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Ymladd

Contents

  1. Introduction
  2. Flow
  3. Skirmishing
  4. Harming
  5. Armor
  6. Modifiers
  7. Tables
  8. Monsters
  9. Miscellany
  10. Example

1. Introduction

Ymlað or Ymladd (Welsh for 'combat') is a combat (sub-)system for role playing games (RPGs) that target the pre-gunpowder era, i.e. when weapons were muscle powered. It is not tied to any established full RPG system, but with a little effort can be inserted into them by competent game masters (GMs). Ymlað makes an effort to find a sweet spot between realism, simplicity and tactical variety, which is always hard to achieve. Like Totte, it makes a clear distinction between breaking through the defense of an enemy and 'doing damage'.

Attack and defense

Spear vs. sword, HEMA
Spear vs. sword, HEMA

Combat is struggle and thus almost all attacks in it meet opposition. In order to determine if an attempt, for example an attack on an opponent, is successful, an effort score is compared with a resistance score and some randomness is added. Both scores can be the sums of several other scores, all of which must be balanced. Talents and skill of the fighting characters, equipment and environmental factors can all play a role. Details of the composition of effort and resistance scores can be found below.
If an effort score is greater than or equal to the corresponding resistance score, then the effort succeeds; otherwise it fails. However ... randomness can change the outcome. For each attempt, throw a 6-sided die. If a 1 or 2 comes up, lower the outcome by one point; for 3 or 4, leave it unchanged; for 5 or 6, up the outcome by one point. Repeat this until a neutral 3 or 4 comes up, or a value that would reverse the process.

Example

Rauni the archer is trying to hit a target with her bow and arrows. Her effort score is 12, the resistance score 14. Without die rolls, the outcome would be 12 - 14 = -2, a miss. A die is rolled and comes up with a 5, which means +1, for a total of -1, better. Because of the positive result the die may be rolled again. It comes up with a 6, which means another +1, for a total of 0, a hit! The player can stop now but keeps on rolling. The next die roll is a 2, which means -1, but because this would reverse the earlier upward course, it stops the sequence. The -1 is not applied, the result remains at 12 - 14 + 2 = 0, a hit.

This way of applying randomness can raise or lower outcomes to extreme highs or lows, though the chance of such extremes is low. Most results will hover around the unmodified scores.

Building blocks

As mentioned above, the outcome of attacks is determined by several factors. The main ones, which appear again and again, are listed below; other environmental factors are detailed further ahead.

  • Weapons: These enhance to natural fighting power of characters. For humans, with limited power in their fists and feet, they are very important in combat. With weapons characters can skirmish, attack and defend, and harm opponents once the defense of an opponent is broken. They have various scores, all in the 0 - 9 range.
  • Armor: Is a (set of) purely defensive piece(s) of equipment, which in Ymlað diminish the amount of harm that is suffered from physical attacks. Armor has a score that lies in the 0 - 8 range.
  • Shield: Is a special kind of weapon, which in Ymlað can only be used for defense, not attack. Use of a shield in a fight gives a skirmish (see below) bonus that depends on its size: cavalry +1, medium +2, body +3. Shields only work against opponents who are in front of the shield bearer.
  • Talents: Ymlað calls the physical abilities of characters talents. For this system, only two are relevant: strength and dexterity. Strength is simply muscular strength; dexterity a mix of suppleness and agility, balance, (hand-eye-) co-ordination and reaction speed.
    GMs may want to add endurance to determine how long the strength of fighters lasts in combat and even mental talents to gauge willpower, perception of the enemy, psychological manipulation and such, but all these are outside the scope of the basic system. Talents lie in the 0 - 4 range.
  • Skills: As is explained below, Ymlað discerns four fighting styles / ranges. These are missile combat, formation combat, melee combat and close combat. Each has a separate skill. No skill is required to wear armor. GMs may want to add an extra generic combat skill that encompasses alertness, tactical insight, combat psychology and other factors that appy to all four fighting styles. Skills lie in the 0 - 6 range.

Ymlað does not use talent or skill scores themselves, only the corresponding modifiers:

Talent Skill Modifier
0 -3
0 1 -2
1 2 -1
2 3 0
3 4 +1
4 5 +2
6 +3

Many RPG systems use different ranges for talents and skills, or even different talents and skills themselves. GMs should map these to Ymlað. For example the 'ability scores' of Dungeons & Dragons, ranging from 3 to 18, can be mapped to Ymlað modifiers as 3 to 5 → -2; 6 to 8 → -1; 9 to 12 → 0; 13 to 15 → +1; 16 to 18 → +2. GURPS sticks to a narrower range, so there the mapping of 'attributes' could be 6 to 7 → -2; 8 to 9 → -1; 10 to 12 → 0; 13 to 14 → +1; 15 to 16 → +2. F.A.T.A.L. 'agility' maps to Ymlað dexterity; in other systems strength is more or less equal to 'brawn' or 'power'. Most RPG system have some kind of strength and dexterity score that can be mapped.

2. Flow

Rounds

To keep things simple, Ymlað divides combat into rounds follow each other. During each round, each participant in combat may attempt one attack. Some RPGs like Dungeons & Dragons use rounds of a minute in length; others less, down to just a few seconds. Unlike some RPGs, there is no room for multiple attacks per round. Several seconds and even a full minute may seem long for a single attack, but remember that nothing is simple in the chaos of combat. Threats, feints, other distractions and maneuvering take up most of the time, often far more than the actual attack. It is up to the GM to decide on a proper length for combat rounds.
A good RPG system should allow other actions than combat attacks, but these are outside the scope of this system. Combat rounds keep succeeding each other until the combat ends because the losing side has been defeated, makes a run for it, surrenders or otherwise stops fighting.

Missile rate of fire

Like fighters who wield hand weapons, missile weapon users can theoretically often fire multiple missiles in one round. But to make sure that they hit, they have to aim carefully, limiting their rate of fire to one missile per round too. Some missile weapons, for example crossbows, are so slow to reload that they cannot even achieve that rate. Their users must spend one or even multiple rounds loading, before they can take a shot. These rates of fire are listed in the missile weapon table. Most missile weapons and all hand weapons have a 'fire rate' of 1, which means tey can be used to perform an attack every round.

Initiative

d20
d20

In combat, attacks and counterattacks alternate. Each round a fighter may make an attack and his opponent also. But who goes first? Ymlað sticks to a random order that is determined by the roll of a 20-sided die (d20). The dice are rolled and attacks are attempted in the order of the die roll results, from low to high. If a character is incapacitated before attempting his attack, then the attempt is of course aborted. If initiative is equal, attacks occur simultaneously and effects, if they succeed, also. In dire situations, this might result in a 'mutual kill', where two fighters strike each other down at the same time.

Example

Four little hobbits, Adam, Bud, Chris and Danny, are attacking an ogre. All try to hit the enemy with a normal melee attack; the ogre picks Adam as a target. At the start of the round, initiative is rolled and comes up with 10 for Adam, 3 for Bud, 8 for Chris, 19 for Danny and 8 for the ogre.
Bud attacks first. He tries to jab his sword into the foot of the ogre and succeeds. The ogre yowls in pain and starts hopping on one foot.
Chris and the ogre are next, at the same time. Chris hits too, wounding the ogre so much that the brute gets a penalty to attack and defense. However, this is not applied immediately, only after the ogre has completed his own attack, as it is simultaneous. The ogre smacks his club against Adam's head, knocking him senseless.
Adam would be next, but he is out cold and so cannot do anything.
Finally, it is Danny's turn. His player states that he intends to zip out a healing potion from his bag and pour the contents down Adam's throat. The GM rules that this requires too much time and must wait until the next combat round. Grumbling, the player states that instead he will try to cut the ogre's belt, so that his trousers will drop down to his ankles. As this involves mostly the same maneuvering as a normal melee attack, the GM approves this right away. The ogre now gets a penalty to defense, increasing Danny's chances, but the attempt still fails. In the next round his player can decide to try again, try to apply the healing potion, or do something else.

3. Skirmishing

To make a successful attack, the first thing to do is to break through the defense of the opponent. An important factor for the style of fighting and all that comes with that is the distance between the fighters. Ymlað discerns four of them, which are detailed below. Each style of fighting prompts a separate skill, though some RPG systems break those down even further into broad weapon categories or even a separate skill for each type of weapon.
Note that many formulas below include factors that are based on body size. For humans and humanoids, these are zero so do not play a role. Many animals and monsters are larger or smaller and with them, it does matter. For body sizes of non-human creatures, and their effects, see the chapter on monsters.

Missile

Orc archer, by Dave Trampier
Orc archer, by Dave Trampier

In missile combat fighters are out of hand weapon reach of each other. Instead, they throw or shoot missiles at each other.
The formula for effort is dexterity modifier + missile skill modifier + weapon missile score. The formula for resistance is body missile resistance + 3 * shield bonus. Many additional environmental factors affect missile combat, see the chapter on modifiers for details.

Example

Ishi the archer is shooting with a hunting bow, which has a missile score of 2. Ishi himself has a dexterity modifier of 0, and a missile skill modifier of +2. His effort score is dexterity modifier 0 + missile skill modifier 2 + hunting bow missile score 2 = 4.
His target is a Frankish horseman, who wields a small cavalry shield good for 1 point shield bonus. His resistance score is body missile resistance 0 + 3 * shield bonus 1 = 3.
So the skirmish score for the attack is 4 - 3 = 1.

Fighters who for some reason are at a disadvantage may want to change the type of combat. If there are no obstacles in the way, they may run up to the enemy and engage in 'contact' fighting without a large void in between (see below). How many rounds are needed to bridge the gap depends on distance, terrain and the length of the combat rounds. If they are able to run up the missile user, that character is forced to abandon missile combat and switch to melee or formation fighting (see below). Of course if an opportunity presents itself the character may try to run away and start firing missiles once more.

Formation

Swiss pikemen
Swiss pikemen

Formations are generally broad groups of fighters lined up in one or more rows. There is very little room for maneuver. The reach of the weapons is much more important, so polearms are favorite. As a result, the two sides in formation fighting tend to be somewhat apart, though their weapons are in contact with each other.
Formation fighting is always forward. If enemies manage to outflank the formation or attack from the rear, then they may change the combat to melee (see below). Therefore, formations are usually wide, to prevent this. Or the situation can favor formation fighting, for instance when a small number or possibly even a single fighter is defending a narrow recess. Another possibility is the charge with lance of a knight from horseback, which ensures that at least the first attack will be a formation attack.
The formula for effort is body skirmish modifier + formation skill modifier + weapon formation score. The formula for resistance is body skirmish modifier + formation skill modifier + weapon formation score + 2 * shield bonus. Unlike most other skirmishing styles, dexterity plays no significant part. Fighters can attack the enemy right in front of them. If they wield a spear or other type of polearm, they can also attack the enemy to the left and right, if any, but not beyond that.

