Special Combat Tactics

Choose one:

  • Defense
    During the Declaration Phase the player declares that his knight is going to defend. He gains +10 to his weapon skill for purposes of combat that round, the skill may be divided, and the player rolls normally. The player does no damage on success x1, normal damage only on critical. Cancelled by Berserk, treat as normal attack.
  • Berserk
    In a berserker attack, the enemy takes his attack first, unopposed. If he hits, he does damage normally. Cannot use shield to defend. If the berserker is conscious and on his feet, he then gets an attack with a +10 to his weapon skill, unopposed. Carnage is guaranteed.
  • Double Feint
    Before making the usual opposed roll, the character must attempt a DEX roll, as modified by armor, load carried, footing, etc. The user may be mounted, but still suffers the modifier to DEX. A successful DEX roll indicates that, should damage be done in the subsequent opposed roll by the user, the opponent’s armor is halved. If the victim of a Double Feint is unarmored, the result of a DEX success is to give the user a +5 modifier to weapon skill for the subsequent opposed resolution. A critical success gives a +10 modifier.
    The only protection against a successful Double Feint is a magical effect that covers the entire body, such as the Armor of Honor (gained by chivalrous knights) or magical Pictish tattoos.
  • Escape Melee (only if character’s Movement is higher than the opponents)
    To escape melee once engaged in combat, a character must attempt an Evade roll, opposing modified DEX or Horsemanship to the enemy’s weapons skill.
    • Critical / Success: disengage, opponent gets no attack.
    • Fail: opponent gets an unopposed attack; you can use shield.
    • Fumble: opponent gets an unopposed attack; you cannot use shield.

Special Combat Tactics

Ex Calce Liberatus Est Ereshkigal