--- 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, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage. 2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first. 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. - **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item. - Spellcasters can't move after casting a spell. 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. - 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 destroyed to prevent a hit from inflicting damage.
| Armor Type | AC | | :-------------: | :-: | | None | 10 | | Padded / Hide | 11 | | Leather | 12 | | Studded Leather | 13 | | Chainmail | 14 | | Half-Plate | 15 | | Full Plate | 16 | [Armor AC]
#### Melee Attacks Melee attack rolls are modified based on the character's Strength.
| STR | Mod | | :---: | :-: | | 3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-12 | +0 | | 13-15 | +1 | | 16-17 | +2 | | 18+ | +3 | [Strength Modifier]
- 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.
| DEX | Mod | | :---: | :-: | | 3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-12 | +0 | | 13-15 | +1 | | 16-17 | +2 | | 18+ | +3 | [Dexterity Modifier]
- -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.
| Range | Mod | | :----: | :-: | | Short | +1 | | Medium | -- | | Long | -1 | [Range Modifier]
#### 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.
| 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 blinds target 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
#### Fumbles A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
| 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.
### 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 #### Melee Weapons
| Weapon | Damage | [Properties](#weapon-properties) | | :----------: | :----: | :---------------------------------------------------: | | Battleaxe | 1d8 | Versatile (1d10) | | Blackjack | 1d2 | Blunt, Stealth | | Club | 1d4 | Blunt, Light | | Dagger | 1d4 | Light, Thrown (10' / 20' / 30') | | Flail | 1d6 | | | Garotte | 1d4 | Entangle, Stealth, Two-handed | | Greatsword | 1d10 | Reach, 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]
#### 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. - **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
| 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]
#### 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)!!!