The combat system below tries to stay as true as possible to the 3rd edition rules, while incorporating some of the ideas behind the 4th edition system. Specifically, it addresses the following biases:
NB: Many of the combat skills have been altered slightly under this system. It isn't necessary that you do this in order to use it, but if some of the references confuse you, check out the Modified Abilities under House Rules. You may also skip to the revised Weapons Table.
BASIC COMBAT SEQUENCE
I. Declarations
At the beginning of each combat round the players must declare their intentions for the round.
Any character that switches from one strenuous action to another (such as attacking one round
and then fleeing the next, or attacking with a different weapon) must make a Fatigue roll during
this phase.
II. Movement
Any characters that are not currently engaged in melee may move at this time. Movement works
the same as the 3rd edition rules.
III. Missiles
A character who can fire only once per round, and who has his weapon ready to fire, may do so
during the Missile phase. If his weapon has not been readied, he must spend time aiming and lets
his missile loose during the Magic phase. Characters able to fire twice in a round fire both during
the Missile phase and the Magic phase.
IV. Melee
This is the main part of combat, where the actual hand-to-hand fighting is resolved. The Melee
phase consists of three different stages:
FIRST STRIKE: The First Strike roll is used to determine the order in which characters act. First Strike is only rolled in two situations: at the beginning of combat, and when one of the combatants tries to backpedal (see below).
At the beginning of combat, characters usually make a First Strike roll to see who will be able to attack first. If a character is using a weapon three feet longer than his opponent's, however, he automatically attacks before that opponent. Between weapons of similar length, the highest First Strike total attacks first, the second second, etc. Your First Strike total is a stress die + Qck + Weapon Speed + Weapon Skill - Enc.
Engaging Multiple Opponents: Fighting against multiple opponents makes it more difficult to position yourself to attack first. For each attacker beyond one that you are engaged with, subtract 2 from your First Strike rolls.
If multiple opponents with short weapons are trying to engage you, then you get to attack before all of them. However, since you can only Attack once per round, you will only be able to keep one of them at bay (see Attacking below). The rest will be able to close on you without penalty (it is possible to hold off a group of attackers, however, if each one is afraid of being the first to risk getting hit!). If the composition of your attackers is mixed, you compare your First Strike to those with similar-sized weapons normally. You still attack before anyone closing on you with a shorter weapon however (if you are attacking that opponent), even if you do not win First Strike overall.
Changing First Strike: The order of First Strike generally stays the same each round. If you have lost First Strike, you can try and achieve it in two ways. First., you can try to backpedal, which involves backing up several feet in order to put yourself in a more favourable position (see below). Additionally, you can win First Strike by attacking whoever currently has First Strike and beating their Defence total by 10 or more. This only works if they have not already done damage to you this round.
Backpedalling: During combat you may wish to put distance between yourself and your attacker. This is usually done because he is too close for you to use your weapon effectively, but you may also wish to backpedal before trying to escape from the battle.
Whenever you want to increase the distance between you and your opponent, you move backwards one or two paces and everyone within that sub-melee rolls for First Strike. If you beat an opponent, then you have successfully backed away from him and may attack normally with your longer weapon. Any opponent that beats your First Strike roll has kept on you and may attack from inside your guard (see Weapon Reach below). Depending on the battlefield, backing up may be risky. The SG may require Dexterity checks or Fatigue Rolls as desired.
ROLLING TO HIT: Attack rolls are used both to try and strike an opponent and to try and keep him at bay. Attack rolls are made with a stress die + Dex + Weapon Skill + Weapon Atk - Enc, if you are using a weapon in a normal fashion. If you are attacking with a makeshift weapon, or with a long weapon against someone who is inside your guard, your Attack roll is made with a stress die + Dex + Brawling Skill - Enc.
If your Attack roll is higher than your opponent's Defence roll, you have made a solid hit. Your opponent's Defence total is equal to a stress die + Qck + Weapon Skill + Weapon Dfn - Enc. When unarmed or using a makeshift weapon, his Defence total equals a stress die + Qck + Brawling Skill - Enc. An opponent also uses his Brawling Skill if defending against someone inside his guard, but he may add the Defence Bonus for a shield, if he has one.
Defending Against Multiple Opponents: Fighting against multiple opponents divides one's attention and can be deadly. For each attacker beyond one that a character is engaged with, subtract 2 from his Defence rolls.
Weapon Reach: The length of your weapon matters in combat. Longer weapons can be used to keep those with shorter weapons at bay. They are also hard to use at close range. Consult the Weapon Table for the Reach of each weapon.
If someone tries to attack you with a weapon at least three feet shorter than yours, you automatically get to attack before him, regardless of your First Strike roll. This reflects the advantage of having a longer reach in battle. If you make a successful Attack roll, then you have managed to keep that opponent at bay, and he may not attack you that round. You need not do any damage to keep your opponent at bay. If your Attack roll fails, then your opponent has slipped under your guard and may attack you. Until you can backpedal, you will be unable to wield your weapon effectively, and must use your Brawling skill.
