LANIK 2.0 - Combat Examples

Contents

Duel: Wulf One-eye vs. Farmer Frank
Duel and close combat: Knight vs. knife fighter
Melee: Minotaur vs. wolves
Charge and melee: Knight vs. mob
Missile: Peltast vs. archer

Duel: Wulf One-eye vs. Farmer Frank

Fighter statistics

Wulf One-eye

Wulf is a bandit with some combat experience. He has strength 12 (max. press 72 kg, unencumbered 14.4 kg) and health 11. He wears a brigandine armor (weight 17½ kg, absorption 3). He is skilled in armored fighting and so can handle it. He also uses an infantry shield (weight 5 kg, defense 2). His weapon is a hand axe (weight 1.3 kg, combat 1/2/3/1/0, damage 3/1/1/2), wielded one handed of course.
He carries a total weight of [17.5 (armor) + 5 (shield) + 1.3 (mace) + 5 (other equipment)] = 29 kg. With strength 12, his fighting encumbrance is light.

Close combat skill is 8 (skilled), duel 7 (skilled), melee 6 (skilled), charge 4 (novice) and phalanx 3 (novice).

Combat scoreAttackDefense
Close body size 3 + close skill 2 + axe close 2 - encumbrance 16 body size 3 + close skill 2 + axe close 2 - encumbrance 16
Duel body size 3 + duel skill 2 + axe duel 2 + two weapons 0 - encumbrance 16 body size 3 + duel skill 2 + axe duel 2 + shield 2 - encumbrance 18
Melee body size 3 + melee skill 2 + axe melee 3 + two weapons 0 - encumbrance 17 body size 3 + melee skill 2 + axe melee 3 + shield 2 - encumbrance 19
Charge body size 3 + charge skill 1 + axe charge 1 - encumbrance 14 body size 3 + charge skill 1 + axe charge 1 + shield 2 - encumbrance 16
Phalanx body size 3 + phalanx skill 1 + axe phalanx 0 - encumbrance 13 body size 3 + phalanx skill 1 + axe phalanx 0 + shield 2 - encumbrance 15
Damage scoreAttackDefense
Wound (strength 12 / 3) + combat skill + axe wound 37 + combat skill body size 3 + combat skill + armor 36 + combat skill
Impact (strength 12 / 3) + combat skill + axe impact 15 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 12 / 3) + combat skill + axe grapple 15 + combat skill body size 3 + (strength 12 / 3) + combat skill 7 + combat skill
Disarm 2 * combat skill + axe disarm 22 + 2 * combat skill 3 * combat skill 3 * combat skill

Farmer Frank

Frank's farm is being attacked by Wulf's band, he is forced to defend his homestead and grabbed the first weapon that is available. He has strength 13 (max. press 86 kg, unencumbered 17.2 kg) and health 12. He wears no armor (weight 0 kg, absorption 0) and no shield. His weapon is a long scythe (weight 2.5 kg, combat 0/0/1/0/0, damage 4/4/1/3), wielded two-handed of course.
He carries a total weight of [0 (armor) + 0 (shield) + 2.5 (scythe) + 2 (other equipment)] = 4.5 kg. With strength 13, his fighting encumbrance is clearly none.

Close combat skill is 5 (novice), duel 5 (novice), melee 2 (unskilled), charge 1 (unskilled) and phalanx 0 (unskilled).

Combat scoreAttackDefense
Close body size 3 + close skill 1 + scythe close 0 - encumbrance 04 body size 3 + close skill 1 + scythe close 0 - encumbrance 04
Duel body size 3 + duel skill 1 + scythe duel 0 + two weapons 0 - encumbrance 04 body size 3 + duel skill 1 + scythe duel 0 + shield 0 - encumbrance 04
Melee body size 3 + melee skill 0 + scythe melee 1 + two weapons 0 - encumbrance 04 body size 3 + melee skill 0 + scythe melee 1 + shield 0 - encumbrance 04
Charge body size 3 + charge skill 0 + scythe charge 0 - encumbrance 03 body size 3 + charge skill 0 + scythe charge 0 + shield 0 - encumbrance 03
Phalanx body size 3 + phalanx skill 0 + scythe phalanx 0 - encumbrance 03 body size 3 + phalanx skill 0 + scythe phalanx 0 + shield 0 - encumbrance 03
Damage scoreAttackDefense
Wound (strength 13 / 3) + combat skill + scythe wound 48 + combat skill body size 3 + combat skill + armor 03 + combat skill
Impact (strength 13 / 3) + combat skill + scythe impact 48 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 13 / 3) + combat skill + scythe grapple 15 + combat skill body size 3 + (strength 13 / 3) + combat skill 7 + combat skill
Disarm 2 * combat skill + scythe disarm 33 + 2 * combat skill 3 * combat skill 3 * combat skill

Flow of the fight

At the start of the fight, both fighters approach each other cautiously. They both go for the duel fighting style. The initiative score for Wulf is [d6 + body size 3 + duel combat attack 6], he rolls a 3 so has initiative score 12. The initiative score for Frank is [d6 + body size 3 + duel combat attack 4], he rolls a 4 so has initiative score 11. Wulf's score is the highest, so he makes the first attack.

Segment 1
To break defense, the raider has to roll [base 10 + Wulf duel combat attack score 6 - Frank duel combat defense score 4] = 12 or lower. He rolls a 14 and fails.

Segment 2
Because of this, Frank takes over the initiative. To break defense, he must roll [base 10 + Frank duel combat attack score 4 - wulf duel combat defense score 8] = 6 or lower. He rolls a 9 and fails too.

Segment 3
Because of Frank's failing counterattack, the initiative goes back to Wulf. He now rolls a 10 an breaks defense. Knowing where his advantage lies, he chooses a wounding attack. For this, his attack score in a duel is [7 + duel combat skill 2] = 9. The farmer's damage defense score is [3 + duel combat skill 1] = 4. As the attack is better than the defense, damage result is [d(9 - 4)] = d5. The raider rolls a 3 and so does 3 points of wound damage. We use the rough method of calculating the effects of wound damage. This means that all Frank's combat scores drop by 1 point, except his disarm damage score, which depend heavily on skill and drops even more.