Example

Two farmers are suffering a raid from bandits. No less than four of them approach the farmers and threaten to surround them. To protect themselves, they retreat into the door opening of their barn, which is wide enough for just two men. This not only prevents the outflanking, but forces the attackers into the formation style. The farmers employ their pitchforks as weapons, which as such are not very good, yet better suited to formation fighting than the swords and clubs of the bandits.
The farmers wield pitchforks with a formation score of 3. Their formation skill is low, for a -2 modifier. So their effort and resistance scores are body skirmish modifier 0 - formation skill modifier 2 + pitchfork formation score 3 = 1.
The bandits use short light clubs and swords with a formation score of 0. They are not very proficient at formation fighting either, they too have a -2 modifier. So their effort and resistance scores are body skirmish modifier 0 - formation skill modifier 2 + club/sword formation score 0 = -2 Resistances could be higher with shields, though neither party carries any. The difference is three points, so the farmers will be able to hit them unless they roll a 1 or 2 on the random die four times in a row, while the bandits must 5 or 6 three times in a row.
Should the thugs manage to cut down one of the farmers, then the flank of the other one will be exposed and they will be able to change form formation combat to melee combat, where the pitchfork is less suited for.

Melee

Swords near Fujisan
Swords near Fujisan

Melee is also contact combat, where two or more fighters engage each other at fairly close range. Unlike formation fighting, maneuver is important: combatants circle each other, dash forward and spring back again. In most fantasy combat, melee will be the dominant style.
The formula for effort is body skirmish modifier + dexterity modifier + melee skill modifier + weapon melee score. The formula for resistance is body skirmish modifier + dexterity modifier + melee skill modifier + weapon melee score + shield bonus. Fighters can attack any enemies in front of them who are within striking range, which is a couple of meters maximum.

Example

Lars, a professional men-at-arms, is attacked by Burt, an angry enemy. Lars has been surprised and has had just enough time to grab his dagger that has a melee score of 2. His melee skill modifier is +2, his dexterity modifier +1. His effort score is body skirmish modifier 0 + dexterity modifier 1 + melee skill modifier 2 + dagger melee score 2 = 5.
Burt is armed with a medium sword that has a melee score of 4. His dexterity modifier is only 0 and he is less experienced, melee skill modifier 0. His effort score is body skirmish modifier 0 + dexterity modifier 0 + melee skill modifier 0 + medium sword melee score 4 = 4.
Lars will be able to hit Burt unless he rolls a 1 or 2 on the random die twice in a row, which would lower the score to -1; Burt will need to roll 5 or 6 at the first die roll to raise his score to 0 and hit.

If one party wants to fight in formation style and the other in melee, the result will be a formation fight if the first can secure its flanks and rear and melee otherwise. If the formation fighters have their way, the melee fighters may be able to cut holes in the enemy formation by making successful formation, not melee attacks. Once they take a man down they may move in and engage in melee combat as they prefer to, even when there is still formation style fighting going on left and right of them. If the formation has secondary, tertiary or other rows, they may continue to attack in formation style and in their turn may be able to close the gap.

Example

Franz the doppelsöldner is wielding a large zweihander, trying to break into a formation of spearmen in front of him. They ar arranged in a wide line and several rows deep. The fight starts out as a formation fight, where the spears have a clear skirmish advantage of his large sword. Despite that, at a certain moment he manages to cut down one of the spearmen, creating a gap in their formation.
In the next round, initiative becomes very important. Should any spearmen in the front line win it, they can still attack Franz in formation fighting. They can close the gap to prevent Franz moving in, but that would create another gap, so is probably not useful. If a spearman fron the second line wins initiative from Franz, he can step forward, fill the gap properly and even attack Franz in formation in the same round. Of course the spearmen can only keep this plugging holes up as long as they have enough reserves in second and other lines.
But if Franz wins the initiative it is he who will fill the gap. He can then start attacking spearmen in melee, where his sword has the upper hand, also from that very round onward. He can attack the man in second line in front of him, or the men in the first line to his left and right.

Close

Final kill
Final kill

Close combat is the most cramped type of contact combat. It is mainly wrestling, with a bit of stabbing and possible a few short strikes too. Long weapons are all but useless, but shorter ones can act as levers when one fighter tries to topple another, or simply to be rammed against the other from up close. The best weapons are the very short ones like daggers, which require little room to be effective.
If two fighters are both aiming for close combat, and they are near enough to each other, they can engage right away. This also happens when they accidentally crash into each other. But normally a fight starts as a melee. If one fighter wants to keep it that way but the other wants to attack in close combat, he/she must first make a successful melee attack, so not yet close combat, to close the distance. This does not do any harm, but allows him/her to follow up in the next round(s) with close combat attacks, which will do so if they succeed.
The other fighter can engage in close combat too, or try to disengage back to melee. For this to work, he/she must make a close combat counterattack, so not melee, which is also non-damaging. As backing off is easier than closing in, for such a disengagement attack the character receives a +4 bonus to effort, provided that (1) there is some room to retreat too and (2) that he/she is free of grappling harm (see ahead). Once successful, the style switches back to melee again.
The formula for close combat for both effort and resistance is body skirmish modifier + dexterity modifier + close skill modifier + weapon close score. The defender receives no shield bonus. Attackers can attack only the enemy who they are engaging in close combat, nobody else, even if nearby. Switching to somebody else requires first disengaging to melee style and closing in to the other fighter.

Example

Muzgash the orc plunges into a group of four hobbits. Harsh orcish life means that he is quite skilled (+1 in melee combat, +1 in close combat), but he has only average dexterity (0 modifier). He wields a wicked serrated falcata that has score of 3 for melee combat and 2 for close combat.
The hobbits are less skilled (0 in melee combat, -1 in close combat), but very nimble (+2 modifier). They are unarmed, fighting with bare hands (0 for melee combat and 6 for close combat) and desperation. Of course, they try to close in and grapple. Initiative is rolled, setting two hobbits up first, the orc next and the two other hobbits last.
The effort score for a melee attack of the hobbits is body skirmish modifier 0 + dexterity modifier 2 + melee skill modifier 0 + unarmed melee score 0 = 2; Muzgash defends with a resistance of body skirmish modifier 0 + dexterity modifier 0 + melee skill modifier 1 + falcata melee score 3 + shield bonus 0 = 4; The first hobbit fails to get past the dangerous sword blade, but the second hobbit gets a +1 bonus to effort because of the group size and is lucky enough to succeed (see miscellany).
This attack does no harm but forces the orc to fight in close combat with the pesky hobbit. In that style, his effort score is only body skirmish modifier 0 + dexterity modifier 0 + close skill modifier 1 + falcata close score 2 = 3. In order to get back to melee, he targets the hobbit who is so close and defends with a resistance of body skirmish modifier 0 + dexterity modifier 2 - close skill modifier 1 + unarmed close score 6 = 7. So his attack score is 3 - 7 = -4. Four points difference gives him only a 1 in 81 chance of success, but he is unwilling to drop his sword either. Instead, he makes disengagement attack, which gives him a +4 bonus that raises his skirmish attack score from -4 to 0. However, he rolls a 1 on the random die, which lowers the result to -1 so he fails that.
The other two hobbits now attack. They must make melee style attacks with base effort scores of 2 too, but now Muzgash can only defend with his close combat resistance of 3. Also, the third hobbit gets a +2 bonus to effort because he is the third of the group; the last one a +3 bonus because he is the fourth. Both succeed, putting the orc up against three enemies at close range.
In the next round the three hobbits will try to inflict immobilize Muzgash (see below); the first hobbit will try to move in to close combat also; Muzgash will either try to break free or to wound one of them with his sword.

A few weapons in the weapons table further ahead have two close combat scores. These weapons can be used as sticks to aid in wrestling. This gives a +1 bonus to effort in close combat. But this forces the fighter to drop any shield, secondary weapon or something else from the off-hand.

4. Harming

Once a fighter manages to break through the defense of an opponent, he/she is in a position to harm the other. Though an extra 'attack' must be made, this is not an extra skirmish attack that takes time in combat, it is part of the original attack and its effects are applied straight away. Again Ymlað discerns different types of harm:

Wounding

Ishikawa Shosuke Sadakazu, by Utagawa kuniyoshi
Ishikawa Shosuke Sadakazu, by Utagawa kuniyoshi

This by far the most common method of harm. The aim is to hurt the enemy until he/she cannot or will not fight anymore, or simply to kill.
There are three subtypes of wounding harm, which depend on how the weapon is used, not on talents or skills. Their effect is heavily modified by the armor that the defender is wearing. See the next chapter for details on that.

  • Slashing is the main method of swords and axes. It deals a lot of harm because it creates large bleeding wounds, but is only effective against unarmored and lightly armored opponents.
  • Piercing is the main method of picks, spears and most missiles weapons. Its wounds are smaller, so it does less harm than slashing, but retains its power against armor better.
  • Pummeling is the domain of clubs and maces. Because the harm is spread over a large area it is the least damaging of the three, but also the least sensitive to armor.

Each weapon can be used in each of the three ways, but has different scores for each. Most weapons shine in only one, some also do well in a secondary way. Upon harming, the attacker must choose which harming subtype is to be used. If he/she goes for maximum harm, the choice usually is very straightforward.
The formula for effort is body harm modifier + strength modifier + weapon slashing/piercing/pummeling harm score. The formula for resistance is body harm modifier + armor harm reduction. For the latter, see the next section on armor.

Stunning

A stunning attempt tries to pummel the opponent senseless, without hurting him/her too much and to keep him/her alive, though a heavy blow may still kill. For a stun attempt, only the pummeling harm score of a weapon can be used. Half of stunning harm is brief, the other half long-lasting like wound harm. All odd points (first, third, fifth etc.) are brief; add even points (second, fourth, sixth etc.) long-lasting. The brief harm represents pain and dizziness that can be recovered in minutes, provided the character gets the opportunity to rest. Long-lasting harm, like wound harm, can take days or weeks to heal.
The formulas for effort and resistance are the same as those for wounding harm.

