| 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*} |
| 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} |
| 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{+} |
| 42 | \06--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+} |
| 43 | & & & & 3+ to 4 & 16 \\ \hlx{+} |
| 44 | 11--15 & \09--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+} |
| 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{+} |
| 49 | & & & F &\09+ to 11 & 10 \\ \hlx{+} |
| 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} |
| 64 | \end{set} |
| 65 | |
| 66 | \begin{set} |
| 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 $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to |
| 84 | \textrm{pin}$. \\ |
| 85 | \item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more). \\ |
| 86 | \end{order*} |
| 87 | \end{set} |
| 88 | |
| 89 | \begin{set} |
| 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. \\ |
| 97 | \item Ramming: THAC0 19; modify for weather, man\oe uvrability etc. \\ |
| 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*} |
| 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} |
| 109 | \end{set} |
| 110 | |
| 111 | \end{document} |
| 112 | |
| 113 | %%% Local Variables: |
| 114 | %%% mode: latex |
| 115 | %%% TeX-master: t |
| 116 | %%% End: |