Segment 4
The farmer reels from the wound and thus Wulf may attack again. To break defense, the raider now must roll [base 10 + Wulf duel combat attack score 6 - Frank duel combat defense score 4 + Frank's wound penalty 1] = 13 or lower. He rolls a 17 and fails.

Segment 5
Frank regains initiative and desperately counters. To break defense, he must now roll [base 10 + Frank duel combat attack score 4 - Frank's wound penalty 1 - Wulf's duel combat defense score 8] = 5 or lower. He rolls a 2 and breaks defense. His best option is clearly a wounding attack, so he tries that. For this, his attack score in a duel is [8 + duel combat skill 1 - wound penalty 1] = 8. The raider's damage defense score is [6 + duel combat skill 2] = 8. As the defense is better than the attack, damage result is [2 - d(2 + 8 - 8)] = [2 - d2]. But now his luck fails, he rolls a 2, so damage is 0.

Segment 6
After this nasty incident Wulf takes over again. He was hit, but damage was zero so he does not need to recover himself. He must still roll 13 or lower to break defense. He rolls a 4, succeeds easily and immediately sets for another wounding attack. His wound damage attack score is still 9, but the farmer's damage defense score has dropped to 3 because of his wounds, so damage result is now d(9 - 3) = d6. Wulf rolls a 6 and does 6 points of damage, increasing Frank's wound total to 9 points and his combat penalty to -3.

Segment 7
Wulf still has the initiative. He must now roll 15 or lower to break defense. If he does break defense, damage result is d(9 minus 1) = a staggering d8. Frank's health has dropped from 12 to 3, so only 3 points more wound damage will bring him down completely. But Wulf is in a hurry and has pity with the farmer, so he backs off and passes him by. Frank in his turn has had enough and stumbles to his barn to try to bind his wounds. The fight is over.

Duel and close combat: Knight vs. knife fighter

Fighter statistics

Knight

Our first fighter is a heavily armed knight. He has strength 13 (max. press 86 kg) and health 12. He wears a heavy mail armor (weight 25 kg, absorption 5). He is skilled in armored fighting and so can handle it. He also uses a cavalry shield (weight 3 kg, defense 1). His weapon is a light mace (weight 7½ kg, combat 1/2/3/1/0, damage 2/2/1/1), wielded one handed of course.
He carries a total weight of [25 (armor) + 3 (shield) + 1½ (mace) + 7½ (other equipment)] = 37 kg. With strength 13, his fighting encumbrance is medium.

Close combat skill is 5 (novice), duel 8 (skilled), melee 6 (skilled), charge 11 (expert) and phalanx 4 (novice).

Combat scoreAttackDefense
Close body size 3 + close skill 1 + mace close 2 - encumbrance 24 body size 3 + close skill 1 + mace close 2 - encumbrance 24
Duel body size 3 + duel skill 2 + mace duel 2 + two weapons 0 - encumbrance 25 body size 3 + duel skill 2 + mace duel 2 + shield 1 - encumbrance 26
Melee body size 3 + melee skill 2 + mace melee 3 + two weapons 0 - encumbrance 26 body size 3 + melee skill 2 + mace melee 3 + shield 1 - encumbrance 27
Charge body size 3 + charge skill 3 + mace charge 1 - encumbrance 25 body size 3 + charge skill 3 + mace charge 1 + shield 1 - encumbrance 26
Phalanx body size 3 + phalanx skill 1 + mace phalanx 0 - encumbrance 22 body size 3 + phalanx skill 1 + mace phalanx 0 + shield 1 - encumbrance 23
Damage scoreAttackDefense
Wound (strength 13 / 3) + combat skill + mace wound 26 + combat skill body size 3 + combat skill + armor 58 + combat skill
Impact (strength 13 / 3) + combat skill + mace impact 26 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 13 / 3) + combat skill + mace grapple 15 + combat skill body size 3 + (strength 13 / 3) + combat skill 7 + combat skill
Disarm 2 * combat skill + mace disarm 11 + 2 * combat skill 3 * combat skill 3 * combat skill

Note that this fighter is a little overloaded. If he would abandon his shield, this would lower his encumbrance to light, improving his attack and defense scores by 1 point. As it would cost him just 1 point of defense only, it would make sense to do so.

Knife fighter

The second fighter is a nimble veteran knife-fighter. He has strength 11 (max. press 60 kg) and health 13. He wears a soft leather armor (weight 7½ kg, protection 1) and is only novice in armored fighting skill, but this is enough for his light armor. He does not use a shield. His weapons are two knives (weight 2x 0.2kg combat 4/2/1/0/0, damage 2/0/0/0), one in every hand and thus gains +1 on attack in certain styles.
He carries a total weight of [7½ (armor) + 2x 0.2 (knife) + 4 (other equipment)] = 12 kg. With strength 11, his fighting encumbrance is also none (close to light).

Close combat skill is 10 (expert), duel 6 (skilled), melee 6 (skilled), charge 4 (novice) and phalanx 2 (unskilled).

Combat scoreAttackDefense
Close body size 3 + close skill 3 + knife close 4 - encumbrance 010 body size 3 + close skill 3 + knife close 4 - encumbrance 010
Duel body size 3 + duel skill 2 + knife duel 2 + two weapons 1 - encumbrance 08 body size 3 + duel skill 2 + knife duel 2 + shield 0 - encumbrance 07
Melee body size 3 + melee skill 2 + knife melee 1 + two weapons 2 - encumbrance 08 body size 3 + melee skill 2 + knife melee 1 + shield 0 - encumbrance 06
Charge body size 3 + charge skill 1 + knife charge 0 - encumbrance 04 body size 3 + charge skill 1 + knife charge 0 + shield 0 - encumbrance 04
Phalanx body size 3 + phalanx skill 0 + knife phalanx 0 - encumbrance 03 body size 3 + phalanx skill 0 + knife phalanx 0 + shield 0 - encumbrance 03
Damage scoreAttackDefense
Wound (strength 11 / 3) + combat skill + knife wound 26 + combat skill body size 3 + combat skill + armor 14 + combat skill
Impact (strength 11 / 3) + combat skill + knife impact 04 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 11 / 3) + combat skill + knife grapple 04 + combat skill body size 3 + (strength 11 / 3) + combat skill 7 + combat skill
Disarm 2 * combat skill + knife disarm 00 + 2 * combat skill 3 * combat skill 3 * combat skill

Flow of the fight

At the start of the duel, the fighters are some distance apart. Maybe out of habit, the knight launches a knightly charge, even though he is not armed with a lance nor on horseback. The knife fighter stands his ground and awaits the attack. In a charge, no initiative is rolled, the longest weapon automatically gains initiative (see ahead). The mace is longer than the knife, so the knight attacks first. The defender is forced in to duel fighting style.