Taking the Hit: If you are being held at bay by an attacker with a longer weapon, you may choose to forego defending yourself and simply "take the hit". While this is liable to hurt, it means that no matter what the result (short of death) you will be close enough to attack that round and will force your opponent to rely on his brawling skill from then on. When taking the hit, you may not add your quickness (if positive) or weapon ability to your Defence roll (ie, it is a straight stress die - Enc - Size). If you are hit, you take an extra +5 points of damage because you are essentially charging into the weapon. If you survive, you may make your attack as normal.
DAMAGE: If you exceed your opponent's Defence total with your Attack, you may cause damage. Your Damage total is created by adding a quality die + Str + Weapon Skill + Weapon Dmg. Any weapon being used in an unusual fashion against a close-range opponent (eg, bashing with a pommel, swinging the butt of a spear, etc) causes damage equal to a quality die + Str + Brawling Skill + 1 (equivalent of a sap). Your Damage total is compared to the Soak score of your opponent. Soak scores are calculated by adding Stm + Armour Protection + Size + 6.
For every five points or fraction thereof that you exceed his Soak total, you cause one Body Level of damage (as per ArM3).
Optional First Strike Rules: ArM 3 suggests adding +1 to the Attack roll of whomever controls First Strike, and having the defender pushed back a pace each round. Storyguides may also choose to modify the length difference required when dealing with long weapons versus short. Storyguides who wish to use the rules more or less frequently can change the required length difference to 2 feet or 4 feet respectively.
Body-guarding: Occasionally, you will want to interpose yourself between a comrade and an oncoming attacker (eg, a shield-grog protecting a Magus). The rules for Body-Guarding work similarly to keeping someone at bay with a long weapon. Assuming the opponent is trying to circumvent you, you automatically attack before him, and if you are successful you have kept him from getting around you. If you miss, then your opponent has ducked under your guard and may attack whomever you are protecting. Remember that multiple opponents subtract from Defence scores, so if there are two of you body-guarding a Magus, both of you get a chance to keep your opponent at bay, and his Defence rolls are at -2.
If the opponent decides to attack you instead of whomever you are defending, then the combat is resolved using normal rules (ie, you may only keep him at bay if your weapon is sufficiently longer).
Exceptional Damage: For every five points your Attack roll exceeds your opponent's Defence, you add +1 to your Damage roll. If you beat his Defence by fifteen or more, you may choose to hit a specific location as per the 3rd edition rules.
Desperate Defence: If you have not yet attacked in a round, you may choose to forego your attack and put all your energy into defending yourself. You may do so even if you initially declared a different action at the beginning of the round. Desperate Defence adds +5 to your Defence roll. You may not attempt to close on an opponent if you are using Desperate Defence.
Routing: If combat is becoming too much for you, you may make a break for it, getting the heck out of the battle at full speed. You may decide to rout at any time during a round that you have not attacked, regardless of your declaration. If you have control of First Strike, you may flee before your opponent gets a chance to attack you, otherwise you must defend against incoming blows before running. You may choose to backpeddle (as in the close fighting rules) to try and win First Strike if you know you plan to rout that round.
Two-Weapon Use: It is possible to fight with one weapon held in each hand. When fighting with two weapons, you are assumed to be parrying much of the time, and thus only one attack is made each round. Because having an extra weapon in hand gives an attacker more flexibility, however, add your skill in Two-Weapon Fighting to your First Strike, Attack and Defence totals. If both weapons are of equivalent length, use the stats for the one in your good hand; otherwise use whichever weapon is appropriate given the engagement range. Note that if your opponent closes on you, and both your weapons are three feet longer than his (rare unless you have giant blood), you do not add your Two Weapon skill to your Brawling totals.
Mounted Attacks: Being mounted during combat is a huge advantage. Your Encumbrance penalties are halved, for starters (round down), and you always get +2 to your attacks against opponents on foot. If you are moving you also add the Size of your horse (+2 or +3) to your Damage rolls. Your skill in Mounted Weapons and your Riding Ability determines your proficiency in attacking from horseback. You apply whichever is lower to your combat totals. Because of your height while mounted, Keeping at Bay is only possible if your weapon is four feet longer than your opponent's, or vice versa. It is less likely you will have to rely on Brawling while mounted, but if so, you still use your Riding Ability if it is lower.
If you are ever hit by an Attack roll more than 15 points higher than your Defence, you are likely to be knocked from your mount.
Great Blow, Holding Your Ground, and Charging are used as per 3rd edition rules.
This combat system includes a revised table of Melee weapons. Thanks to Gord McLeod for HTMLizing them for me.