Grappling

While wounds are long term harm and (half of) stunning attacks short term harm, grappling harm is only very temporary. A successful grappling attack hinders an opponent, for instance by grabbing his/her belt or wrist, hanging on to a leg, topple him/her over, or best of all pin him/her down completely. It is instantly (partially or completely) dissolved when a grip is released or the opponent manages to break free, but it can be applied again in new attacks. Most weapons can inflict grappling harm only when skirmishing in close combat. Entangling missile weapons can do it in missile combat. Grappling harm is cumulative, so harm from multiple successful grappling attacks adds up.
The formula for both effort and resistance is 3 * body harm modifier + strength modifier + weapon grapple harm score.

Harm vs. skirmish style

Missile

With missile weapons, neither the body harm modifier nor the strength bonus applies to harm. However, for weapons that depend on strength to be propelled, i.e. thrown spears and hand bows, these scores affect range. Each 2 points of body size or strength above the average increases range; each point below reduces it. So for example for a spear thrower with strength modifier +2 point-blank and effective count as point-blank; medium as effective; long as medium; maximum as long. Such a strong thrower can even throw beyond maximum range, which then counts as maximum for range penalties. Likewise, for a weak thrower point-blank is increased to effective; effective to medium; medium as long; long as maximum and maximum is unreachable.
These range modifiers do not apply to missile weapons that must be swung around, mechanically strung or otherwise powered, i.e. all other categories.

Formation and melee

There are no special rules for harm in formation or melee style.

Close

In close combat, making large swings or fierce stabs with a long weapon is not possible. Therefore wounding and stunning damage for almost all weapons is reduced to 0, though that can still be increased, or decreased, with die rolls. Unarmed fighters are not affected; they excel in close combat.
Daggers are the other exception because they are small enough to wield in close quarters. These retain their 2 points of piercing damage, though slashing damage is reduced from 3 to 2. GMs may allow 1 point of slashing (slicing) damage for longer swords as fighters may find a way to use the sharp edges of their swords.
Weapon grappling damage is not reduced, though already low for most.

Harm effects

Wounds, stunning and grappling all hurt a character. Minor wounds, fatigue, near misses and anxiety do not directly affect a character, but they add up. Once a harm threshold is exceeded, the character is really harmed. He/she suffers a -1 penalty to all combat skills, and also to other physical skills like running, jumping, throwing, juggling and the like. If more harm is suffered, penalties go up. If the harm total becomes too large, the character goes down and can fight no more. Beyond that, the character will die! The table below shows the entire range:

Harm level Harm points Skill penalty
0 slightly wounded < 1 * threshold 0
1 moderately wounded <= 2 * threshold -1
2 seriously wounded <= 3 * threshold -2
3 critically wounded <= 4 * threshold -3
4 incapacitated <= 5 * threshold n.a.
5 dead <= 6 * threshold n.a.
6 wasted <= 7 * threshold n.a.

The harm threshold is a very important number that affects gameplay much. GMs can tune its value to their liking. A value as low as 1 makes combat realistic but dangerous; 2 is forgiving, 3 or more very forgiving. Very lenient GMs may even use a higher harm threshold for player characters than for non-player characters.

Different kinds of harm have different effects. Wounds cause bleeding, either mostly external (from slashing or piercing attacks), or internal bruises (from stunning attacks). Only grappling 'harm' does not do harm to the body, it just hinders movement. A character who has been harmed up to the 'incapacitated' level is bleeding to death, knocked out cold or a combination of these. 'Dead' means dead; 'wasted' means literally cut, ripped or smashed to pieces.
Grappling is less brutal than the other two. There 'incapacitated' means completely immobilized; 'dead' means not yet dead but suffocating towards death; 'wasted' means mangled and strangled to death.
During a fight a character may accumulate different kinds of harm. It is up to the GM to determine the precise effects.

Example

Meltem the askerler is being attacked by two tough bandits. She is without armor and thus vulnerable. The GM allows a harm threshold of 2.
The first enemy, armed with a club, tries to knock her out. He manages to break through her defense and inflict 1 point of stunning harm. This is below the threshold, so she does not suffer any ill effects yet.
Next a brute with a battle axe hits her too, for a severe 6 points of wounding harm. Her total harm is now 1 + 6 = 7, that is 3 times the threshold plus 1 leftover point. Her condition is critical, she gets a -2 penalty to combat skills. This means that her attacks have less chance of success, while the attacks of the bandits have more.
In a later round, the club fighter hits her once more, for 4 points of stunning harm. Her total harm is now 1 + 6 + 4 = 11, that is 5 times the threshold plus 1 leftover point. Battered, bruised and wounded, she goes down.
They bandits have plans with her, so don't finish her off but take her prisoner. They even bind her bleeding wound. 5 of the 11 points of harm are caused by stunning. The first, third and fifth heal within minutes, which brings her harm total back to 8, critical but nog longer lethal. She can walk again and even fight at a -3 penalty, though her hands are now bound. The other 8 points (6 from slashing, 2 from stunning) will take more time to heal.

5. Armor

1500 CE men-at-arms re-enactor
1500 CE men-at-arms re-enactor

Armor is often made of different pieces of different quality. Fighters seldom wear full armor that covers the entire body. Often they cover the most important parts, the head and torso, well while leaving limbs less well protected but more free to move. A very realistic combat system would take all these differences into account, determine where on the body an attack lands and how well that body part is protected. Ymlað simplifies this greatly by simply lumping and averaging all parts together. So simply speaking if half the body is fully protected and the other half not at all, then the average whole is half protected. The actual formulas are a bit more refined than this, see below.

Harm reduction

Unlike in some old fashioned RPG systems like Dungeons & Dragons, armor in Ymlað does not make a character less likely to be hit. Instead, it reduces harm from wounding and knockout attacks. Armor plays no role in grappling. The reduction depends on the wounding subtype and the difference between weapon harming score and armor score. One harm point per N armor points is subtracted, where N depends on the wounding subtype:

  1. for slashing attacks, like sword or axe cuts
  2. for piercing attacks with broad piercing weapons, like hunting spears or hunting arrows
  3. for piercing attacks with narrow piercing weapons, like slim spears or bodkin arrows
  4. for pummeling attacks, like club or mace blows

Note that there is a difference between broad and narrow piercers. They fit the general trend, i.e. the former do more harm but weaken more against armor, with the latter the other way around.
The table below translates the formulas above to effective numbers for the normal range of armor protection:

armor 0 1 2 3 4 5 6 7 8
slashing 0 -1 -2 -3 -4 -5 -6 -7 -8
piercing (broad) 0 0 -1 -1 -2 -2 -3 -3 -4
piercing (narrow) 0 0 0 -1 -1 -1 -2 -2 -2
pummeling 0 0 0 0 -1 -1 -1 -1 -2

In case of mixed armor that has a non-integer value, fractions are rounded off normally to the nearest integer. Negative numbers mean zero harm, though the random die rolls can of course still modify them and possibly raise them above zero.

Example

Ganelon the knight is happily slaughtering peasant militiamen in battle. He wields a battle sword that has a slashing harm score of 5, piercing 3 and pummeling 0. His opponents wear little and low quality armor with a score of just 2. This reduces his harming as follows:

Slashing weapon 5 - armor 2 / 1 = 3.0 = 3
Piercing weapon 3 - armor 2 / 2 = 2.0 = 2
Pummeling weapon 0 - armor 2 / 4 = -0.5 = -1

Clearly slashing is the way to go, for a decent harm score of 3.
Suddenly another knight appears, who is much better armored, with a score of 6. Ganelon's scores now become:

Slashing weapon 5 - armor 6 / 1 = -1.0 = -1
Piercing weapon 3 - armor 6 / 2 = 0.0 = 0
Pummeling weapon 0 - armor 6 / 4 = -1.5 = -2

Not good ... Ganelon quickly sheaths his sword and grabs his secondary weapon, a light warhammer. This is more effective against other knights:

Slashing weapon 0 - armor 6 / 1 = -6.0 = -6
Piercing weapon 4 - armor 6 / 2 = 1.0 = 1
Pummeling weapon 3 - armor 6 / 4 = 1.5 = 2

His best mode of attack now is to pummel.

Protection and weight

dwarf smith
dwarf smith

The actual protection that a piece of armor provides depends on many factors: material, construction, thickness, hardness, which parts of the body it protects and how completely and how it all fits together. This is rather complicated so Ymlað simplifies this, while still allowing 'piecemeal' armor. The formula for armor protection is 2 * thickness * construction protection * body part importance. The formula for armor weight is 8 * thickness * construction weight * body part area. For other properties like flexibility, loudness, maintenance and others no formulas are provided. The GM must use his/her common sense in these matters.

Cloth and leather armor thickness is variable, depending on the number of layers, which can range from a few to up to 30. Metal armor thickness is variable too, on average 1 mm or less for the limbs, 2 mm for the torso and 3 mm for the head, though within these parts there is further variation, for example 2.5 mm at the front of the torso but only 1.5 mm at the sides or rear. Ymlað simply calls all these thicknesses 'average' and assigns them a factor of 1 for the formula above. Armor can be thicker or thinner than average. Again for simplicity only two alternative thicknesses are discerned: 'thick' with factor 3/2 and 'thin' with factor 2/3. Thicker or thinner than that makes armor too bulky or too flimsy.

The construction is divided into a few categories, each with its own protection and weight factors:

Category Protection Weight Constructions
Weak 2/3 1/3 padded cloth, leather
Stitched 1 3/4 quilted cloth
Ringed 2 2 mail
Loose 2 3 scale, splint
Dense 3 3 lamellar, laminar, coat of plates, brigandine, plated mail
Solid 4 3 plate

Body part area and importance describe which part of the body is covered and how relevant that is. The two are not completely the same. For example the head is more important than torso or limbs, so gets a higher importance than its area alone would justify. When calculating weight, importance does not matter but the actual surface area matters. See this article on armor for a table of body part areas and importances.

Example

A light stiff jacket of hardened leather covers only the torso (50%).
Its protection score is 2 * thickness 1 * leather protection 2/3 * body parts 50 / 100 = 0.67.
For body area the percentages are torso (39%). Its weight is 8 * thickness 1 * leather weight 1/3 * body parts 39 / 100 = 1.0 kg.

A small but thick gambeson covers the shoulders (3% importance), torso (50%), groin (3%) and upper arms (4%), total 60%.
Its protection score is 2 * thickness 1.5 * quilted cloth protection 1 * body parts (3 + 50 + 3 + 4) / 100 = 1.8.
For body area the percentages are shoulders (4% area), torso (39%), groin (4%) and upper arms (7%) , total 54%. Its weight is 8 * thickness 1.5 * quilted cloth weight 0.75 * body parts (4 + 39 + 4 + 7) / 100 = 5.4 kg.