Segment 1
To break defense, the knight must roll equal to or lower than [base 10 + knight charge attack score 5 - veteran duel defense score 7] = 8. He rolls an 11 and fails.

Segment 2
After the first charge, the fight settles down in a duel. The knife fighter can now counterattack. He tries to break defense and must roll equal to or lower than [base 10 + veteran duel attack score 8 - knight duel defense score 6] = 12. He also rolls an 11 and breaks through the defense of his opponent. He tries to inflict a wound. For this, his attack score in a duel is [(strength 11 / 3) + duel combat skill 2 + knife wound 2] = 8. The knight's damage defense score is [body size 3 + duel combat skill 2 + armor 5] = 10. As the defense is better than the attack, damage result is [2 - d(2 + damage defense 10 - damage attack 8)] = [2 - d4]. The veteran rolls a 3, so damage is -1, effectively 0.

Segment 3
In the previous segment the knife fighter broke through the defense of the knight, but did not do any damage. Therefore, initiative switches back to the armored fighter. He now attacks in duel combat style, which means that he must roll equal to or lower than [base 10 + knight duel attack score 5 - veteren duel defense score 7] = again 8. He rolls a 6 and breaks defense. Looking at the odds, he too opts for a wounding attack. His damage attack score in a duel is [(strength 13 / 3) + duel combat skill 2 + mace wound 2] = 8. The knife fighter's damage defense score is [body size 3 + duel combat skill 2 + armor 1] = 6. Now the damage attack score is greater than the damage defense score, so damage result is [d(8 - 6)] = d2. A 1 is rolled and the knife fighter is wounded. We use the rough method of determining wound damage effects, so his combat scores are not yet lowered, except his disarm damage defense score, which depend heavily on skill and drops 1 point.

Segment 4
Because the veteran was wounded, he may not counterattack and the initiative remains with the knight. The knight rolls a 15 and fails to break defense again.

Segment 5
The knife fighter makes an attack. Luckily, he rolls a 4 and breaks defense again. The knife fighter knows that if he tries a wounding attack again, his chances of scoring 1 point of damage are still just 1/4. He decides on a different course and makes a switching attack rather than a damaging attack. He rolls damage and luckily rolls a 1. The resulting 1 point of damage is virtual and is not applied, but this changes the fight from a duel to close combat.

Segment 6
As there was no damage done, it is now the knight's turn again. Because of the changed situation, he must roll [base 10 + knight close attack score 4 - veteran close defense score 10] = 4 or lower to break defense. Cursing, he rolls a 5 and fails.

Segment 7
The knife fighter quickly counters. He must now roll [base 10 + veteran close attack score 10 + knight close defense score 5] = 15 or lower to break defense. He rolls a 12 an breaks defense easily. This time, he goes for the wound again. His damage attack score has changed to [(strength 11/ 3) + close combat skill 3 + knife wound 2] = 9. The knight's damage defense score is [body size 3 + close combat skill 1 + armor 5] = 9. His damage defense score is now exactly equal to the damage attack score, so damage result = [2 - d(2 + 9 - 9)] = [2 - d2]. He rolls a 2, so damage is exactly 0.

Segment 8
The knight can attack again, still he must roll 4 or lower. He rolls 14 and fails.

Segment 9
The veteran rolls a 15 and breaks defense - just barely. On his (wound-) damage roll, he finally rolls a 1 and so does 1 point of damage. This cancels out his own wound penalty, but both fighters are still but slightly wounded.

Segment 10
The knife fighter attacks again. He rolls an 18 and fails to break defense.

Segment 11
To aggravate his opponent's misfortune, the knight now rolls a 2 and breaks defense. The knight ponders the idea of widening the distance again, but finally opts for another wounding attack. His damage attack score has changed to [(strength 13/ 3) + close combat skill 1 + mace wound 2] = 7. The veteran's damage defense score is [body size 3 + close combat skill 3 + armor 1] = 7. The damage attack score is equal than the damage defense score, so damage result = [2 - d(2 + 7 - 7)] = [2 - d2]. He rolls 1 and does 1 point of damage.

Segment 12
[Not detailed]

These two closely matched fighters can keep going at it for a long time. Each should probably try to stick to his preferred fighting style (duel for the knight, close for the knife veteran) and if pressed into another, switch back to it as soon as he breaks defense. It could be that one of them inflicts more and more wounds to the other, making the fight more and more unequal until a decisive wound can be inflicted. Or, they can keep on balancing each other, sometimes inflicting small wounds, until one of them succumbs because his health score has been reduced to zero or lower.

Melee: Minotaur vs. wolves

Fighter statistics

Minotaur

The minotaur is big and strong. He is of large size, has strength 18 (max. press 215 kg, unencumbered 43 kg) and health 10. He wears a scale armor (weight 2 * 17½ kg, absorption 3). He is skilled in armored fighting and so can handle it. His weapon is a battle axe (weight 2 * 2.0 kg, combat 0/2/3/1/0, damage 5/4/0/3), wielded two handed.
He carries a total weight of [35 (armor) + 0 (shield) + 4 (axe) + 3 (other equipment)] = 42 kg. With strength 18, his fighting encumbrance is none - but only just so.

Close combat skill is 7 (skilled), duel 10 (expert), melee 7 (skilled), charge 7 (skilled) and phalanx 4 (novice).

