Defense Total: Instead of rolling a Stress Die against each attack, simply add six. This “straight-six” is treated as a roll result, so any bonuses or penalties to rolls will modify it. In this way, a target’s Wound and Fatigue penalties particularly contribute to an attacker’s likelihood of success.

Melee Attack Total Modifiers:
• Attacker is prone ( –1)
• Attacker has high ground ( +1)
• Defender is prone ( +1)

Missile Attack Total Modifiers:
• Shooter is in melee ( –1 per assailant, up to –3)
• Shooter moved this (or the prior) round ( –2)
• Target is running ( –1)
• Target is in melee ( –1 per assailant, up to –3)
• Target is prone ( –1)
• Target is at least half covered or concealed ( –2)


Initiative rolls for the order of round-to-round actions do not make use of Weapon Initiative Modifiers. These are only used when one or more characters are delaying and are attempting to interrupt someone.

If two or more characters choose to delay, and both wish to interrupt the same action (or one another), both add a stress die to their initiative totals determine who acts first.


This campaign only uses the group combat rules in rare circumstances, typically when only one player character is involved. Otherwise, combat in this campaign is very individualized.


Freeform Combat (Stances): At the start of each round, each player must declare if her character is attempting to take a rearward stance. (All other characters take a forward stance.)

Rearward characters are farther from the action. They are protected from the rush of foes and can more easily perform ranged attacks. But characters can only take a rearward stance if they have enough allies to block for them.

On open ground, rearward stance is only possible if the number of forward allies is at least half the number of forward enemies. In tighter quarters, this number changes at the discretion of the Storyguide. For example, in a narrow hallway, one forward ally can block any number of forward enemies.

Characters in the rearward stance can be targeted at range without any penalty, by missile weapons, spells, and the like. A melee attacker can only reach a rearward person by rushing: she must beat one of the forward defending characters in opposed stress rolls of Size + Strength as part of her attack. The defending character adds 6 to her roll, plus her shield’s Defense bonus, if any. Rushing must be rolled for each attack against rearward foes.

Characters in the forward stance cannot use ranged two-handed weapons. (One-handed ranged weapons can be used.)

Forward spellcasters must pass a Hard (ease factor 12) Concentration check or their spells fail in the surge of pressing foes. The ease factor goes up to 15 if the spellcaster has already been damaged this round. (No check is required for fast cast effects.)

A grappled character cannot change stances; her position on the field is determined by the circumstances.

Staged Combat (Battle Mat): A mat sectioned into 1-inch squares represents the “field of battle.” Each square roughly corresponds to a 5-foot by 5-foot area. Characters and creatures are represented on the field of battle with miniatures (or similar place-holder objects or counters). Unless a creature is immobile, it isn’t considered to have a front or side—at least not one you can locate on the tabletop.

Multiple creatures of sizes –3 or smaller can stay in the same square at once, up to the number allowed by the storyguide. Creatures of size –2 through +2 take up a single square (the typical range of sizes for player characters). Creatures of larger size take up 2 or more squares, as decided by the storyguide.

Characters are limited to one type of movement speed each round, measured in paces. It takes 2 paces of movement to go 1 square vertically or horizontally (up, down, left, or right). Diagonal movement takes 3 paces of movement per square. Movement is made before or after taking any other action.

Walking is the slowest form of movement. It does not penalize the character’s other activities in the round, but leaves her vulnerable to accurate missile fire. Walking (or not moving) allows the character to utilize any multiple attack abilities she might have. Characters walk at a speed of 3 + their Quickness (with a minimum speed of 3).

A hustling character is actively ducking and weaving, presenting a difficult target for melee and missile attackers, and trying to cover ground. A character normally hustles and takes a single action every combat round. Characters hustle at a speed of 12 + Quickness – Encumbrance. This number is also affected by Wound and Fatigue penalties. A character runs by can make a second hustle move in same round, forgoing any other action. Mounted characters use their mount’s movement rate in the place of their own. All other rules are observed as normal.

A character can easily pass through an area that is empty, occupied by a friendly creature, or occupied by a hostile creature that does not present an obstacle (because it is dead, unconscious, bound, cowering, or otherwise unable to block passage).

To move into or through a square occupied by a hostile creature against that creature’s will, both the rusher and the defender make opposed rushing rolls. (Stress roll of Strength + Size.) If either is a quadruped, they may add +4 to the roll. The rusher must subtract 4 from her roll for every prior rush roll she has made during her movement that round, representing the loss of momentum that results from trying to push past multiple defenders. If the rusher is running she adds 4 to her roll.

If the rusher succeeds, the defender falls prone in an adjacent square determined by the storyguide, and the attacker continues her movement into or through the occupied area. If the defender wins or ties, the rusher falls prone in front of the contested square, losing her actions for the rest of the round.

A mounted character uses her mount’s statistics when rushing.


Plate (full): 12 Protection, 8 Load, Exp. Cost
Plate (partial): 9 Protection, 6 Load, Exp. Cost

Plate armor applies an additional point of Encumbrance, regardless of the wearer’s Strength or other Load. This penalty does not apply while mounted.

Lorica Farranus (full): 9 Protection, 5 Load, Exp. Cost
Lorica Farranus (partial): 6 Protection, 3 Load, Exp. Cost

Lorica Farranus is a type of chainmail made of small, silvery links. The material is light-weight, significantly lighter than steel.


Weapon Ability Init Atk Dfn Dam Str Load Cost Range
Bayonet (detached) Brawl + 0 + 2 + 0 + 3 - 3 0.0 Inexp
Main-Gauche Brawl + 0 + 2 + 2 + 3 - 3 0.0 Exp
Rapier Single + 3 + 4 + 2 + 4 - 1 1.0 Exp
Saber Single + 2 + 4 + 1 + 5 + 0 1.0 Exp
Bayonet (attached) Great + 2 + 3 + 1 + 5 + 0 0.0 Inexp
Crossbow Bows + 3 + 2 + 0 + 10 + 0 2.0 Exp 35
Blunderbuss Firearms + 3 + 3 + 0 + 10 - 1 2.0 Exp 12
Dragon Firearms + 3 + 3 + 0 + 8 - 2 1.0 Exp 8
Musket Firearms + 3 + 1 + 0 + 10 - 2 2.0 Exp 20
Pistol Firearms + 3 + 1 + 0 + 8 - 3 1.0 Exp 10

Load Time: Loading a crossbow or firearm takes time; it requires the actions of two rounds to perform, during which the user can make no other regular actions or movement.

Penetration: When fired within their first range increments, some firearms can overcome a target’s armor. A pistol ignores the first two points of an opponent’s Protection granted by armor. A musket ignores the first three points.

Spread: When fired beyond the first range increment, a blunderbuss or dragon can hit two or three close targets. Apply the same attack roll to all targets, which must be close enough to one another to reach out and touch hands. But be careful; the Storyguide can invoke the spread rule against friendly targets too.


The Farrani Corps Randy Randy