by Mathew Sparkes
Rather than just roll a dice to hit in an abstract fashion, why not inject a dash of colour, or even of dirty fighting as your figures slash, riposte and headbut their way to glory ~ Roll a d6 for each figure (yes, not that original so far) and cross reference the result. This gives one figure an advantage, which is converted to hit on a dice roll. There are three charts, armed, unarned and armed vs unarmed combat, see over. These are not based on any experience of martial arts and really only give a sense of movement and action. A figure with a sword uses the same rolls as one with a Martini Henry and bayonet. You can mark a set of dice with actions instead of numbers and if you wish, make it more likely for certain figures to do certain things eg a John Buchan hero is more likely to employ the straight left than the headbutt; Col. Harry Flashman will be more likely to use his knee, or even more likely dodge (and run). A figure can opt to use the advantage as an opportunity to run like blazes, or draw a pistol and shoot etc. Advantage is converted to a hit on a 456, +1 if the figure is rated as skilled in melee or mounted, or has the longer weapon etc; - 1 if wounded or the target is armoured. If the result is 6+ then the opponent is incapacitated or worse, otherwise a wound is inflicted. Only figures rated as especially strong or trained in martial arts can kill in unarmed combat. Beware those aged Chinese Monks! A figure incapitated by unarmed combat is unconsious, a wound represents being winded, groined, gauged etc. Heroic figures can perhaps be allowed to try to hit even without the advantage, on say a 6, providing they survive the opponents attack. Armed Combat
Unarmed Combat
Armed vs. Unarmed Combat
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