Combat scoreAttackDefense
Close body size 4 + close skill 2 + axe close 0 - encumbrance 06 body size 4 + close skill 2 + axe close 0 - encumbrance 06
Duel body size 4 + duel skill 3 + axe duel 2 + two weapons 0 - encumbrance 09 body size 4 + duel skill 3 + axe duel 2 + shield 0 - encumbrance 09
Melee body size 4 + melee skill 2 + axe melee 3 + two weapons 0 - encumbrance 09 body size 4 + melee skill 2 + axe melee 3 + shield 0 - encumbrance 09
Charge body size 4 + charge skill 2 + axe charge 1 - encumbrance 07 body size 4 + charge skill 2 + axe charge 1 + shield 0 - encumbrance 07
Phalanx body size 4 + phalanx skill 1 + axe phalanx 0 - encumbrance 05 body size 4 + phalanx skill 1 + axe phalanx 0 + shield 0 - encumbrance 05
Damage scoreAttackDefense
Wound (strength 18 / 3) + combat skill + axe wound 511 + combat skill body size 4 + combat skill + armor 37 + combat skill
Impact (strength 18 / 3) + combat skill + axe impact 410 + combat skill 2 * body size 4 + combat skill 8 + combat skill
Grapple (strength 18 / 3) + combat skill + axe grapple 06 + combat skill body size 4 + (strength 18 / 3) + combat skill 10 + combat skill
Disarm 2 * combat skill + axe disarm 33 + 2 * combat skill 3 * combat skill 3 * combat skill

Wolves

This pack of wolves is only four strong. They are all adults of small size, have strength 11 (max. press 60 kg, unencumbered 12 kg) and health 13. They wear no armor (weight 0 kg, absorption 0). Their weapons are their claws and teeth (weight 0 kg, combat 6/1/1/0/0, damage 1/0/3/2).
They carry no weight at all and their encumbrance is none.

Close combat skill is 8 (skilled), duel 5 (novice), melee 8 (skilled), charge 5 (novice) and phalanx 1 (unskilled).

Combat scoreAttackDefense
Close body size 2 + close skill 2 + teeth close 6 - encumbrance 010 body size 2 + close skill 2 + teeth close 6 - encumbrance 010
Duel body size 2 + duel skill 1 + teeth duel 1 + two weapons 0 - encumbrance 04 body size 2 + duel skill 1 + teeth duel 1 + shield 0 - encumbrance 04
Melee body size 2 + melee skill 2 + teeth melee 1 + two weapons 0 - encumbrance 05 body size 2 + melee skill 2 + teeth melee 1 + shield 0 - encumbrance 05
Charge body size 2 + charge skill 1 + teeth charge 0 - encumbrance 03 body size 2 + charge skill 1 + teeth charge 0 + shield 0 - encumbrance 03
Phalanx body size 2 + phalanx skill 0 + teeth phalanx 0 - encumbrance 02 body size 2 + phalanx skill 0 + teeth phalanx 0 + shield 0 - encumbrance 02
Damage scoreAttackDefense
Wound (strength 11 / 3) + combat skill + teeth wound 15 + combat skill body size 2 + combat skill + armor 02 + combat skill
Impact (strength 11 / 3) + combat skill + teeth impact 04 + combat skill 2 * body size 2 + combat skill 4 + combat skill
Grapple (strength 11 / 3) + combat skill + teeth grapple 37 + combat skill body size 2 + (strength 11 / 3) + combat skill 6 + combat skill
Disarm 2 * combat skill + teeth disarm 22 + 2 * combat skill 3 * combat skill 3 * combat skill

Flow of the fight

There is more than one wolf to attack the minotaur, so this is a melee. The minotaur is large and the wolves small, so max. 10 wolves can attack the bull man and he in turn can attack 2 simultaneously. No initiative is rolled, in the first segment all participants attack simultaneously. The minotaur has sought refuge against a tree, so his back is protected, lowering the maximum number of simultaneous opponents to 8, but that is irrelevant in this fight. Wolves one and two attack from the front, three and four from the side.

Segment 1
The minotaur must roll [base 10 + minotaur melee attack score 9 - wolf melee defense score 5] = 14 or lower to break defense. He rolls a 9 and manages this for the first two wolves. The bull man knows the difference in strength and makes a wounding attack. His wound damage attack score is [11 + melee combat skill 2] = 13. The wound damage defense score of the wolves that were chosen as a victim is [2 + melee combat skill 2] = 4. Damage result is [d(13 - 4)] = d9. The minotaur rolls a 6 for wolf One and 4 for wolf Two, thus severely hurting both. Meanwhile, all four wolves, including the wounded ones, counterattack without penalty, as all attacks are simultaneous. They must roll [base 10 + wolf melee attack score 5 - minotaur melee defense score 9] = 6 or lower to break defense. They roll 8, 19, 5 and 11 respectively, so the third wolf is the only one to break defense. Note that this is not one of the wounded ones. He chooses to making a switching attack and attack from up close.

Segment 2
The brave wolf has forced the minotaur into close combat. Because of this switch, initiative must be rolled. Initiative for minotaur is [d6 + body size 4 + close combat attack 6] = d6 + 10, for the wolf it is [d6 + body size 2 + close combat attack 10] = d6 +12. The minotaur rolls a 4, the wolf only a 1, so the minotaur begins. The bull man must now roll [base 10 + minotaur close attack score 6 - wolf close defense score 10] = 6 or lower to break defense. He rolls an 8 and fails. The other wolves try to close in too. The maximum number that can do so is halved, to 4, but as their number is 3, this is no problem. They still attack in melee and because of wound penalties must roll 8, 7 and 6 respectively. They roll 18, 19 and 8 and all fail.

Segment 3
Wolf Three gets his turn now. He must now roll [base 10 + wolf close attack score 10 - minotaur close defense score 6] = 14 or lower to break defense. He rolls a 11 and succeeds and immediately tries a wounding attack. His wound damage attack score is [5 + close combat skill 2] = 7. The wound damage defense score of the minotaur is [7 + close combat skill 2] = 9. Damage result = [2 - d(2 + 9 - 7)] = 2 - d4. He rolls a 4, so damage is -2, effectively zero. The other wolves attack again. This time they roll 15, 2 and 17 and wolf Two joins the close combat.

Segment 4
In the previous segment the minotaur was hit, but unharmed, so now he attacks again. This time he rolls a lucky 3 and breaks defense. At this moment he can make a switching attack to shake off one of the two wolves. But his wound damage attack score at close range is [11 + close combat skill 2] = 13 and the wolf defends with [2 + close combat skill 2] = 4. So damage result is [d(13 - 4)] = a very good d9 again. He decides to forego the switching attack and instead hit bith wolves hard, as he can still attack two at once. He rolls a 2 against wolf Two and a 3 against Three, so does not do as much damage as he hoped, but weakens them somewhat. Wolves One and Four still try to join the close fight. They roll 16 and 7 and fail to do so.