A mail hauberk of average thickness covers the shoulders (3% importance), torso (50%), groin (3%), upper arms (4%), lower arms (3%) and upper legs (5%), total 68%.
Its protection score is 2 * thickness 1 * mail protection 2 * body parts (3 + 50 + 3 + 4 + 3 + 5) / 100 = 2.72.
For body area the percentages are shoulders (4% area), torso (39%), groin (4%), upper arms (7%), lower arms (6%) and upper legs (9%), total 69%. Its weight is 8 * thickness 1 * mail weight 2 * body parts (4 + 39 + 4 + 7 + 6 + 9) / 100 = 11 kg.

A brigandine cuirass, which is seldom used alone, covers only the torso (50%) and groin (3%), total 53%.
Its protection score is 2 * thickness 1 * brigandine protection 3 * body parts (50 + 3) / 100 = 3.18.
For body area the percentages are torso (39%) and, groin (4%), total 43%. Its weight is 8 * thickness 1 * brigandine weight 3 * body parts (39 + 4) / 100 = 10.3 kg.

A field plate armor of average thickness, without a helmet, covers everything except the head, 80% body part importance.
Its protection score is 2 * thickness 1 * plate protection 4 * body parts 80 / 100 = 6.4.
For body area the percentage is 88%. Its weight is 8 * thickness 1 * plate weight 3 * body parts 88 / 100 = 21.1 kg.

visored bascinet
visored bascinet

Helmets are a special case because they almost always have a plate construction, but do not always cover the head completely. Here 'construction' is 1 for skullcaps, 2 for open helmets, 3 for half-open helmets and 4 for closed helmets.

Example

An open helmet of average thickness has a protection score of 2 * thickness 1 * open helmet 2 * head cover 20 / 100 = 0.8.

GMs may allow players to piece together their own armor sets, or prepare a number of prefab sets. Many variations on the rules outlined above are possible, like extra heavy but intimidating helmets with plumes or face masks; armor like breastplates and shin guards that protect only the front but not the rear; shoulder guards made from overlapping strips of metal that are mix between lamellar and laminar.

Combined armor

Some armor covers large parts of the body, some only a small part. Different pieces of armor can be combined, for example a suit of mail topped with a plate helmet. In this case, protection values are added up. Do not round the numbers to the nearest integer before everything has been added.
Some pieces of armor partially overlap, for example a lamellar cuirass that covers shoulders, torso and groin and a mail aventail that covers head, neck and again shoulders. It is even possible to wear two pieces of armor that cover the same body parts completely, for example two suits of mail. Not everything can be combined with everything. In general, two pieces of torso armor is feasible and sometimes even necessary. For example metal armor absolutely requires some cloth, preferably an aketon, a thin and light type of gambeson, underneath. But combining multiple pieces of overlapping head or limb armor is difficult or impossible. For example sticking one well fitting armored glove into another simply cannot be done. Common sense must be applied, the GM is the final arbiter.
Determining the net effect of double or overlapping armor can become quite complicated. Weight and cost are obviously the sum of all parts, but attributes like protection value and flexibility are much harder to figure out. If GM and players are willing they can perform elaborate calculations for the proper values. If not, simple rules like 'two pieces of torso armor give a 1 point bonus to armor protection score' must suffice.

Example

Norb the mercenary has scraped together a hodgepodge of armor pieces to protect himself quite well. On his head sits a somewhat old-fashioned hounskull helmet. He wears an average mail haubergeon with a brigandine cuirass over it. On his right arm he has strapped plate rerebraces and vambraces but not on his left, as the other half of the pair was too damaged. On his legs he has splint greaves, but no cuisses. Protection and weight scores are:

piece protection weight
hounskull 2 * thickness 1 * closed helmet 4 * body parts (head 20 ) / 100 = 1.6 3.0
haubergeon 2 * thickness 1 * mail protection 2 * body parts (shoulders 3 + torso 50 + groin 3 + upper arms 4 + half upper legs 2) / 100 = 2.48 8 * thickness 1 * mail weight 2 * body parts (shoulders 4 + torso 39 + groin 4 + upper arms 7 + half upper legs 4) / 100 = 9.28
brigandine cuirass 2 * thickness 1 * brigandine protection 3 * body parts (torso 50 + groin 3) / 100 = 3.18 8 * thickness 1 * brigandine weight 3 * body parts (torso 39 + groin 4) / 100 = 10.32
plate arm one arm 0.5 * 2 * thickness 1 * plate protection 4 * body parts (upper arms 4 + lower arms 3) / 100 = 0.28 one arm 0.5 * 8 * thickness 1 * plate weight 3 * body parts (upper arms 7 + lower arms 6) / 100 = 1.56
splint greaves 2 * thickness 1 * splint protection 2 * body parts (lower legs 4) / 100 = 0.16 8 * thickness 1 * splint weight 3 * body parts (lower legs 8) / 100 = 1.92

The haubergeon and brigandine partially overlap, so the GM decides to take the value of best one and add half of the other to it, without sorting out the exact overlap. After this, all protection scores are added up: helmet 1.6 + brigandine 3.18 + 0.5 * haubergeon 2.48 + plate 0.28 + greaves 0.16 = 6.46, rounded to 6. The weights can simply be added together without special rulings: helmet 3.0 + brigandine 9.28 + haubergeon 10.32 + plate 1.56 + greaves 1.92 = 26.08 kg. Norb had better be strong to carry all that weight. He can either dispense with the limb armor to reduce the bulk, or the other way around, add some more to raise his protection from 6 to 7.

Hardness

The ability of weapons to get through armor depends much on their hardness and the hardness of the opposing armor. Harder weapons do not do more harm than softer ones, but are better at armor penetration. Ymlað discerns several levels of hardness that depend on the type of materials used:

Hardness Materials
2 padded cloth, leather, copper
3 quilted cloth, wrought iron
4 bronze, mild steel
6 medium steel
7 wootz steel

Of course materials like cloth are never used for weapons, except for practice weapons. Weapons are made of metal and usually quite hard. Armor is often, but not always a little softer. Ancient armor was bronze; most medieval armor was iron or mild steel; medium steel become common only later. GMs may also introduce an intermediate steel with a hardness of 5 if they like, or fantasy materials, for example Tolkien's mithril.

The difference between weapon and armor hardness, either positive or negative, is applied to the armor score, before adjustment for the type of attack, with a minimum armor protection of 0.

Example

The sword that Ganelon the knight from the previous example is wielding is a fine blade of mild steel, hardness 4. The armor of the peasants is wrought iron, hardness 3, so the difference is 4 - 3 = +1 if the knight's favor. This changes the numbers as follows:

Slashing weapon 5 - (armor 2 - hardness diff 1) / 1 = 4.0 = 4
Piercing weapon 3 - (armor 2 - hardness diff 1) / 2 = 2.5 = 3
Pummeling weapon 0 - (armor 2 - hardness diff 1) / 4 = -0.25 = 0

So Ganelon is a little more lethal now.
Should the other knight wear iron armor too, Ganelon's sword harm scores now become:

Slashing weapon 5 - (armor 6 - hardness diff 1) / 1 = 0.0 = 0
Piercing weapon 3 - (armor 6 - hardness diff 1) / 2 = 0.5 = 1
Pummeling weapon 0 - (armor 6 - hardness diff 1) / 4 = -1.25 = -1

Piercing with his sword is somewhat of an option now, though harm wise his warhammer is still better, even if made from iron. On the other hand the sword is a better melee weapon than the warhammer, so it becomes a choice between hitting and harm.

6. Modifiers

Attack and defense in combat can be modified by many factors. Below the most common ones are listed. GMs may come up with others too.

Encumbrance

Encumbrance is a measure of how heavy a character is burdened. It can be aggravated by things that hinder movement without adding weight, for example very stiff armor, being chained, bound or pinned down. The latter effects are not quantified here, they are up to the GM. Encumbrance gives a penalty to effort and resistance:

Encumbrance Movement Penalty
none free full movement 0
light hampered 3/4 movement -2
medium slowed 1/2 movement -4
heavy burdened 1/4 movement -6
maximum standstill zero movement -8
over maximum pinned down zero movement -10

Height

A fighter who holds the higher ground and fights against an enemy lower down, gets a +1 bonus to skirmish effort when fighting in missile, formation or melee style, while the other side, fighting upwards, gets a -1 penalty. Examples are fighting from a rock or low wall, or from horseback against infantry. While skirmish effort is affected, resistance is not. For missile combat, the GM may assign higher bonuses for large height differences, for instance when shooting down from a high wall, tower or hill. On the other hand he/she may remove the bonus if the height is insignificant with regard to the range, for example when shooting arrows tens of meters away from horseback. Height difference is not relevant for close combat, where the fighters are wrestling with to each other too closely.

Angle

If somebody is attacked from the side, that character gets a -1 penalty to resistance as he/she is less likely to see the attack coming. This penalty does not apply to many herbivore animals, which have good side vision. If being attacked from behind, the penalty is -2, or -1 for sideways looking animals. Likewise, an attack from (straight) above or below give a -1 penalty. Of course the penalty is 0 for monsters who can look in all directions at once, like beholders.

Light

It is difficult to target an enemy when light is dim. Attackers get a penalty to effort: 0 in bright light or twilight; -1 in moonlight; -2 in starlight; -3 in utter darkness. But as defenders receive an equal penalty to resistance, the net effect is zero, unless one of the two is able to see in the dark.
For missile attacks, the penalties are higher: 0 in bright light; -1 in twilight; -2 to -3 in moonlight; -4 in starlight; -5 in utter darkness. There, they apply only to effort, not resistance.

Range

Asian archer
Asian archer

This applies to missile attacks only. All missile weapons are more accurate from up close than far away. At close range the attacker can shoot without problems, but at longer ranges he/she receives a penalty to effort. Because arrows and bolts are light and lose energy rapidly, hand bows and crossbows get a penalty to piercing harm too. Maximum range is the absolute maximum for the missile.

Penalties
Range Angle Missile effort Hand bow piercing Crossbow piercing
point-blank 0 0 0
effective -2 0 0
medium 10° -4 0 -1
long 20° -8 0 -1
maximum 45° -16 -1 -2

The actual ranges depend on the type of weapon; for example bows shoot farther than axes can be thrown. See the tables for details.

