The great thing about combat is the opportunity to wield awesome weapons.  All the basic rules from the previous section still apply with a few noteworthy exceptions mentioned below.

Weapon Types:  A character could theoretically use any weapon they can get their hands on.  However, unless they have the appropriate skill, they will wield the weapon at 1/4 of the required Attribute.  The Basic Melee skill uses either 1/2 Might or 1/2 Dexterity or 1/2 Fighting to determine a rating.  The Basic Melee skill is a general understanding of all weapons.  For further skill levels, you must purchase the exact skill for the weapon used.  For example, if you wanted to wield any sword at your full Fighting Attribute rating, you would need the Sword skill.

Optional Rule:  Characters can choose to specialize in one specific type of weapon for an additional +5 bonus.  When purchasing the weapons skill, characters can choose the specific type of that weapon they prefer.  For example, instead being able to use all swords at their Fighting Attribute rating, they could specialize in Broadswords and get a +5 to the Rating.  However, all other swords would be used at -10.

Initiative and Declaration:  These are handled exactly like the previous section for hand to hand combat.  Note that drawing a weapon requires half a round of action.  Therefore, all other actions that round are at 1/2.

Action: Attack/Block:  This is also handled just like hand to hand combat.  Whoever has initiative makes the first attack.  The character being attacked has the option to block.  One noteworthy exception is when a combat occurs between an armed and an unarmed opponent.  To adequately block a weapon attack, the defender must be wielding a a weapon as well.  If the defender is not wielding a weapon, they can still opt to block but their arm (or hand) would take the full damage.  This would only be recommended if a vital area is terribly damaged and the character is hoping to delay the death stroke.  The reverse of this is also true.   An attacker user bare hands getting blocked by a weapon takes the weapons damage (not defenders DB) to his hand.

When weapons collide in an attack/block scenario, there is the possibility of one of the weapons breaking.  Any Unlucky Break roll (95-99) on either side results in a weapon making a material strength roll.  They must roll 100d and roll under their weapons material to prevent breaking.  The material table is not yet posted but most average quality weapons are made of steel which has a rating of 90.  Poor quality items made of iron or similar substance have a rating of 80 and require material strength roles upon every contact with a hard surface.  Excellent quality items are of High Steel with a rating of 105 (unbreakable by normal means).  Some exotic ores and rare magical weapons have materials up to 300.

Dodge and Flee:  These are handled exactly the same as in non-weapon combat.

Example:  Our two combatants from the previous section, Grunthar and Mutt have healed their wounds and come back armed to the teeth.

Grunthar has a poor quality broadsword (9 damage) and is wearing a chain mail vest (armor of 35).  He has Sword skill at lvl 2 giving him a rating of 53.  Mutt has an excellent quality dwarvish battle axe (13 damage) and a studded leather jerkin (armor of 18).  He has been practicing his Club/Ax skill and has it at level 4 giving him a rating of 70.

As the two combatants square off, the fight is on.  Grunthar wins initiative so he declares 2 actions.  Mutt declares 3.  Grunthar rolls a 23 which is a hit (as it is under his Sword rating -20).  Mutt decides to block and rolls a successful 35.   No damage is inflicted.  Only because Grunthar's weapon is of poor quality, he has to make a material strength roll.  He gets a 70.  The weapon might have a small notch but is still intact.  Since Mutt used his action blocking, it is Grunthar's turn again.  This time he scores another hit with a 31.  Again, Mutt attempts to block but rolls of 77 and fails.  (Note: the decision to block or take the hit occurs before damage is rolled.)  Grunthar rolls 1d8+1 damage for a total of 6 + his DB (of 11) for a total 17.  Mutt takes 17 damage to area 1.   Luckily, he is wearing a studded leather jerkin (rating 18) which takes the entire hit (leaving only 1 point of armor left in area 1).  Had Grunthar been thinking, (difficult for an orc), he would have bumped it up to area 0 where Mutt has no armor.   Mutt grins as he strikes for this third action.  A roll of 22 succeeds.   Grunthar has used all of his actions so can do nothing but take the hit.   Unfortunately, in his battle lust, Mutt forgets to bump the hit location as well and strikes the armored chest.  He rolls a d12+1 and does a full 13 damage + his DB for a total of 21.  The chain mail vest (rating 35) takes the full damage leaving area 2 with 14 remaining armor points.

The next round combat continues with each combatant declaring the same actions.   Grunthar strikes a hit and Mutt makes a successful block.  Again, because of his poor quality weapon, he must make a material strength roll.  Unfortunately for Grunthar, he rolls a 84, just 4 over the material strength of his weapon, causing it to shatter.  However, since Mutt used his action to block, it is now Grunthar's turn.   He must decide whether to continue to attack with his bare hands (using his Boxing attribute -20 since he still declared two actions), try to pull out a knife he has on his belt (in which case he would be at 1/2 of his Knife skill because he is drawing a weapon and then -20 because of two actions) or simply run away.  Not known for his intelligence, Grunthar attempts to punch at -20 but fails miserably.  Mutt now has two more actions.  He scores hits on both and is thinking clearly enough to bump it to the damaged part of the armor (area 2).  His first attack does 12 points of damage (leaving 2 armor points remaining) and his second does 20.  The damaged armor takes 2 before it is destroyed and then Grunthar's natural Armor Attribute of 2 takes another 2.   The remaining 16 cut into the orc's chest leaving him with 47 DP in that area.

Combat continues in round three.  Grunthar punches at Mutt and scores a hit.   Mutt makes a successful block with his axe.  Since Grunthar's fist is striking Mutt's axe, Grunthar takes 1d12+1 damage to area 6, his right hand.  Even though it is now Grunthar's turn, he opts to hold off and save his last action for a block.   Mutt misses his first attack but succeeds on the second.  Grunthar tries to block and makes a successful blocking roll on his Boxing skill -20 (remember, this is his second action).  Mutt rolls 10 damage + his DB for 19 (-2 for Grunthar's natural Armor Attribute for a total of 17) to Grunthar's hand.

 

Proceed to the Next Chapter Spells in Combat