Segment 5
The minotaur wants to get rid of both wolves. Because of wound penalties, he must roll 8 against wolf Two or 7 against wolf Three. He rolls an exact 8, breaks defense against Two and goes for the wounding attack again. Damage results are d11 against Two and d10 against Three. He rolls 2 and 9 respectively. The health of the wolf Two is now reduced to 5, that of Three to just 1. Both back off, more dragging themselves than walking.

Segment 6
The fight now becomes a melee again. The remaining two wolves, one of which is also quite wounded, decide that they have had enough and flee. The minotaur jumps after them and deals one final back attack, picking the unhappy wolf One, who is nearest to him by chance. The minotaur must roll [base 10 + minotaur melee attack score 9 - wolf melee defense score 5 + wolf wound penalty 2] = 16 or lower to break defense. He rolls a 8 and does so without trouble. Damage result is d11, he rolls a 3. The wolf now has [6 + 3] = 9 points of wound damage, but still has [13 - 9] = 4 health left, enough to flee at sufficient speed to outrun the much slower minotaur.

Charge and melee: Knight vs. mob

Fighter statistics

Knight with lance

This knight has just fled from a battlefield, where his army has been beaten. He himself is of medium size, has strength 15 (max. press 124 kg, unencumbered 24.8 kg) and health 12. He wears a plate armor (weight 25 kg, absorption 6). He is expert in armored fighting and so can handle it. He also uses a cavalry shield (weight 3 kg, defense 1). His weapon is a norman lance (weight 4.5 kg, combat 0/0/0/4/3, damage 3/1/0/0), wielded one handed. He also carries a longsword (weight 1.5 kg, combat 1/5/4/2/1, damage 3/1/0/0), ready for one handed use.
He carries a total weight of [25 (armor) + 3 (shield) + 4.5 (lance) + 1.5 (sword) + 8 (other equipment)] = 42 kg. With strength 15, his fighting encumbrance on foot is light. However, he is mounted on a medium warhorse, which carries all his weight.

Close combat skill is 7 (skilled), duel 10 (expert), melee 9 (expert), charge 11 (expert) and phalanx 3 (novice).

Combat scoreAttackDefense
Close body size 3 + close skill 2 + norman lance close 0 - encumbrance 14 body size 3 + close skill 2 + norman lance close 0 - encumbrance 14
Duel body size 3 + duel skill 3 + norman lance duel 0 + two weapons 0 - encumbrance 15 body size 3 + duel skill 3 + norman lance duel 0 + shield 1 - encumbrance 16
Melee body size 3 + melee skill 3 + norman lance melee 0 + two weapons 0 - encumbrance 15 body size 3 + melee skill 3 + norman lance melee 0 + shield 1 - encumbrance 16
Charge body size 3 + charge skill 3 + norman lance charge 4 - encumbrance 19 body size 3 + charge skill 3 + norman lance charge 4 + shield 1 - encumbrance 110
Phalanx body size 3 + phalanx skill 1 + norman lance phalanx 3 - encumbrance 16 body size 3 + phalanx skill 1 + norman lance phalanx 3 + shield 1 - encumbrance 17
Damage scoreAttackDefense
Wound (strength 15 / 3) + combat skill + norman lance wound 38 + combat skill body size 3 + combat skill + armor 69 + combat skill
Impact (strength 15 / 3) + combat skill + norman lance impact 16 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 15 / 3) + combat skill + norman lance grapple 05 + combat skill body size 3 + (strength 15 / 3) + combat skill 8 + combat skill
Disarm 2 * combat skill + norman lance disarm 00 + 2 * combat skill 3 * combat skill 3 * combat skill

Knight with sword

When not charging, the knight uses his secondary weapon, a longsword (weight 1.5 kg, combat 1/5/4/2/1, damage 2/1/0/0), ready for one handed use.

Close combat skill is 7 (skilled), duel 10 (expert), melee 9 (expert), charge 11 (expert) and phalanx 3 (novice).

Combat scoreAttackDefense
Close body size 3 + close skill 2 + longsword close 1 - encumbrance 15 body size 3 + close skill 2 + longsword close 1 - encumbrance 15
Duel body size 3 + duel skill 3 + longsword duel 5 + two weapons 0 - encumbrance 110 body size 3 + duel skill 3 + longsword duel 5 + shield 1 - encumbrance 111
Melee body size 3 + melee skill 3 + longsword melee 4 + two weapons 0 - encumbrance 19 body size 3 + melee skill 3 + longsword melee 4 + shield 1 - encumbrance 110
Charge body size 3 + charge skill 3 + longsword charge 2 - encumbrance 17 body size 3 + charge skill 3 + longsword charge 2 + shield 1 - encumbrance 18
Phalanx body size 3 + phalanx skill 1 + longsword phalanx 1 - encumbrance 14 body size 3 + phalanx skill 1 + longsword phalanx 1 + shield 1 - encumbrance 15
Damage scoreAttackDefense
Wound (strength 15 / 3) + combat skill + longsword wound 38 + combat skill body size 3 + combat skill + armor 69 + combat skill
Impact (strength 15 / 3) + combat skill + longsword impact 16 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 15 / 3) + combat skill + longsword grapple 05 + combat skill body size 3 + (strength 15 / 3) + combat skill 8 + combat skill
Disarm 2 * combat skill + longsword disarm 00 + 2 * combat skill 3 * combat skill 3 * combat skill

Warhorse

This animal is of large size, has strength 17 (max. press 179 kg, unencumbered 35.8 kg) and health 14. It wears partial plate barding (weight 40 kg, absorption 3). Its weapons are its bite (combat 5/1/0/0/0, damage 1/0/3/1) and kick (combat 2/1/2/0/0, damage 1/1/0/0).
It carries a total weight of [75 (knight) + 42 (knight equipment) + 40 (barding)] = 157 kg. With strength 17 and being a pack animal, its load is normal.

Close combat skill is 4 (novice), duel 0 (unskilled), melee 3 (novice), charge 4 (novice) and phalanx 0 (unskilled).