Wind

This applies to missile attacks only. Wind blows missiles off course and makes targeting difficult. Again the attacker gets a penalty to effort: 0 for dead calm or light wind; -1 for moderate wind; -2 for strong wind; -4 for gales.

Moving target

This applies to missile attacks only. Shooting at a moving target is more difficult than at a stationary one. Missile resistance gets a +1 bonus if the defender is walking, +2 if running.

Cover

This applies to missile attacks only. If a defender is protected by a solid barrier, then he/she receives a bonus to resistance that is proportional to the size of the body that is covered. If the full body is hidden then the bonus is +10. If the cover is not solid, for instance foliage rather than a wall, then the bonus is decreased. The GM decides on the effectiveness of the cover based on its density and solidity.
The cover provided by shields is handled by the shield bonus, see above. I If a defender crouches behind his shield, rather than standing upright, then the shield effectively is one size larger than it actually is. So a cavalry shield counts as a medium shield and medium as body. Crouching behind a body shield gives no additional bonus. If both cover and shield apply then their bonuses are cumulative, though if they overlap each other, then only the extra cover is added to the shield bonus.

Mounted combat

A fighter who sits on top of a horse or similar mount and fights against infantry on the ground has a height advantage (see above). If horse and rider are moving and bouncing up and down in a walk or amble, a missile user in the saddle gets a -1 penalty to missile skirmish effort. At a faster pace, trot, canter or gallop the penalty is -2. Large bows like longbows, daikyu, infantry crossbows, siege crossbows and blowguns cannot be used from horseback.

Charge

A fighter may charge towards an enemy in an attempt to do extra harm, overrun him/her or just to frighten. This can be done only once; for a repeat the fighter must first disengage, put some distance between him/her and the enemy, then charge again.
In a charge, normal initiative rules are abandoned. The wielder of the body and weapon with the longest reach attacks first. If reach is equal, then initiative is rolled.
Piercing contact weapons get a +1 bonus to harm effort, which may apply to both attacker and defender. With missile weapons range category is reduced just like for extra strong missile users, see the chapter on harming. The reverse also holds; if the attacker is running backwards or delivering a 'Parthian shot', weapon range category is increased. Of course a missile user will not run all the way up to a defender, just enough to gain extra speed and power, fire / shoot, then stop.

Example

William the crossbowman is shooting at an enemy. He uses an eighth crossbow that is easy to wield, with a missile score of 4. His missile skill is good, for a +2 modifier and his dexterity is good too, for a +1 modifier. So his normal skirmish effort is body skirmish modifier 0 + dexterity modifier 1 + missile skill modifier 2 + eighth crossbow missile score 4 = 7.
He is coming up behind his opponent, who is unaware of him. That man wears an infantry shield, yet it does not apply because the attack is coming from behind. So the base resistance is 0.
The enemy is being attacked from behind, so gets a -2 penalty to resistance. However, he is standing behind a low dry stone cattle wall that covers about 40% of his body, for a bonus of 0.40 * 10 = +4. The reason that William can make such a surprise attack is that it is half dark, giving him a light attack penalty of -2. Also, afraid of being heard, he does not dare to approach to closely, so shoots from a range of 50 meters, which is effective range for an eighth crossbow. This gives him a further -2 penalty. A moderate breeze hinders the bolts, another -1 penalty to effort. So the final attack score is effort 7 - light 2 - range 2 - resistance 0 + angle 2 - cover 4 = 1, still good.

7. Tables

The weapon and armor types listed in the tables below are not absolutes. In the days before mass production, all were hand made and no single piece was the same. The tables display common types with average values for their combat properties. GMs may introduce in-betweens or other types, though should keep the whole balanced.
Some weapons have scores of n.a. for one or more properties. This means not applicable, i.e. they are unusable in that regard. Others have a score of 0, which makes them unsuitable but theoretically unusable.
Note that some weapons can be used both as hand weapons and missile weapons. They appear in both weapon tables.
Weights are in kilograms; (full) lengths in meters; H signals one-handed use and HH two-handed.

Hand weapons

Weapons that have two close combat skirmish scores can be used as levers in grappling, though this requires two hands instead of one. The first number is for one-handed use, the second for two-handed.
Many weapons that are not listed below are similar to one of the types that are listed. For example a Macedonian sarissa is a pike; a Roman gladius is a short sword; a Danish axe is a great axe; an African iklwa is a stabbing javelin; a rungu is a light throwing club. A Japanese nagamaki is somewhat similar to a long sword, an o-dachi a two-hander. There are many more examples to be found in martial history. Some exotic weapon types are not listed, like the Indian chakram; the Japanese bokken and war fan; Okinawan sai or tonfa; Mesoamerican macuahuitl; fictional klingon bat'leth.

Poleaxes
Poleaxes
  Skirmishing Harming
Type Weight Length Hands Close Melee Formation Slash Pierce Pummel Grapple
hand weapons
unarmed 0 0 H 6 0 0 0 0 1 3
swords
dagger 0.6 0.35 H 4 2 0 2 3 0 0
short sword 1.2 0.60 H 2 3 0 3 3 0 0
falcata 1.2 0.70 H 2 3 0 4 2 0 0
saber 1.1 0.90 H 1 5 0 4 2 0 0
medium sword 1.4 0.80 H 1 / 2 4 0 4 3 0 0
fencing sword 1.0 1.35 H 0 6 1 3 3 0 0
battle sword 1.5 1.05 H 0 / 1 4 1 5 3 0 0
long sword 1.6 1.35 HH 1 4 1 6 3 0 0
two-hander 2.8 1.60 HH 1 3 2 7 3 0 0
axes
hand axe 1.3 0.55 H 2 1 0 5 0 1 1
battle axe 2.0 1.05 HH 0 2 0 7 0 0 1
great axe 2.6 1.60 HH 0 1 0 9 0 0 1
clubs
light club 0.9 0.55 H 2 2 0 n.a. n.a. 2 0
heavy club 2.1 1.00 HH 0 2 0 n.a. n.a. 4 0
morning star 2.5 1.50 HH 0 1 0 n.a. 4 6 0
maces
light mace 1.5 0.55 H 2 2 0 n.a. n.a. 3 0
heavy mace 1.8 1.00 HH 0 2 0 n.a. n.a. 5 0
picks
light pick 1.2 0.55 H 2 2 0 n.a. 4 0 1
heavy pick 1.9 1.00 HH 0 2 0 n.a. 6 0 1
warhammers
light warhammer 1.3 0.70 H 2 2 0 n.a. 4 3 1
heavy warhammer 2.5 1.60 HH 0 1 0 n.a. 6 6 1
poleaxes
short poleaxe 1.8 1.20 HH 1 3 0 7 3 5 1
long poleaxe 2.5 1.80 HH 1 3 1 9 3 6 1
trashing weapons
sap 0.7 0.30 H 1 0 0 n.a. n.a. 2 0
nunchaku 0.8 0.75 H 1 1 0 n.a. n.a. 2 1
chain 1.5 1.20 H 0 1 0 n.a. n.a. 2 2
flail 2.5 0.95 H 1 1 0 n.a. n.a. 3 0
spiked flail 2.5 0.95 H 1 1 0 n.a. 1 2 0
scourge 0.8 0.90 H 0 0 0 1 n.a. n.a. 1
whip 2.3 2.15 H 0 1 0 1 n.a. n.a. 2
staffs
half staff 0.5 0.60 H 3 / 4 3 0 n.a. 0 1 0
short staff 1.5 1.30 HH 2 5 1 n.a. 0 2 0
long staff 4.0 2.00 HH 1 4 2 n.a. 0 3 0
spears
javelin 0.9 1.20 H 2 2 0 n.a. 2 0 0
harpoon 1.5 1.60 H 0 2 1 n.a. 2 0 0
short spiky spear 1.5 2.00 H 0 / 1 2 2 n.a. 2 0 0
short broadhead spear 1.5 2.00 H 0 / 1 2 2 0 3 0 0
medium spear 2.7 3.50 HH 0 0 4 n.a. 3 0 n.a.
pike 4.0 5.00 HH 0 0 4 n.a. 3 0 n.a.
polearms
bardiche 2.0 1.85 HH 0 1 1 9 0 0 0
man catcher 3.5 1.80 HH 0 1 2 n.a. n.a. 0 3
winged spear 2.6 2.80 HH 0 1 4 0 2 0 1
sword-staff 2.4 2.15 HH 0 2 2 6 2 0 0
war scythe 2.3 2.40 HH 0 2 2 5 0 0 0
halberd 3.2 2.90 HH 0 1 3 8 3 0 1

Missile weapons

Some weapons are listed twice in the table below.
For hand bows, (h) signals the use of broad hunting arrows; (w) = heavier but narrower bodkin war arrows. All crossbows listed use bodkin war bolts.
For slings, (s) denotes plain stones; (l) lead bullets.

