Rules for PC vs PC combat
Click this link for a Quick Reference guide to all modifiers in Excel format.
Use a hex map available for download from the internet or for purchase at any gaming store.
Movement: At top speed, a character moves through 1/10 of their Fighting Attribute of hexes per round, with all fractions rounded to the nearest whole number. It takes one round to reach top speed during which the character moves at half their top speed (or 1/20 of their Fighting Attribute). Therefore, a character with a Fighting Attribute of 62 would move through 3 hexes (1/20 of 62 is 3.1) the first round and 6 hexes (1/10 of 62 is 6.2) the second and following rounds as long as they stay moving. If the PC stops for any reason, acceleration must start over.
Speed Adjustments: Moving characters are harder to hit. Take the combined speed of both characters to determine the speed adjustment. Slow speed is 1-14 (0-1 hexes). This is the speed used for walking. Opponents with a combined Speed of 1-14 are both -5 to hit. This applies even if only one opponent is walking. Medium Speed is 15-34 (2-3 hexes) and has a -10 penalty to hit for both sides. This is generally considered jogging speed. Fast Speed is 35-94 (4-9 hexes) and has a -15 penalty to hit for both sides. This is normal human sprinting speed. Hyper Speed is any Speed over 95 (10+ hexes) and is usually only used when both targets are moving or when using non-humanoid opponents. Both targets are -20 to hit. Turning: At Slow speed, a character can turn as much as desired without incurring any penalty. At higher speeds, characters can turn one hex face with no penalty. A character can attempt to turn 2 hex faces in one movement but uses up one of their available hex movements. Dodging at High Speeds: A character at full sprint can not "juke" and pay attention to attacks coming their way. No dodge rolls are allowed if a character is moving faster than half of their top speed.
Example:
Barclay the Black has a Fighting Attribute of 29 and his opponent, Brie the Oaken has a Fighting Attribute of 52. They see each other across an open field (12 hexes) and rush forward. Barclay pulls out his beaked axe and Brie already has in hand her loaded crossbow. Barclay covers only 1 hex (half his FIG is 14.5 then divided by 10 for 1.45) the first round but Brie covers 3 (half her FIG is 26 then divided by 10 for 2.6). Since there combined speed is 40.5, their combined speed is Fast. Barclay has no ranged weapon ready so can do nothing but keep running (although he may dodge because he is not yet to top speed), Brie can fire her crossbow at a -15 (because their combined speed is Fast). Brie's Crossbow skill is 74 so she needs a 59 or lower to hit. She rolls a 43 and carves a navel in Barclay's stomach. The next round begins and there are only 8 hexes between them. Brie quickly calculates that it is not enough time to load another bolt so tosses the crossbow down and pulls out her silver staff. Barclay and Brie continue charging forward, now at maximum speed. Barclay moves through 3 hexes (full FIG of 29) and Brie through 5 (full FIG of 52). At the end of this round they have covered the full distance and are within striking range. Both characters now need to declare if they are stopping or continuing to run. Barclay opts to stop at the end of the round but Brie decides to keep running. Since Brie declared that she was drawing her staff this round, she is automatically performing any further actions at half (readying a weapon always costs half a round). However, Barclay has had his axe out from the first round and can take up to his maximum number of actions (1) but at -15 because they are still moving at Fast speed (Barclay's stop comes at the end of the round). His Pole Arm skill is at 38 so after speed if factored in, he needs to roll under a 23 (38-15). Barclay misses as Brie runs by. Brie decides to attack once as she is running by. Since she drew her weapon this round, she is at half , then because of Fast speed -15 more. Her Staff skill is originally 97, then halved to 49, then -15 for a total of 34. She needs to roll under 34 to hit as she runs by but fails. The next round, Brie is now 5 hexes away (since she is still moving at top speed) and decides to stop and begin casting a spell. Barclay starts running towards her. Since Brie's spell takes a full round to cast and Barclay only moves 1 hex the first round, nothing more happens this round. The next round, Brie is finished with her spell and can cast it at the now sprinting Barclay. Since she was 5 hexes away and he covered 1 the first round and 3 more this round, he is still 1 hex away and cannot attack. Brie is at -10 to hit Barclay because he is moving at Medium (29) speed.
Terrain modifiers to Movement: Moving through heavily wooded areas, marshes, streams, light snow or deep sand incurs a -10 (takes 2 movement hex points instead of the normal 1 to cross) penalty to movement. Deep snow (>6"), Deep March (>1') and Deep Streams (>1') incur a -20 penalty (takes 3 movement hex points). If a character has only 1 hex movement left they cannot enter these types of terrain and any remaining hex move points are wasted.
Ranged Attack Adjustments: When using ranged weapons, each hex is considered 10 yards. Target must have Line of Sight (LOS) to hit with most ranged weapons. There are 3 ranges that influence hitting percentages. Point Blank range is when targets are in adjacent or the same hex. A +5 bonus to hit with ranged weapons applies. Medium range is anything beyond Point Blank but under half the maximum range. A spell with a range of 60 yards would have a Medium range of up to 3 hexes. Medium range has no bonuses. Long range is anything above half of the maximum distance up to the maximum range. A target would be in Long range of the aforementioned spell if they were 4-6 hexes away. Hitting targets at Long range incurs a -10 to hit penalty.
Line of Sight Rules: In almost all cases, targets must have LOS to hit with ranged weapons. Targets can be seen if there is only 1 hex of heavy trees between them. 2 or more hexes of heavy trees blocks sight totally. Structures, hills and other raised areas also block sight entirely.