Combat scoreAttackDefense
Close body size 4 + close skill 1 + bite close 5 - encumbrance 010 body size 4 + close skill 1 + bite close 5 - encumbrance 010
Duel body size 4 + duel skill 0 + bite duel 1 + two weapons 0 - encumbrance 05 body size 4 + duel skill 0 + bite duel 1 + shield 0 - encumbrance 05
Melee body size 4 + melee skill 1 + bite melee 0 + two weapons 0 - encumbrance 05 body size 4 + melee skill 1 + bite melee 0 + shield 0 - encumbrance 05
Charge body size 4 + charge skill 1 + bite charge 0 - encumbrance 05 body size 4 + charge skill 1 + bite charge 0 + shield 0 - encumbrance 05
Phalanx body size 4 + phalanx skill 0 + bite phalanx 0 - encumbrance 04 body size 4 + phalanx skill 0 + bite phalanx 0 + shield 0 - encumbrance 04
Damage scoreAttackDefense
Wound (strength 17 / 3) + combat skill + bite wound 17 + combat skill body size 4 + combat skill + armor 37 + combat skill
Impact (strength 17 / 3) + combat skill + bite impact 06 + combat skill 2 * body size 4 + combat skill 8 + combat skill
Grapple (strength 17 / 3) + combat skill + bite grapple 39 + combat skill body size 4 + (strength 17 / 3) + combat skill 10 + combat skill
Disarm 2 * combat skill + bite disarm 11 + 2 * combat skill 3 * combat skill 3 * combat skill

Mob

The mob consists of fifteen angry farmers who suffered very heavy pillaging and raiding by the knights army. They are all unarmed, but determined to bring this single knight down. They are all medium size. Their strength is averaged at 12 (max. press 72 kg, unencumbered 14.4 kg) and health 11. They wear no armor (weight 0 kg, absorption 0). Their weapons are bare hands (weight 0 kg, combat 6/1/1/0/0, damage 0/0/5/2).
They carry no weight at all and their encumbrance is none.

Close combat skill is 5 (novice), duel 4 (novice), melee 3 (novice), charge 0 (unskilled) and phalanx 4 (novice).

Combat scoreAttackDefense
Close body size 3 + close skill 1 + hand close 6 - encumbrance 010 body size 3 + close skill 1 + hand close 6 - encumbrance 010
Duel body size 3 + duel skill 1 + hand duel 1 + two weapons 0 - encumbrance 05 body size 3 + duel skill 1 + hand duel 1 + shield 0 - encumbrance 05
Melee body size 3 + melee skill 1 + hand melee 1 + two weapons 0 - encumbrance 05 body size 3 + melee skill 1 + hand melee 1 + shield 0 - encumbrance 05
Charge body size 3 + charge skill 0 + hand charge 0 - encumbrance 03 body size 3 + charge skill 0 + hand charge 0 + shield 0 - encumbrance 03
Phalanx body size 3 + phalanx skill 1 + hand phalanx 0 - encumbrance 04 body size 3 + phalanx skill 1 + hand phalanx 0 + shield 0 - encumbrance 04
Damage scoreAttackDefense
Wound (strength 12 / 3) + combat skill + hand wound 04 + combat skill body size 3 + combat skill + armor 03 + combat skill
Impact (strength 12 / 3) + combat skill + hand impact 04 + combat skill 2 * body size 3 + combat skill 6 + combat skill
Grapple (strength 12 / 3) + combat skill + hand grapple 59 + combat skill body size 3 + (strength 12 / 3) + combat skill 7 + combat skill
Disarm 2 * combat skill + hand disarm 33 + 2 * combat skill 3 * combat skill 3 * combat skill

Flow of the fight

The knight wants to evade the farmers, but they block a narrow passage. So, he closes his visor and charges, hoping to break their ranks in one strike. There is more than one wolf to attack the minotaur, so this is a melee.

Segment 1
By charging with a longer weapon, the knight automatically gains initiative. He attacks in charge style and must roll [base 10 + knight charge attack 9 + height bonus 1 - mob charge defense 3] = 17 or lower to break defense. He rolls a 7 and manages it easily. He opts for a wounding attack because that is all that his lance is good for. The damage is increased because of the horse's speed and weight. His wound damage attack score is [8 + charge combat skill 3 + horse gallop 3] = 14. The wound damage defense score of the unhappy farmer One who is in front is [3 + charge combat skill 0] = 3. Damage result is [d(14 - 3)] = d11. The knight rolls a 7, knocking his first opponent down and almost out. The farmer now has a -2 penalty to combat scores, but he has had enough and staggers out of the fight.

Segment 2
The mob now close in on the knight and surround him on all sides, forcing a melee. Eight of them can simultaneously attack his horse, six of these are close enough to attack the knight instead. His horse also joins the fray, biting. The knight drops his lance and draws his sword. The knight must now roll [base 10 + knight melee attack 9 + height bonus 1 - mob melee defense 5] = 15 or lower. He rolls a 9 and breaks defense. Again he chooses a wonding attack. His wound damage attack score is now [8 + melee combat skill 3] = 11. The wound damage defense score of the farmers is [3 + melee combat skill 1] = 4. So, damage result is [d(11-4)= d7. He rolls a 3 and lightly damages farmer Two. The horse has no height advantage. It must roll [base 10 + horse melee attack 5 - mob melee defense 5] = 10 or lower and rolls a 3, so succeeds at that. It tries a wounding attack. Its wound damage attack score is [7 + melee combat skill 1] = 8. Damage result is [d(8-4)] = d4. It rolls a 2 and bites farmer Four in the arm. Mobbers 2 to 5 must roll [base 10 + mob melee attack 5 - knight melee defense 10 - height penalty 1] = 4 or lower, but Two gets a -1 penalty because of his wound and must roll 3. Six and Seven who attack from from behind must roll 6. Eight and Nine attack the horse and must roll [base 10 + mob melee attack 5 - horse melee defense 5] = 10 or lower. The farmers roll 15, 2, 13, 19, 19, 17, 9 and 20 respectively. All fail to break defense, except Three attacking against the knight and the Eight against the horse. These farmers make switching attacks, forcing both man and animal into close combat.