  Missile Range Skirmishing Harming
Type Weight Length Hands Fire rate Point-blank Effective Medium Long Maximum Missile Slash Pierce Pummel Grapple
thrown spears
dart 0.4 0.45 H 1 15 30 45 60 75 3 n.a. 3 n.a. n.a.
light javelin 0.9 1.20 H 1 10 20 30 40 50 3 n.a. 4 n.a. n.a.
heavy javelin 2.0 2.00 H 1 4 8 12 16 20 3 n.a. 5 n.a. n.a.
rotaters
throwing star 0.1 0.10 H 1 3 6 9 12 15 0 n.a. 1 n.a. n.a.
knife 0.6 0.35 H 1 4 8 12 16 20 0 n.a. 2 n.a. n.a.
hand axe 1.3 0.55 H 1 5 10 15 20 25 0 n.a. 3 n.a. n.a.
mambele 1.6 0.45 H 1 8 16 24 32 40 1 n.a. 3 n.a. n.a.
throwing sticks
throwing club 0.6 0.50 H 1 8 16 24 32 40 1 n.a. n.a. 1 n.a.
hunting boomerang 0.1 0.60 H 1 30 60 90 120 150 1 n.a. n.a. 1 n.a.
war boomerang 0.3 0.80 H 1 20 35 55 70 90 1 n.a. n.a. 2 n.a.
hand bows
youth shortbow (h) 0.3 1.00 HH 1 25 30 45 70 95 2 n.a. 0 n.a. n.a.
hunting shortbow (h) 0.4 1.10 HH 1 40 55 90 140 185 2 n.a. 1 n.a. n.a.
hunting longbow (h) 0.6 1.65 HH 1 45 65 105 165 220 2 n.a. 2 n.a. n.a.
war longbow (h) 0.8 1.80 HH 1 50 80 125 200 265 2 n.a. 2 n.a. n.a.
war longbow (w) 0.8 1.80 HH 1 40 55 90 145 205 2 n.a. 3 n.a. n.a.
medium composite bow (h) 0.4 1.25 HH 1 70 115 185 290 370 2 n.a. 2 n.a. n.a.
medium composite bow (w) 0.4 1.25 HH 1 50 75 125 200 270 2 n.a. 3 n.a. n.a.
heavy composite bow (h) 0.7 1.10 HH 1 60 95 150 245 325 2 n.a. 3 n.a. n.a.
heavy composite bow (w) 0.7 1.10 HH 1 40 60 95 155 215 2 n.a. 4 n.a. n.a.
daikyu (w) 1.1 2.25 HH 1 40 60 100 165 230 2 n.a. 4 n.a. n.a.
crossbows
repeating crossbow 1.3 0.60 HH 1 30 40 55 85 120 4 n.a. 0 n.a. n.a.
wooden crossbow 2.8 0.85 HH 1 35 55 80 130 180 4 n.a. 1 n.a. n.a.
eighth crossbow 2.5 0.80 HH 1 40 60 90 145 200 4 n.a. 2 n.a. n.a.
quarter crossbow 3.0 0.85 HH 1/2 50 75 115 180 250 4 n.a. 3 n.a. n.a.
cavalry crossbow 5.0 0.70 HH 1/2 60 95 150 230 310 4 n.a. 4 n.a. n.a.
infantry crossbow 7.04 0.75 HH 1/3 80 130 200 295 350 4 n.a. 5 n.a. n.a.
siege crossbow 8.0 0.95 HH 1/3 90 145 220 315 410 4 n.a. 5 n.a. n.a.
slings
sling (s) 0.1 0.80 H 1 60 120 180 240 300 0 n.a. n.a. 2 n.a.
sling (l) 0.1 0.80 H 1 80 160 240 320 400 0 n.a. n.a. 2 n.a.
staff sling 0.5 1.20 HH 1 50 100 150 200 250 1 n.a. n.a. 3 n.a.
entanglers
net 1.5 2.00 HH 1 2 4 6 8 10 1 n.a. n.a. n.a. 4
chain 1.5 1.20 HH 1 2 4 6 8 10 1 n.a. n.a. 2 1
rope 1.2 5.00 HH 1 3 6 9 12 15 1 n.a. n.a. n.a. 3
bolas 1.0 0.60 H 1 6 12 18 24 30 1 n.a. n.a. 1 2
blowguns
ninjutsu fukiya 0.1 0.50 H 1 8 16 24 32 40 3 n.a. 0 n.a. n.a.
hunting blowgun 0.6 2.50 HH 1 40 55 80 105 120 2 n.a. 0 n.a. n.a.
war blowgun 0.4 1.50 HH 1 30 45 60 80 90 1 n.a. 0 n.a. n.a.

8. Monsters

Though Ymlað is centered around combat among humans and humanoids, for a RPG system animals, spirits, monsters and other creatures cannot be overlooked.

Body size

In Ymlað humans are the norm, so they have a body size of 0. Many creatures are smaller (negative body size) or larger (positive body size) than humans. For example a hobbit has size -1, an average bear size 2. See the bestiary in Totte for a full list of sizes and example creatures.
This affects combat much:

Factor Affects Calculation Examples
Body missile resistance Missile skirmish resistance 1 point per 2 points of body size difference, rounded down For example a swan, body size -3, gets a +1 modifier, while an average elephant, body size 6, gets a -3 modifier.
Body skirmish modifier Contact skirmish effort and resistance 1 point per 2 points of body size difference, rounded down For example a horse, body size 2, that kicks and bites gets +1 modifier to skirmish, while a small brown rat, size -8, gets -4.
Body harm modifier Wound harm effort and resistance 1 point per body size For example a hobbit, size -1, gets -1 to harm, while an ankylosaurus, size 6, gets +6.

Note that the body missile resistance and body skirmish modifer have the same value. The differences are that the former applies only to (missile) resistance and decreases with size difference, while the latter to both (formation / melee / close) effort and resistance and increases with size difference.

Natural weaponry

Animals (and some monsters) do not wield weapons, but use parts of their body for attack. Though inferior to most man made weapons, they are better than human fists. The table below gives some guidelines on how to rate the combat value of these natural weapons. The GM decides on actual values for each type of creature.

Skirmishing Harming
Weapon Close Melee Formation Slash Pierce Pummel Grapple
bite 5 0 0 n.a. 1 - 2 n.a. 1 - 3
beak 5 0 - 1 0 n.a. 1 - 2 n.a. 0 - 1
horns / tusks 4 1 - 2 0 n.a. 1 - 3 0 0
claws 6 0 0 1 - 2 0 - 2 0 1 - 3
hooves 0 - 1 0 0 n.a. n.a. 1 n.a.
tail 0 - 1 1 - 2 0 n.a. n.a. 1 0 - 1

Skill

Goblin guard
Goblin guard

Animals do not train for combat like humans do, but they do train. Young carnivores engage in mock fights, herbivores practice to become alpha male when they have grown up. Skill increases when the animals age and gain experience:

Age Herbivore Carnnivore
cub 0 0 - 1
young 0 - 1 1 - 2
adult 1 - 2 3
top adult 3 4

'Top adults' are not always the eldest animals. They are however the leaders of herds (for herbivores) or the most successful hunters (for carnivores). Skill levels listed are for close and possibly melee skill; formation skill is usually zero though some herbivores defend in groups. Missile skill is always zero.
And of course some 'monsters' like orcs fight all time, against their enemies and among themselves. Though they are too lazy and ignorant to become master swordsmen, this constant practice breeds skilled warriors. The average orc is a better warrior than the average human!

Example

Humber the ranger is hunting rabbits with bow and arrow. He wields a hunting longbow (missile skirmish score 2), has average missile skill (0 modifier), average strength (0 modifier) and average dexterity (0 modifier). He sneaks up close enough to achieve point-blank range (45 meters) and there are no other troubles like darkness or strong winds. So his missile skirmish effort is dexterity modifier 0 + missile skill modifier 0 + hunting bow skirmish score 2 = 2.
Of course the rabbit has no shield bonus, but its small size makes it hard to hit. Rabbit body size is -5 (petite), giving a +2 bonus to resistance, so its resistance is body missile resistance 2 + 3 * shield bonus 0 = 2 also. With random die rolls, Humber will hit his target 4 out of 6 times.
Effort for wound harm is body harm modifier 0 + hunting bow wound score 2 = 2. The strength modifier is not used because Humber is shooting with a hand bow. The rabbit's wound resistance body harm modifier -5 + armor harm reduction 0 = -5, so the wound harm attack score is effort 2 + resistance 5 = 7, extremely well. With a realistic harm threshold of 1, an average shot would have dealt the rabbit 7 points of harm, the arrow ripping it apart and killing it instantly. But the GM has set the harm threshold to 2, so even the little animal can last heroically long. An average shot will deliver 3 points of harm, enough to seriously wound it, but not kill it outright.

Unfortunately, Humber's shot disturbs a nearby black bear which is foraging on berries. Angered, the bear charges at him, aiming to bite him. The beast has average strength for its size (0 modifier), average dexterity (0) and 2 levels of skill in melee and close combat. Humber only has time to fire one arrow at the beast. The bear has body size 2 (large), giving a -1 penalty to skirmish resistance, so its skirmish resistance is body missile resistance -1 + 3 * shield bonus 0 = -1, significantly worse than the rabbit's. Humber's skirmish attack score is effort 2 + resistance 1 = 3. He rolls a 3 and hits easily.
Effort for wound harm is again 2 and the bear's wound resistance body harm modifier 2 + armor harm reduction 0 = 2, so wound harm attack score is effort 2 + resistance 2 = 0, rather low. He rolls a 6 and then a 3, so scores 1 point of harm. The bear continues unfazed.
Humber quickly drops his bow and draws his medium sword. In the ensuing melee he wins the initiative and attacks. He is somewhat less skilled in melee than missile combat: his melee skirmish effort is body skirmish modifier 0 + dexterity modifier 0 + melee skill modifier 1 + medium sword melee skirmish 4 = 2, the resistance of the bear is body skirmish modifier 1 + dexterity modifier 0 + melee skill modifier 2 + claws melee skirmish 0 + shield bonus 0 = 3.
The skirmish attack score is now effort 2 + resistance 3 = -1, but he rolls a 6 and a 4 so manages to hit, and opts for slashing harm. Effort for wound harm is body harm modifier 0 + strength modifier 0 + medium sword slashing 4 = 4, wound resistance body harm modifier 2 + armor harm reduction 0 = 2, and wound harm attack score 4 - 2 = 2. He rolls a 3, so scores 2 points of harm, reducing the bear's health to moderately wounded, which gives a -1 penalty.
The bear has no intention of remaining at a distance from its prey. It makes an attack to change over from melee combat to close combat. For both, their melee effort and resistance are the same, though the bear suffers from its very recent wound. The skirmish attack of the bear has a score of effort 3 - bear wound penalty 1 - resistance 2 = 0; it rolls a 4 and succeeds too. This maneuvering attack does not inflict harm.
In the next round Humber finds himself way too close to the bear for his comfort. He wins initiative again and makes a disengagement attack while holding on to his sword. His close skirmish effort is body skirmish modifier 0 + dexterity modifier 0 + close skill modifier 1 + medium sword close score 1 + disengage bonus 4 = 6. The bear's resistance is body skirmish modifier 1 + dexterity modifier 0 + close skill modifier 2 + claws close score + 6 - wound penalty 1 = 8. Humber's skirmish attack score iseffort 6 - resistance 8 = -2. This time he rolls a 2, a clear failure.
The bear attacks next. Its skirmish effort score is the same as its resistance, 8, while Humber's resistance without the disengage bonus is only 2, so its skirmish attack score iseffort 8 - resistance 2 = 6. The bear rolls a 5,an effortless hit, and does slashing harm with its claws. Effort is body harm modifier 2 + strength modifier 0 + claws close score 1 = 3. Note that (1) the body size difference is twice as important in harming than in skirmishing and (2) the bear is stronger than the man but that this has already been discounted in the body size difference. Humber has left his armor at home. His harm resistance is body harm modifier 0 + armor reduction 0 = 0, so the harm attack score is 3 - 0 = 3. This time the dice are neutral. The bear deals 3 points of slashing harm, which with the harm threshold of 2 come down to slightly wounded with one point left over. No ill effects yet, but the outlook for the following rounds is looking grim for the hunter.

