---
title: 'HOSR Core Rules: Combat'
description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
section: rules
content_type: feature
short_code: uhc
---

[[toc]]

### Combat Procedure

Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.

That having been said, fights do occur, and when they do, the following steps are performed:

1. **Declare Spells, Special Attacks, Defending, and Retreats**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat).
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
    - Tie goes to the party side.
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.

    - **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee.

        - Roll 2d6 under morale score or the monsters surrender / flee.
            - After 2 successes in a fight, no further checks.
        - When to check morale:
            - After the first death on a side, and
            - When a side is half killed or incapacitated.

    - **Move**: Move up to full speed
        - If prone, use 1/2 movement to stand up.
        - If _engaged_ with an enemy at the start of the move, must make a _fighting retreat_ or enemy gets free attack.
        - If moving before an attack, up to 10' of movement can be "saved" to use after the attack finishes.
    - **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
        - Spellcasters can move _before_ casting a spell, but can't move _after_ casting one.

4. **Change Sides**: Opposing side becomes active.
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
6. **Repeat**: Return to step 2 and repeat until only one side remains.

### Readying Weapons

-   Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped).
-   Stowing held weapons takes a full action.

### Attacking

Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers).

-   +2 bonus to hit from behind (if victim is unaware).
-   When mounted, +1 bonus to hit most foes on foot.

#### AC

-   Character AC is usually determined by type of **armor** worn.
-   **Shields** grant +1 AC when used.
    -   Can also be sacrificed (shattered) to prevent a hit from inflicting damage.

<div class="dividedTableWrapper">

|   Armor Type    | AC  |
| :-------------: | :-: |
|      None       | 10  |
|  Padded / Hide  | 11  |
|     Leather     | 12  |
| Studded Leather | 13  |
|    Chainmail    | 14  |
|   Half-Plate    | 15  |
|   Full Plate    | 16  |

[Armor AC]

</div>

#### Holding Attacks

Rather than attacking, characters can move into position and hold attacks until a specific trigger occurs (ex: covering a door and only attacking if someone comes through).

-   If the trigger occurs before the character's side gets initiative again, they may make a single free attack.

#### Melee Attacks

Melee attack rolls are modified based on the character's Strength.

<div class="dividedTableWrapper">

|  STR  | Mod |
| :---: | :-: |
|   3   | -3  |
|  4-5  | -2  |
|  6-8  | -1  |
| 9-12  | +0  |
| 13-15 | +1  |
| 16-17 | +2  |
|  18+  | +3  |

[Strength Modifier]

</div>

-   Melee attacks are usually limited to 5' range.
-   Characters in melee combat with each other or other monsters are said to be **engaged**.
-   Unarmed attacks do 1d2 damage by default.

##### Dual Wielding

PCs with DEX 13+ can dual wield certain weapons.

-   When using 2 Light weapons, may make an attack with each one.
-   When using a one-handed weapon and a Light weapon, may only make one attack, but +1 to the attack and damage rolls.

#### Ranged Attacks

Ranged attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.

<div class="dividedTableWrapper">

|  DEX  | Mod |
| :---: | :-: |
|   3   | -3  |
|  4-5  | -2  |
|  6-8  | -1  |
| 9-12  | +0  |
| 13-15 | +1  |
| 16-17 | +2  |
|  18+  | +3  |

[Dexterity Modifier]

</div>

-   -1 to -4 penalties may apply when attacking targets behind partial cover.
    -   Targets behind total cover cannot be hit.
-   Attacks beyond long range are not possible.

<div class="dividedTableWrapper">

| Range  | Mod |
| :----: | :-: |
| Short  | +1  |
| Medium | --  |
|  Long  | -1  |

[Range Modifier]

</div>

#### Critical Hits

A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.

<div class="dividedTableWrapper">

| 1d20 |               Effect               |
| :--: | :--------------------------------: |
| 1-2  |             Max Damage             |
|  3   |    Max Damage + Free Attack[^1]    |
|  4   |   Max Damage + Target Fumble[^2]   |
|  5   |  Max Damage + Target Blinded[^3]   |
|  6   |           Double Damage            |
|  7   |  Double Damage + Free Attack[^1]   |
|  8   | Double Damage + Target Fumble[^2]  |
|  9   | Double Damage + Target Blinded[^3] |
|  10  |         Double Max Damage          |
|  11  |           Triple Damage            |
|  12  |  Triple Damage + Free Attack[^1]   |
|  13  | Triple Damage + Target Fumble[^2]  |
|  14  | Triple Damage + Target Blinded[^3] |
|  15  |         Triple Max Damage          |
|  16  |        Quadruple Max Damage        |
|  17  |   Max Damage + Armor Damaged[^4]   |
|  18  | Max Damage + Target Amputation[^5] |
|  19  |  Max Damage + Target Stunned[^6]   |
|  20  |       Save vs. Death or die        |

[Critical Hit Table]

[^1]: **Free Attack**: Attempt another hit with same weapon
[^2]: **Target Fumble**: Target must roll on fumble table
[^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds
[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation**: Target loses an appendage.
[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds

</div>

#### Fumbles

A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.

