Professional Documents
Culture Documents
Runequest Combat Quickplay
Runequest Combat Quickplay
Combat
Quicksheet
Sequence:
Initiative
=
Strike
rank
+
Weapon
SR
bonus
+1d10
[ties
simultaneous]
Move
is
total
for
the
turn,
can
be
split;
Move
+
act
is
one
CA
[Combat
Action].
Engaged
within
2
Yards,
STOP.
CA:
In
addition
to
Moving
and
placing
your
Defense
Bonus,
1
CA
can
be
used
to:
Attack
with
ranged
or
melee
weapon
Cast
Spell
Change
Range
[See
Combat
Maneuver]
Disengage
Outmaneuver
as
Combat
maneuver
Utility
Action
-
Stand
up,
drop
prone,
mount
up
or
down,
ready
weapon,
etc.
Delay
Move
if
not
Engaged,
may
move
full
Move
Parry
Weapon
Reach:
0-5,
adds
to
SR;
Weapons
that
are
2
lower
are
out
of
their
range
and
cannot
attack
that
opponent
without
Closing.
Closing
negates
Weapon
SR
Bonus
of
longer
reach
weapons.
Longer
Reach
weapons
can
back
off
to
regain
Wepaons
SR
Bonus.
Higher
Reach
weapons
parry
more
damage.
Weapons
[and
shields]
of
the
same
size
or
one
higher
parry
all
damage.
Weapons
of
one
size
lower
parry
half.
Weapons
of
two
sizes
lower
cannot
parry
effectively.
To
Hit:
Roll
Attack
Targets
Defense.
Ranged:
May
Aim
for
1/10
of
Attack
Skill
per
CA.
Shields
cover
Locations
=
ENC,
chosen
by
defender.
If
a
Hit:
Roll
1d20
Location.
Target
may
spend
a
CA
or
Hero
Point
to
try
Parry.
Determine
Level
of
Success
and
maneuvers.
Level
of
Success
Maneuvers
Attacker
Critical
Special
Normal
Fail
Fumble
Defender
Critical
-Defender 1
Defender 2
Defender 3
Defender 3
Special
--Defender 1
Defender 2
Defender 2
Success
Attacker 1
-Defender 1
Defender 2
Defender2
Normal
Attacker 2
Attacker 1
-Defender 1
Defender 2
Fail
Attacker 2
Attacker 1
----
Fumble
Attacker 3
Attacker 2
Attacker 1
---
Damage
is
weapon
+
Damage
Bonus
vs.
Armour
Points;
remainder
reduces
Total
HP
and
Location
HP.
Total
HP
at
Zero
unconscious/dying.
Location
HP
at
Zero
=
useless
location.
Location
at
-6
=
location
taken
out;
or
Head,
Chest,
Abd
=
dying.