9. Miscellany

Group fights

In missile combat, fighter can shoot at anybody who is in sight and range; in formation combat, a maximum of three people in front of him/her; in close combat, a single opponent. But how does melee between two groups work out?
The GM should split groups into smaller groups of one against one or more. For example two against three becomes one subgroup of one against two and another of one against one. Players will want to pick specific opponents but of course the latter may want to do the same. Moving figurines around on a table will help to visualize and sort things out. The GM is the final arbiter in these matters.
Fending off multiple opponents is difficult. Therefore, in a situation of one against several, the second fighter of the group gets a +1 bonus to melee skirmish effort, the second gets a +2 bonus, and so on.
In general the maximum number of people that can attack one loner is six. More attackers just hamper each other. If they are wielding spears or polearms they can create a wider circle, increasing the limit to twelve. Differences in body size also change the limits, up to the discretion of the GM.
If one fighter faces many opponents some of them may be able to move to his flanks or even rear, which gives attack bonuses, see the chapter on modifiers. Therefore a sensible fighter who is outnumbered will try to back away against a barrier or into a corridor.

Dual wielding

Unlike many RPG systems, in Ymlað wielding one weapon in each hand does not allow extra attacks. It does give a +1 bonus to skirmishing effort and resistance in melee. Missile combat, formation fighting and close combat are not affected and neither is harm. Dual wielding is difficult and prevents the use of a shield. Only light weapons can be used in the off-hand, like daggers or short swords. Using larger weapons takes so much strength and time that the advantages of wielding two weapons are undone.

Using weapons and armor

Weapons are not only about skirmishing and harm. Size and weight determine how many can be carried and how visible they are. Some can be wielded as tools. Likewise, there is more to armor than protection. Again see the article on armor mentioned above for tables that specify weight, flexibility, comfort, cleaning, loudness, cost, durability, maintenance. A good GM will include at least some of these properties into the game. For example thieves who want to be stealthy cannot work with loud clanky armor; acrobates want them light and flexible; weak characters cannot bear heavy stuff. Weapons too have their pros and cons. Assassins may require daggers instead of swords because they can hide them under their clothes; characters who don't want to invest in missile skill might opt for crossbows that are easy to use.

Example

Tharki the thief mostly works by stealth, dexterity and subterfuge but occasionally finds himself in a fight and wants some protection. Almost all metal armor is loud or very loud, so he opts for fiber. Leather is not suitable because it is stiff and hinders his acrobatics. So a gambeson of quilted linen is chosen. He picks a short cuirass-like piece with not too many layers that leaves his limbs free. These he covers with splint armor, a little sturdier but still flexible and quiet. The head is the most important; that gets an open helmet because he must be able to see and hear clearly.
For weapons he uses a couple of throwing knives and a punching dagger. These are light, easy to conceal, though useless against heavily armed and armored fighters.

Special attacks

Disarm by Akademia Szermierzy
Disarm by Akademia Szermierzy

A generic combat system like Ymlað can cover only the basics of combat in fantasy settings. Players can and should use their creativity to come up with novel modes of attack and defense. It is up to the GM to devise proper rules for them on the spot and try to keep those in balance with the rest of the system. Below is a list of alternatives that is presented without any rules, in random order, just for inspiration:

  • Shield bashing: Why should the shield be a purely defensive weapon? Use it to knock your opponent off balance, then stab with spear or sword.
  • Shield crashing: If a shield is in the way of an attack, why not remove it? Shatter it with an axe or sword blow, though prevent the weapon from getting stuck, or hook at away with an axe, warhammer or polearm.
  • Disarming: Defeat your opponent but do not kill him/her, whack the weapon out of his/her hands and then demand surrender.
  • Use the terrain: Drive your opponent back into thorn bushes, or even over the edge of a cliff.
  • Improvised weapons: Wield a flaming torch, lay about you with a chair, tumble a table over several opponents.
  • Targeted attacks: That pesky imp keeps flying away and swooping in from unexpected angles. Cut its wings and reduce it to a pest on foot.
  • Psychic duel: Two fighters size each other up, gauge each and every movement, blink of an eye, trickle of sweat. The fight may be decided without a weapon having been drawn.
  • The backstab: Sneak up from behind, engage in close combat with first initiative and surprise bonus and deliver a vile stab from behind with a dagger.
  • Specialist weaponry: A normal spear will not do against a charging boar, it will just run through it. Bring a boar spear.
  • Two-handed mastery: Guard that street or bridge like that viking in the Battle of Stamford Bridge by single-handedly holding off a horde of enemies with a greatsword, Danish axe or polearm. Or possibly try to disrupt a formation of pikemen.

10. Example

Introduction

Below is a description of an example adventure that uses the Ymlað combat system. Of course the focus is on combat, not on magic, thievery, puzzles, politics, roleplaying(!) or any other roleplaying aspect.
For this campaign, the GM uses a harm threshold of 2. He disregards weapon material hardness to make the calculations a little easier.
A party of five adventurers, a motley crew, has been through many game sessions and honed their skills substantially. They are stong in melee but not so formidable in other styles, as will be seen. They have gotten wind of a reclusive necromancer who from time to time abducts peasants and uses them for his dark magical experiments. He lives in a tower in the wilderness at the edge of agricultural lands that receive little attention from their feudal lords. The party intends to finish off the wizard, loot his place and maybe reap a reward from the peasants too. In the previous session they have located the tower of the necromancer, which stands on top of a hill and is guarded by undead warriors.

The party

  • Hendrick plays Sir Florimond du Flaque, a knight in shining armor. He is very strong (+2 modifier), quite dexterous (+1 modifier) and his combat skills are missile 2, formation 2, melee 4, close 3. He wears complete set of plate armor plus closed helmet (armor 8.0) that he keeps in perfect condition through the labors of his servant Pankel. In combat, he wields a long poleaxe and keeps a dagger as backup weapon. Pankel carries an infantry crossbow that is called upon when missiles must be exchanged.
  • Nellie plays Neelay, the group's scout and missile specialist. She is fairly strong (+1 modifier), very dexterous (+2 modifier) and her combat skills are missile 5, formation 1, melee 2, close 2. She wears a quilted gambeson with splint armor on her limbs and an open helmet on her head (armor 3). In missile combat she prefers a sling; in melee she fights with a saber.
  • Björn plays Bjarne, a stout viking, because he likes to play vikings. He is very strong (+2 modifier), has average dexterity (0 modifier) and his combat skills are missile 0, formation 1, melee 4, close 2. He wears a mail hauberk with leather greaves, leather gauntlets and an open spangenhelm (armor 4). He owns a magical battle sword that is so fierce that it has the same harm reduction as pummeling weapons. The sword is wielded in combination with an infantry shield. His side weapon is a hand axe, suitable for both hacking and throwing.
  • Richelle plays Kasumi, who is suspected to be a Japanese tengu, though this has not been confirmed. She does have a large nose. She is a sohei, a warrior monk, with decent strength (+1 modifier), decent dexterity (+1 modifier) and combat skills rated at missile 3, formation 4, melee 5, close 1. Her armor consists of a lamellar coat with splint guards for her lower arms and legs and a half-open helmet on her head (armor 5). In battle, she wields a naginata (sword staff) and sometimes employs shaken (throwing stars) or a short blowgun loaded with poisoned darts.
  • Petro plays Tharn, a human spirit who is trapped in the body of a grey ape. It is yet unclear if Tharn wants to get back into human form or that he likes his new, silent yet strong shape. Tharn has the size of a horse or bear and the strength and reach that comes with that. On top of that, he is stronger than average (+1 modifier) and more supple (+1 modifier). His combat skills are a bit unsuited to his current shape: missile 2, formation 3, melee 4, close 2. He does not wear armor, though the party has urged him so have something custom-made to his size. He wields a morning star but gets a -1 penalty to effort on that because grey ape hand dexterity is somewhat less than human dexterity. In close combat he can also attack with his large fangs.

Below is listed a summary of the standard combat stats of the characters. All except Tharn have standard body size. None suffer from encumbrance penalties because they all are strong enough to bear their loads without difficulty.

Character Weapon Skirmish style Effort Resistance Harm type Effort Resistance
Florimond eighth crossbow missile dexterity 1 + missile skill 2 + weapon 4 = 7 body 0 + 3 * shield 0 = 0 slash n.a. body 0 + armor 8 = 8
formation n.a. n.a. pierce body 0 + strength n.a. + weapon 2 = 2
melee n.a. n.a. pummel n.a.
close n.a. n.a. grapple n.a. n.a.
poleaxe missile n.a. n.a. slash body 0 + strength 2 + weapon 9 = 11 body 0 + armor 8 = 8
formation formation skill 2 + weapon 1 = 3 formation skill 2 + weapon 1 + 2 * shield 0 = 3 pierce body 0 + strength 2 + weapon 3 = 5
melee dexterity 1 + melee skill 4 + weapon 3 = 8 dexterity 1 + melee skill 4 + weapon 3 + shield 0 = 8 pummel body 0 + strength 2 + weapon 6 = 8
close dexterity 1 + close skill 3 + weapon 0 = 4 dexterity 1 + close skill 3 + weapon 0 = 4 grapple 3 * body 0 + strength 2 + weapon 1 = 3 3 * body 0 + strength 2 + weapon 1 = 3
dagger missile n.a. n.a. slash body 0 + strength 2 + weapon 2 = 4 body 0 + armor 8 = 8
formation formation skill 2 + weapon 0 = 2 formation skill 2 + weapon 0 + 2 * shield 0 = 2 pierce body 0 + strength 2 + weapon 3 = 5
melee dexterity 1 + melee skill 4 + weapon 2 = 7 dexterity 1 + melee skill 4 + weapon 2 + shield 0 = 7 pummel body 0 + strength 2 + weapon 0 = 2
close dexterity 1 + close skill 3 + weapon 4 = 8 dexterity 1 + close skill 3 + weapon 4 = 8 grapple 3 * body 0 + strength 2 + weapon 0 = 2 3 * body 0 + strength 2 + weapon 0 = 0
 
