HD: Is hit dice, a pool of d8's that are rolled to determine a characters health.
Armor is the Armor the creature is wearing, the same as for players, 1 is light, 2 is medium and 3 is heavy with characters wielding a shield gaining +1
Attacks: Vary dependent on creature type, a number indicates multiple/additional attacks
Regular Foes: Roll 1d12 against their skill, above [8-bonus] for half-damage, [12-bonus] for full. 12s always crits, 1s always miss.
Mooks/Swarms: Roll Xd6 each in one pool, have a small damage value (from 1-3) and deal damage on 4-5, doubling on 6s
Attack value is 10:12 - 8:12 for commoners, 7:11 - 6:10 for Trained Fighters, 5:9-4:8 for Masters, and 3:7 - 2:6 for Supernaturally Talented foes.
Light: d4, Medium: d8, Heavy: d10
Add 2
Dmg up (d4>d6>d8>d10>d12)
Reach
Mauver on hit
3 AP
Add Cleaving, Thrown or Precise
Light: d6 (60 ft), Medium: d10 (120 ft)
Add 1
Dmg up (d6>d8>d10>d12)
Nimble
AP 2
+30 ft range
-30ft range, +1 tag
Loading, +1 tag
SV or saves is the value a character rolls for a saving throw when a spell or other effect they can avoid hits them if they would be skilled at dodging it. They roll a d12 and compare to save value. 12 is a critical.
Save is 10 or 9-8 for talent in the area, 7-6 for supernatural ability, 5-4 max, minus [½HD]
Sk is skill, for manoeuvres
Skill is +1-2, +3-4 is master, +5-7 is supernatural
ML or morale is the creatures ability to stand in the face off failure Make a Morale Check when:
Reduced to half strength (half-health or half numbers)
The leader dies.
Something terrifying occurs.
A peaceful human as a ML of 6, a regular soldier or thug 7, skilled veterans 8 and elites or knights 9. Only unnatural creatures or unthinking constructs have values of 11 or 12.
LD or Leadership is a characters ability to lead a group, their leadership is taken from the morale checks made for their side.
Morale:
Roll 2d6-LD or CHA. Any characters which have a ML lower than the roll flee or are otherwise out of the combat.
Name | HP | AR | SV (PHYS/MENT) | SK | ML/LD |
|---|---|---|---|---|---|
Minion | 1/4 (2 hp) | 0 | P:11 M:11 | +0 | 6 |
Attacks, Special
Hoard Tactics (Optional) The group gains 1 bonus dice for each minion in the hoard. | |||||
Grunt | 1 (4 hp) | 0 | P:10 M:10 | +1 | 7 |
Attacks, M: 6:10 R: 6:10
| |||||
Swarm | 2 (8 hp) | 0 | P:10, M:12 | -3 | 5 |
Attacks, Special
Swarm: The swarm cannot be harmed by attacks that could not reasonably harm a large amount of them. Areas of effect deal double damage to the swarm. | |||||
Elite | 3 (12 hp) | 2 | P:9 M:9 | +2 | 8 |
Attacks, M: 5:9; R: 6:10
| |||||
Captain | 4 (16 hp) | 2 | P:9 M:8 | +3 | 9/+2 |
Attacks, M: 5:9; R: 6:10
| |||||
Boss | 8 (32 hp) | 4 | P:7 M:6 | +5 | - |
Attacks, M: 3:6; R: 4:7
Abilities: Git In Here (3-6): Summon 1d4 Minions, they cannot fail morale. Boss: Cannot lose more than 1 HD in a single attack. Second Form: When reduced below 3 HD gain *Special Extra Attack | |||||