Segment 3
The knight intends to shake off the farmer and keeps on fighting with his sword. He and farmer Three are now engaged in close combat and must roll initiative. The initiative score of the knight is [d6 + body size 3 + close attack 5] = d6 + 8, he rolls a 4 for a total of 12. The initiative score of farmer is [d6 + body size 3 + close attack 10] = d6 + 13, he rolls a 2 for a total of 15 and may thus attack first. The farmer must now roll [base 10 + farmer close attack 10 - knight close defense 5 - height penalty 1] = 14 or lower. He rolls a 19 and fails to break defense. The horse and farmer Eight are also locked in close combat. The initiative score of the horse is [d6 + body size 4 + close attack 10] = d6 + 14, he rolls a 4 for a total of 18. The initiative score of farmer is [d6 + body size 3 + close attack 10] = d6 + 13, he rolls a 5 for a total of 18, so both attack are simultaneously here. The horse must roll [base 10 + horse close attack 10 + farmer close defense 10] = 10 or lower. The farmer must roll [base 10 + farmer close attack 10 - horse close defense 10] = also 10. Rolls are 3 and 12 respectively, so only the horse breaks defense. It is quite happy with fighting at close range and launches a wounding attack. Its wound damage attack score is now [7 + close combat skill 1] = again 8. The wound damage defense score of the farmers is [3 + close combat skill 1] = also unchanged at 4. Damage result is d4, the horse rolls a 3 and damages farmer Eight. Because of the tangle, farmers Two, Five, Seven and Nine are forced to stand aside and wait. Four and Six try to break defense against the knight, attacking after combat between the close combatants has been resolved. They must roll [base 10 + farmer melee attack 5 - knight melee defense 10 - height penalty 1] = 4 or lower. Six can no longer make a back attack because of all the chaos. Rolls are two times 8, good but not good enough.

Segment 4
Because farmer Three failed to do damage in close combat, the knight may now counterattack him. The knight must roll [base 10 + knight close attack 5 + height bonus 1 - farmer close defense 10] = 6 or lower, but rolls a 19 and fails. The horse has won the previous segment so may attack again. It must now roll 11 or lower, as farmer Eight now has a -1 wound penalty. It rolls a 15 and fails. The two farmers close by try to engage the knight again. Rolls are 13 and 3. Six makes a switching attack and joins farmer Three in pinning the knight down.

Segment 5
Farmer Three may now attack the knight. He now gets support from farmer Six, who adds one point of close combat skill, so Three must now roll 15 or lower to break defense. He rolls a 5 and makes it. He tries a grappling attack to further constrain the knight. His effective grapple damage attack score is [9 + close combat skill 1 + support 1] = 11. The grapple damage defense score of the knight is [8 + close combat skill 2] = 10. So, damage result is [d(11-10)= d1 = 1, one point short of limiting the knight's fighting capacity. Farmer Eight attacks the horse again. He must now roll 9 to break defense, because of his wound penalty. He rolls 12 and fails. Farmer Four is still trying to get to the knight. He must roll 4 but rolls 7 and fails again.

Segment 6
In the previous segment Farmer Three did some "damage", however little, so he may attack again. He still must roll 15 to break defense, rolls 14 and succeeds. Damage result is still d1 = 1. The knight now has a total of 2 grappling damage points, which lowers his combat scores by 1 point. The horse attacks farmer Eight, must roll 11 and breaks through with an 8. Damage result has gone up to d5 because of the farmer's wound, he rolls a 4. Farmer Eight now has 7 points of wound damage and a combat penalty of 2 points. He backs off, but farmers Nine and Ten immediately take his place. Farmer Four must still roll 4 or lower to break defense, as the combat penalty of the knight applies only from the next segment onwards. He rolls a 12 and fails once more.

Segment 7
Farmer Three must now roll 16, but rolls a 19 and fails to break defense. The horse and farmers Nine and Ten engage in melee again. The brave horse must roll 10, rolls a 5 and once more bites a farmer, Nine this time. Damage result is d4, he rolls a 4, so Nine is wounded and penalized immediately. Nine and Ten must roll 10 to break through to the horse and roll 6 and 7 respectively. Ten makes a switching attack to close combat, but Nine cannot do so because he was wounded this segment. Anyway, there is room for but one of these two. Farmer Four is still trying to reach the knight. He must now roll 5 or lower and rolls exactly that. Like Six, he makes a switching attack and joins the other two.

Segment 8
The knight can counterattack and must now roll 5 or lower to break defense. He rolls a 4 and surprisingly succeeds. Because he is grappled, he canot simply make a switching attack to shake off one farmer. So instead he makes a wounding attack against farmer Four. His wound damage attack score is now [8 + melee combat skill 3 - grappling penalty 1] = 10. The wound damage defense score of Four is [3 + melee combat skill 1] = 4. So, damage result is [d(10-4)= d6. He rolls a 3, shaking off this farmer back to to melee distance and giving him one point combat penalty along the way. The horse must roll initiative for close combat with farmer Ten. Its initiative is d6 + 14, he rolls 2 for a total of 16. Ten's initiative is d6 + 13, he rolls 4 for a total of 17 and wins. He must roll 10 to break defense, rolls a 9 and succeeds. Desperate, he tries to wound the horse. His wound damage attack score is [4 + close combat skill 1] = 5. The horse's wound damage defense score is [7 + close combat skill 1] = 8. Damage result is [2 - d(2 + 8 - 5)] = 2 - d5. Bad odds, but the best he can get, he thinks. He rolls a 4 for -3 damage, rounded up to 0, so fails to harm the horse.

This fight may go on for quite a while. The knight's relatively low close combat scores makes him vulnerable for infighting by the farmers, but they cannot do significant damage until they manage to constrain him totally. If they succeed in making several successful grappling attacks, they may constrict him so severely that he is almost defenseless. At that moment they can try to unhorse, pummel and or wound him.
A risk is the warhorse, which is as dangerous in close combat as in melee, and well able to cause significant damage to the farmers. But their great number allows them plentiful reinforcements, so they will probably win, despite severe wounds for a significant number.

Missile: Peltast vs. archer

Fighter statistics

Akhoi the Thracian peltast

Akhoi is a hireling, part of the so-called light infantry. He has strength 12 (max. press 72 kg, unencumbered 14.4 kg) and health 11. He wears soft leather armor (weight 7½ kg, absorption 1). He also uses an pelte shield (weight 3 kg, defense 1). His weapon is a javelin (weight 0.9 kg, ROF 4, range 50, combat 1, damage 3/0/-/0), wielded one handed of course.
He carries a total weight of [7.5 (armor) + 3 (shield) + 0.9 (mace) + 2 (other equipment)] = 13.4 kg. With strength 12, his fighting encumbrance is none.