<div class="dividedTableWrapper">

| 1d20 |                         Effect                         |
| :--: | :----------------------------------------------------: |
|  1   |                 Stumble, weapon breaks                 |
|  2   | Stumble, automatic hit on closest ally within 10'[^1]  |
|  3   | Stumble, next attack against is automatic critical hit |
|  4   |     Stumble, can't attacks until end of next round     |
|  5   |         Stumble, can't attack until next round         |
|  6   |     Stumble, next attack against is automatic hit      |
|  7   |        Stumble, hit self for maximum damage[^1]        |
|  8   |        Stumble, hit self for regular damage[^1]        |
|  9   |          Stumble, all rolls next round get -2          |
|  10  |       Stumble, go last in initiative next round        |
|  11  |       Fall down (prone) and drop weapon 30' away       |
|  12  |       Fall down (prone) and drop weapon 20' away       |
|  13  |       Fall down (prone) and drop weapon 10' away       |
|  14  |        Fall down (prone) and drop weapon nearby        |
|  15  |                   Fall down (prone)                    |
|  16  |                  Drop weapon 30' away                  |
|  17  |                  Drop weapon 20' away                  |
|  18  |                  Drop weapon 10' away                  |
|  19  |                  Drop weapon at feet                   |
|  20  |            Fumble weapon, but maintain hold            |

[Fumble Table]

[^1]: **Automatic Hits**: Roll 1d20 to check for critical, but ignore further fumbles.

</div>

### Defending

Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**.

### Movement

Most characters can move 40' in a combat round.

-   **When Engaged**: Can't move away from foe without retreating.
-   **When Prone**: Use 1/2 movement to stand up.

### Retreating

Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.

-   **Fighting Retreat**: Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
-   **Full Retreat**: Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.

### Weapons

-   One-handed weapons are weapons that may be wielded with one hand (ex: no weapons with "Two-handed", but includes weapons with "Versatile").

#### Melee Weapons

<div class="dividedTableWrapper">

|       Weapon       | Damage |           [Properties](#weapon-properties)            |
| :----------------: | :----: | :---------------------------------------------------: |
|     Battle Axe     |  1d8   |                   Versatile (1d10)                    |
|     Blackjack      |  1d2   |                    Blunt, Stealth                     |
|     Chain Whip     |  1d6   |                    Entangle, Reach                    |
| Chain Whip, Spiked |  1d8   |                    Entangle, Reach                    |
|        Club        |  1d4   |                     Blunt, Light                      |
|       Dagger       |  1d4   |            Light, Thrown (10' / 20' / 30')            |
|       Flail        |  1d6   |                                                       |
|      Garotte       |  1d4   |             Entangle, Stealth, Two-handed             |
|     Greatsword     |  1d12  |                   Slow, Two-handed                    |
|     Greatclub      |  1d8   |                Blunt, Slow, Two-handed                |
|      Hand Axe      |  1d4   |            Light, Thrown (10' / 20' / 30')            |
|      Javelin       |  1d6   |                Thrown (30'/ 60' / 90')                |
|       Lance        |  1d6   |                        Charge                         |
|    Light Hammer    |  1d4   |        Blunt, Light, Thrown (10' / 20' / 30')         |
|     Longsword      |  1d8   |                   Versatile (1d10)                    |
|        Mace        |  1d6   |                         Blunt                         |
|    Morningstar     |  1d8   |                                                       |
|        Net         |   0    | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed |
|      Nunchaku      |  2d4   |                   Blunt, Two-handed                   |
|      Pickaxe       |  1d8   |                   Slow, Two-handed                    |
|      Polearm       |  1d10  |                Reach, Slow, Two-handed                |
|       Rapier       |  1d8   |                                                       |
|      Scimitar      |  1d6   |                                                       |
|       Sickle       |  1d4   |                         Light                         |
|     Shortsword     |  1d6   |                                                       |
|       Spear        |  1d6   |      Thrown (20' / 40' / 60') , Versatile (1d8)       |
|       Staff        |  1d4   |                Blunt, Versatile (1d6)                 |
|      Trident       |  1d6   |      Thrown (10' / 20' / 30') , Versatile (1d8)       |
|     Warhammer      |  1d6   |                Blunt, Versatile (1d8)                 |
|        Whip        |  1d4   |                    Entangle, Reach                    |

[Melee Weapons]

</div>

#### Melee Weapon Details

-   **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns.
-   **Garotte**: While target is entangled, inflicts damage automatically each round, can be used for [Sneak Attack](/classes/thief.html#core-features).
-   **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers.
-   **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
-   **Whip**: On a successful hit, may either inflict damage OR entangle.

#### Ranged Weapons

<div class="dividedTableWrapper">

|     Weapon      | Damage |       Range       | [Properties](#weapon-properties) |
| :-------------: | :----: | :---------------: | :------------------------------: |
|     Blowgun     |   1    | 25' / 50' / 100'  |              Reload              |
|      Bolas      |  1d2   |  20' / 40' / 60'  |         Blunt, Entangle          |
| Crossbow, Hand  |  1d4   |  20' / 40' / 80'  |          Light, Reload           |
| Crossbow, Heavy |  1d8   | 80' / 160' / 240' |     Reload, Slow, Two-handed     |
| Crossbow, Light |  1d6   | 40' / 80' / 120'  |        Reload, Two-handed        |
|    Great Bow    |  1d8   | 70' / 140' / 210' |         Slow, Two-handed         |
|     Longbow     |  1d6   | 70' / 140' / 210' |            Two-handed            |
|    Shortbow     |  1d6   | 50' / 100' / 150' |            Two-handed            |
|      Sling      |  1d4   | 40' / 80' / 160'  |              Blunt               |

[Ranged Weapons]

</div>

#### Ranged Weapon Details

-   **Sling**: Typically uses stones, bullets add +1 damage (1d4+1 total).

#### Weapon Properties

!!!include(rules/weapon-properties.md)!!!

!!!include(license/wotc-cc-by.md)!!!
