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Runequest

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
---

Maneuvers: Attack / Parry / Both


Bash Opponent
Bleed [Noted Weapons Only]
Bypass armour [Critical Success only]
Bypass Parry
Change range
Choose Location
Damage Weapon
Disarm Opponent
Entangle [Entangling weapons only]
Grip [Unarmed]
Impale [Noted Weapons only]
Maximize Damage [Critucal Success only]
Outmaneuver
Stun Location [Noted Weapons only]
Sunder [Noted Weapons only]
Trip
Blind Opponent [Critical Success only]
Enhance Parry
Overextend Opponent
Pin Weapon [Critical Success Only]
Redirect Blow
Regain Footing
Riposte
Take Weapon [Empty hand required]
Slip Free
Stand Fast


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.

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