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1 | \documentclass{tables} |
2 | ||
3 | \begin{document} | |
4 | ||
5 | \sect{Combat} | |
6 | ||
7 | \begin{set} | |
8 | \begin{order*}{To derive to-hit value from AC and THAC0} | |
9 | \item The basic to-hit is $H = \textrm{THAC0} - \textrm{AC}$. \\ | |
10 | \item If $H < 2$, add up to 4. \\ | |
11 | \item If $H > 20$, subtract up to 4. \\ | |
12 | \item If $H > 30$ still, subtract up to 4 again; etc. \\ | |
13 | \item Conversely, if $H < -10$, add up to 4, etc. \\ | |
14 | \item If $H$ is negative, use $2$ and add $-H$ bonus to damage. \\ | |
15 | \end{order*} | |
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16 | \colgap |
17 | \begin{tabular}{\shade lMr} \hlx*{hv} | |
18 | \tt{Range adjustments} \\ | |
19 | \th{Range} & \th{Adj} \\ \hlx{vhv} | |
20 | Short & +1 \\ \hlx{+} | |
21 | Medium & 0 \\ \hlx{+} | |
22 | Long & -1 \\ \hlx*{vh} | |
23 | \end{tabular} | |
24 | \hfil | |
25 | \begin{tabular}{\shade lMrMr} \hlx*{hv} | |
26 | \tt{Cover adjustments} \\ | |
27 | \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv} | |
28 | None & 0 & 0 \\ \hlx{+} | |
29 | Quarter & -1 & -2 \\ \hlx{+} | |
30 | Half & -2 & -4 \\ \hlx{+} | |
31 | Three-quarters & -3 & -6 \\ \hlx{+} | |
32 | Full & -4 & \hbox{---} \\ \hlx*{vh} | |
33 | \end{tabular} | |
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34 | \rowgap |
35 | \begin{tabular}{\shade cccccMr} \hlx*{hv} | |
36 | \tt{Hit table} \\ | |
37 | \multicolumn{4}{c}{\th{Class/level}} & \th{Monster} & \\ | |
38 | \th{M-U} & \th{C/T} & \th{F} & \th{D-H} & \th{HD} & \th{THAC0}\\\hlx{vhv} | |
39 | \multicolumn{4}{c}{Normal man} & & 20 \\ \hlx{+} | |
40 | 1--5 & 1--4 & 1--3 & & Up to 1 & 19 \\ \hlx{+} | |
41 | & & & & 1+ to 2 & 18 \\ \hlx{+} | |
6d54ef35 | 42 | \06--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+} |
46d528a4 | 43 | & & & & 3+ to 4 & 16 \\ \hlx{+} |
6d54ef35 | 44 | 11--15 & \09--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+} |
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45 | & & & B & 5+ to 6 & 14 \\ \hlx{+} |
46 | 16--20 & 13--16 & 10--12 & C & 6+ to 7 & 13 \\ \hlx{+} | |
47 | & & & D & 7+ to 8 & 12 \\ \hlx{+} | |
48 | 21--25 & 17--20 & 13--15 & E & 8+ to 9 & 11 \\ \hlx{+} | |
6d54ef35 | 49 | & & & F &\09+ to 11 & 10 \\ \hlx{+} |
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50 | 26--30 & 21--24 & 16--18 & G & 11+ to 13 & 9 \\ \hlx{+} |
51 | & & & H & 13+ to 15 & 8 \\ \hlx{+} | |
52 | 31--35 & 25--28 & 19--21 & I & 15+ to 17 & 7 \\ \hlx{+} | |
53 | & & & J & 17+ to 19 & 6 \\ \hlx{+} | |
54 | 36 & 29--32 & 22--24 & K & 19+ to 21 & 5 \\ \hlx{+} | |
55 | & & & L & 21+ to 23 & 4 \\ \hlx{+} | |
56 | & 33--36 & 25--27 & M & 23+ to 25 & 3 \\ \hlx{+} | |
57 | & & & & 25+ to 27 & 2 \\ \hlx{+} | |
58 | & & 28--30 & & 27+ to 29 & 1 \\ \hlx{+} | |
59 | & & & & 29+ to 31 & 0 \\ \hlx{+} | |
60 | & & 31--33 & & 31+ to 33 & -1 \\ \hlx{+} | |
61 | & & & & 33+ to 35 & -2 \\ \hlx{+} | |
62 | & & 34--36 & & 35+ up & -3 \\ \hlx{vh} | |
63 | \end{tabular} | |
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64 | \end{set} |
65 | ||
66 | \begin{set} | |
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67 | \begin{order*}{Striking} |
68 | \item Attacker must be at least half size of defender. \\ | |
69 | \item Damage is $1 + \delta S$ (or $0$ if pulled). \\ | |
70 | \item Stunned if $t = \dice{1d20} - C' > 0$. (Monster $C = 2\times | |
71 | \mathrm{HD}$.) \\ | |
72 | \item If stunned, SvDR $+4 - \delta S$ or knocked out for $t$ rounds. \\ | |
73 | \item \emph{Haymaker}: Lose initiative, $-5$ to hit: $-4$ on SvDR, and no | |
74 | size limit. \\ | |
75 | \end{order*} | |
76 | \line | |
77 | \begin{order*}{Wrestling} | |
78 | \item Wrestling rating $w = \lceil L/2 \rceil + \delta S + \delta D + | |
79 | \textrm{basic AC}$. \\ | |
80 | \item Monster $w = 2 \times \mathrm{HD} + \textrm{basic AC}$. \\ | |
81 | \item Multiple wrestlers: $+1$/$+5$ for each with less/more than | |
82 | $\tfrac{1}{2}$ HD. \\ | |
83 | \item Compare $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to | |
84 | \textrm{pin}$. \\ | |
6d54ef35 | 85 | \item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more). \\ |
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86 | \end{order*} |
87 | \end{set} | |
88 | ||
89 | \begin{set} | |
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90 | \begin{order*}{Naval combat} |
91 | \item Magic and giant monsters: usually 1 hull point for each 5 hit | |
92 | points, rounding down. \\ | |
93 | \item Each 10\% of damage or 10\% loss of rowers reduces speed by 10\%. \\ | |
94 | \item Dead in water at 75\% damage; sinks at 100\%. \\ | |
95 | \item Grappling: at $50'$ or less; successful 2 in 6 or by mutual | |
96 | agreement. \\ | |
6d54ef35 | 97 | \item Ramming: THAC0 19; modify for weather, man\oe uvrability etc. \\ |
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98 | \item Boarding: $-2$ on hit rolls and AC during boarding round. \\ |
99 | \item Repairs: five crewmen required; 1\,hp per turn up to half damage, fails | |
100 | after 5d6 days. \\ | |
101 | \end{order*} | |
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102 | \line |
103 | \begin{tabular}{\shade lMcMc} \hlx*{hv} | |
104 | \tt{Ramming damage} \\ | |
105 | \th{Vessel} & \th{Ship} & \th{Creature} \\ \hlx{vhv} | |
106 | Small galley & (\d{1d4} + 4) \times 10 & \d{3d8} \\ \hlx{+} | |
107 | Large galley & (\d{1d6} + 5) \times 10 & \d{6d6} \\ \hlx*{vh} | |
108 | \end{tabular} | |
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109 | \end{set} |
110 | ||
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111 | \end{document} |
112 | ||
113 | %%% Local Variables: | |
114 | %%% mode: latex | |
115 | %%% TeX-master: t | |
116 | %%% End: |