Missile skill is 8 (skilled).

Combat scoreAttackDefense
Missile missile skill 2 + javelin missile 1 - range penalty 3 - range penalty cover + movement bonus cover + movement bonus
Damage scoreAttackDefense
Wound body size 3 + missile skill 2 + javelin wound 3 - (range penalty / 2) 8 - (range penalty / 2) body size 3 + missile skill 2 + armor 16
Impact body size 3 + missile skill 2 + javelin wound 3 - (range penalty / 2) 8 - (range penalty / 2) 2 * body size 3 + missile skill 28
Grapplen.a.n.a. body size 3 + (strength 12 / 3) + combat skill 7 + combat skill
Disarm 2 * combat skill + javelin disarm 00 + 2 * combat skill 3 * combat skill 3 * combat skill

Robert the archer

Robert is an English militia man. He has strength 14 (max. press 104 kg, unencumbered 20.8 kg) and health 13. He also wears a boiled leather armor (weight 10 kg, absorption 2), but uses no shield. His weapon is an English longbow (weight 0.7 kg, ROF 2, range 300, combat 2, damage 4/0/-/0), wielded two handed of course.
He carries a total weight of [10 (armor) + 0.7 (bow) + 1 (quiver + arrows) + 2 (other equipment)] = 13.7 kg. With strength 14, his fighting encumbrance is none.

Missile skill is 8 (skilled).

Combat scoreAttackDefense
Missile missile skill 2 + longbow missile 2 - range penalty 4 - range penalty cover + movement bonus cover + movement bonus
Damage scoreAttackDefense
Wound body size 3 + missile skill 2 + longbow wound 4 - (range penalty / 2) 9 - (range penalty / 2) body size 3 + missile skill 2 + armor 27
Impact body size 3 + missile skill 2 + longbow wound 4 - (range penalty / 2) 9 - (range penalty / 2) 2 * body size 3 + missile skill 28
Grapplen.a.n.a. body size 3 + (strength 14 / 3) + combat skill 8 + combat skill
Disarm 2 * combat skill + longbow disarm 00 + 2 * combat skill 3 * combat skill 3 * combat skill

Flow of the fight

The two missile fighters face each other on a bare plain with no wind. The Thracian gets 3 points of cover for his missile defense score from his small pelte shield, the Englishman has a missile defense score of 0. At the start of the fight, the two combatants are 40 mtrs. distance apart. For the javelin, this is the upper end of long range (-6 penalty). For the longbow, it is point blank range (0 penalty). Thus, Akhoi has an attack score of [3 - 6] = -3, Robert [4 - 0] = 4. Both men have their weapons ready and can fire in the first segment, so initiative rolls are made, coming up with 5 for the Thracian and 2 for the Englishman, so initiative scores are [5 + -3] = 2 and [2 + 4] = 6 respectively. So Robert shoots first.

Segment 1
The Englishman must roll [base 12 + Robert missile attack score 4 - range penalty 0 + Akhoi missile defense score 3] = 13 or lower to break defense. He rolls a 9 and hits, choosing a straightforward wounding attack. His wound damage attack score is [9 - (range penalty 0 / 2)] = 9. Akhoi's wound damage defense score is 6, so the damage result is [d(9 - 6)] = d3. He rolls a 1 and scores the first point, preventing a counterattack. We use the rough method of determining damage effects here, so there are no effects at this stage.

Segment 2
Robert reloads his bow. Akhoi meanwhile considers his chances. He must roll [base 12 + Akhoi missile attack score 3 - range penalty 6 + Robert missile defense score 0] = 9 or lower to break defense. This is quite less than Robert's 14, so he decides to change the odds and spend this segment on a sprint forward to close the distance. Only slightly wounded, he can manage about 6 mtrs/sec, or 36 mtrs in this segment. He halts at 8 mtrs distance from the archer. Now he too is at point blank range and this improves missile attack score to 3 so he now needs 15 to hit and his initiative improves too. The scores for the Englishman are not changed, he is still at point blank range.

Segment 3
By now Robert has reloaded, but Akhoi still has his javelin aimed, so both are ready to fire. Again initiative is rolled, coming up with 4 and 2 respectively, so initiative score is [4 + 3] = 7 for Akhoi and [2 + 4] = 6 for Robert. The Thracian rolls a 5 for attack which more than enough to hit. His wound damage attack score is [8 - (range penalty 0 / 2)] = 8. Robert's wound damage defense score is 7, so the damage result is [d(8 - 7)] = d1. Damage is automatically 1 and Robert's counterattack is blocked. Akhoi starts readying another javelin. He will be ready in segment 7 if he is not disturbed in the meanwhile.

Segment 4
As Robert was ready to fire in the previous segment, but his attack is delayed until now. He must still roll 13 or lower to hit, rolls a 12 and hits with a bit of luck. Damage result is still d3, he rolls a 2. Akhoi now has a damage total of 3 points, so his attack and defense scores drop by 1 point. Furthermore, his counterattack is delayed until segment 8.

Segment 5
Both fighters spent this segment reloading, a strange sight for hand combat specialists who see these two standing only 8 meters apart.

Segment 6
Robert is ready to fire again, but Akhoi is still reloading. The Englishman now needs 14 or lower to hit. He rolls a 12 and breaks defense again. Damage result is now increased to d4 and he rolls a lucky 4. Akhoi's wound total is now 7 and so he has a total -2 penalty on attack and defense scores. His counterattack is delayed once more, to segment 9.

Segment 7
Again both fighters are reloading.

Segment 8
The archer is ready again. He must roll 15 or lower to hit, but rolls an 18 and misses.

Segment 9
While Robert is reloading, Akhoi finally has his second javelin ready and flings it at his opponent. He must now roll 13 or lower to break defense, because of his wounds. He rolls a 11 and hits. But the damage result now has fallen to [2 - d(2 + (7 - 6))] = 2 - d3. He rolls a 2, resulting in 0 damage, so the Englishman is undisturbed and will attack again next segment, while the javelinman is busy reloading again.

Segment 10
[Not detailed]

The slightly better scores for breaking defense and do damage of the English archer give him an advantage, but his higher rate of fire really makes the difference. The Thracian still has a chance of winning this fight, but the odds are already worse than at the start, and he is likely to be the loser.