unarmoured
choose to reduce the weapon's Reach by targets. If it causes a Critical Wound
two classes. The attack then counts as (Broken Limb), it instead mutilates, leaving
Piercing. the target Dying and Unconscious.
Hand-to-hand: Usable for attacks in Shoot on the Move: You can move
Grapple. and shoot in the same round without
Hidden: If you do not want it found on incurring the usual Disadvantage.
your person, the weapon will not be Throwing: can be easily used for
discovered. Throwing attacks;
Hook: You can attempt to knock the Thrusting: Functions as Armour-
target to the ground as a Gambit. The Piercing(1) on a natural 6. Ignores armour
target must be your size or smaller with a Weak Point on an even roll.
Wide Attack Arcs: You cannot be
Flanked.
Weak(X): -X to Wounds inflicted.
Cuirass 2 6 Partial
8
Cloak 0 - - Parry
Club 2 Medium - - -
9
Piercing(1)
10