Neelay sling missile dexterity 2 + missile skill 5 + weapon 0 = 7 body 0 + 3 * shield 0 = 0 slash n.a. body 0 + armor 3 = 3
formation n.a. n.a. pierce n.a.
melee n.a. n.a. pummel body 0 + strength n.a. + weapon 2 = 2
close n.a. n.a. grapple n.a. n.a.
saber missile n.a. n.a. slash body 0 + strength 1 + weapon 4 = 5 body 0 + armor 3 = 3
formation formation skill 1 + weapon 0 = 1 formation skill 1 + weapon 0 + 2 * shield 0 = 1 pierce body 0 + strength 1 + weapon 2 = 3
melee dexterity 2 + melee skill 2 + weapon 5 = 9 dexterity 2 + melee skill 2 + weapon 5 + shield 0 = 9 pummel body 0 + strength 1 + weapon 0 = 1
close dexterity 2 + close skill 2 + weapon 1 = 5 dexterity 2 + close skill 2 + weapon 1 + shield 0 = 5 grapple 3 * body 0 + strength 1 + weapon 0 = 0 3 * body 0 + strength 1 + weapon 0 = 1
 
Bjarne thrown hand axe missile dexterity 0 + missile skill 0 + weapon 0 = 0 body 0 + 3 * shield 2 = 6 slash n.a. body 0 + armor 4 = 4
formation n.a. n.a. pierce body 0 + strength n.a. + weapon 3 = 5
melee n.a. n.a. pummel n.a.
close n.a. n.a. grapple n.a. n.a.
magical battle sword missile n.a. n.a. slash body 0 + strength 2 + weapon 5 = 7 body 0 + armor 4 = 4
formation formation skill 1 + weapon 1 = 2 formation skill 1 + weapon 1 + 2 * shield 2 = 6 pierce body 0 + strength 2 + weapon 3 = 5
melee dexterity 0 + melee skill 4 + weapon 4 = 8 dexterity 0 + melee skill 4 + weapon 4 + shield 2 = 10 pummel body 0 + strength 2 + weapon 0 = 2
close dexterity 0 + close skill 2 + weapon 0 = 2 dexterity 0 + close skill 2 + weapon 0 = 2 grapple 3 * body 0 + strength 2 + weapon 0 = 2 3 * body 0 + strength 2 + weapon 0 = 2
contact hand axe missile n.a. n.a. slash body 0 + strength 2 + weapon 5 = 7 body 0 + armor 4 = 4
formation formation skill 1 + weapon 0 = 1 formation skill 1 + weapon 0 + 2 * shield 2 = 5 pierce body 0 + strength 2 + weapon 0 = 2
melee dexterity 0 + melee skill 4 + weapon 1 = 5 dexterity 0 + melee skill 4 + weapon 1 + shield 2 = 7 pummel body 0 + strength 2 + weapon 1 = 3
close dexterity 0 + close skill 2 + weapon 2 = 4 dexterity 0 + close skill 2 + weapon 2 = 4 grapple 3 * body 0 + strength 2 + weapon 1 = 3 3 * body 0 + strength 2 + weapon 1 = 3
 
Kasumi shaken missile dexterity 1 + missile skill 3 + weapon 0 = 4 body 0 + 3 * shield 0 = 0 slash n.a. body 0 + armor 5 = 5
formation n.a. n.a. pierce body 0 + strength n.a. + weapon 1 = 1
melee n.a. n.a. pummel n.a.
close n.a. n.a. grapple n.a. n.a.
short blowgun missile dexterity 1 + missile skill 3 + weapon 3 = 7 body 0 + 3 * shield 0 = 0 slash n.a. body 0 + armor 5 = 5
formation n.a. n.a. pierce body 0 + strength n.a. + weapon 0 = 0
melee n.a. n.a. pummel n.a.
close n.a. n.a. grapple n.a. n.a.
naginata missile n.a. n.a. slash body 0 + strength 1 + weapon 6 = 7 body 0 + armor 5 = 5
formation formation skill 4 + weapon 2 = 6 formation skill 4 + weapon 2 + 2 * shield 0 = 6 pierce body 0 + strength 1 + weapon 2 = 3
melee dexterity 1 + melee skill 5 + weapon 2 = 6 dexterity 1 + melee skill 5 + weapon 2 + shield 0 = 6 pummel body 0 + strength 1 + weapon 0 = 1
close dexterity 1 + close skill 1 + weapon 0 = 2 dexterity 1 + close skill 1 + weapon 0 = 2 grapple 3 * body 0 + strength 1 + weapon 0 = 0 3 * body 0 + strength 1 + weapon 0 = 0
 
Tharn morning star missile n.a. n.a. slash n.a. body 2 + armor 0 = 2
formation body 1 + formation skill 3 + weapon 0 - hand penalty 1 = 3 body 1 + formation skill 3 + weapon 0 + 2 * shield 0 - hand penalty 1 = 3 pierce body 2 + strength 1 + weapon 4 = 7
melee body 1 + dexterity 1 + melee skill 4 + weapon 1 - hand penalty 1 = 6 body 1 + dexterity 1 + melee skill 4 + weapon 1 + shield 0 - hand penalty 1 = 6 pummel body 2 + strength 1 + weapon 6 = 9
close body 1 + dexterity 1 + close skill 2 + weapon 0 - hand penalty 1 = 3 body 1 + dexterity 1 + close skill 2 + weapon 0 - hand penalty 1 = 3 grapple 3 * body 2 + strength 1 + weapon 0 = 7 3 * body 2 + strength 1 + weapon 0 = 7
fangs missile n.a. n.a. slash n.a. body 2 + armor 0 = 2
formation body 1 + formation skill 3 + weapon 0 = 4 body 1 + formation skill 3 + weapon 0 + 2 * shield 0 = 4 pierce body 2 + strength 1 + weapon 2 = 5
melee body 1 + dexterity 1 + melee skill 4 + weapon 0 = 6 body 1 + dexterity 1 + melee skill 4 + weapon 0 + shield 0 = 6 pummel n.a.
close body 1 + dexterity 1 + close skill 2 + weapon 5 = 8 body 1 + dexterity 1 + close skill 2 + weapon 5 = 8 grapple 3 * body 2 + strength 1 + weapon 2 = 9 3 * body 2 + strength 1 + weapon 0 = 7

And here are combat stats of their enemies. The skeletons have significant combat skill levels because they are undead warriors, mercenaries before the died. The skill levels listed are for the weapons that the skeletons prefer to use. If they are forced to switch to other weapons, skill levels are lower.

Skeleton warrior
Skeleton warrior
Character Weapon Skirmish style Effort Resistance Harm type Effort Resistance
Undead warriors war longbow missile dexterity 0 + missile skill 4 + weapon 2 = 6 body 0 + 3 * shield bonus 0 = 0 slash n.a. body 0 + armor 3 = 3
formation n.a. n.a. pierce strength 0 + weapon 3 = 3
melee n.a. n.a. pummel n.a.
close n.a. n.a. grapple n.a. n.a.
short spiky spear missile n.a. n.a. slash n.a. body 0 + armor 3 = 3
formation formation skill 4 + weapon 0 = 4 formation skill 4 + weapon 0 + 2 * shield 2 = 8 pierce strength 0 + weapon 2 = 2
melee dexterity 0 + melee skill 3 + weapon 2 = 3 dexterity 0 + melee skill 3 + weapon 2 + shield 2 = 7 pummel strength 0 + weapon 0 = 0
close dexterity 0 + close skill 2 + weapon 0 = 2 dexterity 0 + close skill 2 + weapon 0 = 2 grapple 3 * body 0 + strength 0 + weapon 0 = 0 3 * body 0 + strength 0 + weapon 0 = 0
medium sword missile n.a. n.a. slash strength 0 + weapon 4 = 4 body 0 + armor 3 = 3
formation formation skill 3 + weapon 0 = 3 formation skill 3 + weapon 0 + 2 * shield 2 = 7 pierce strength 0 + weapon 3 = 3
melee dexterity 0 + melee skill 4 + weapon 4 = 8 dexterity 0 + melee skill 4 + weapon 4 + shield 2 = 10 pummel strength 0 + weapon 0 = 0
close dexterity 0 + close skill 2 + weapon 1 = 3 dexterity 0 + close skill 2 + weapon 1 = 3 grapple 3 * body 0 + body 0 + strength 0 + weapon 0 = 0 3 * body 0 + body 0 + strength 0 + weapon 0 = 0
 
The imp claws missile n.a. n.a. slash body -2 + strength 0 + weapon 1 = -1 body 0 + armor 0 = 0
formation body -1 + formation skill 0 + weapon 0 = -1 body -1 + formation skill 0 + weapon 0 + 2 * shield 0 = -1 pierce body -2 + strength 0 + weapon 1 = -1
melee body -1 + dexterity 0 + melee skill 1 + weapon 0 = 0 body -1 + dexterity 0 + melee skill 1 + weapon 0 + shield 0 = 0 pummel body -2 + strength 0 + weapon 0 = -2
close body -1 + dexterity 0 + close skill 2 + weapon 6 = 7 body -1 + dexterity 0 + close skill 2 + weapon 6 = 7 grapple 3 * body -2 + strength 0 + weapon 0 = -6 3 * body -2 + strength 0 + weapon 0 = -6
 
Zsuzsanna dagger missile n.a. n.a. slash strength 0 + weapon 2 = 2 body -1 + armor 0 = -1
formation formation skill 0 + weapon 0 = 0 formation skill 0 + weapon 0 + 2 * shield 0 = 0 pierce body -1 + strength 0 + weapon 3 = 2
melee dexterity 0 + melee skill 1 + weapon 0 = 1 dexterity 0 + melee skill 1 + weapon 0 + shield 0 = 1 pummel body -1 + strength 0 + weapon 0 = -1
close dexterity 0 + close skill 2 + weapon 4 = 6 dexterity 0 + close skill 2 + weapon 4 = 6 grapple 3 * body -1 + strength 0 + weapon 0 = -3 3 * body -1 + strength 0 + weapon 0 = -3
 
The asura (4x) falcata missile n.a. n.a. slash body 3 + strength 0 + weapon 4 = 7 body 3 + armor 2 = 5
formation body 1 + formation skill 0 + weapon 0 = 1 body 1 + formation skill 0 + weapon 0 + 2 * shield 0 = 1 pierce body 3 + strength 0 + weapon 2 = 5
melee body 1 + dexterity 0 + melee skill 3 + weapon 3 = 7 body 1 + dexterity 0 + melee skill 3 + weapon 3 + shield 0 = 7 pummel body 3 + strength 0 + weapon 0 = 3
close body 1 + dexterity 0 + close skill 2 + weapon 2 = 5 body 1 + dexterity 0 + close skill 2 + weapon 2 = 5 grapple 3 * body 2 + strength 0 + weapon 0 = 6 3 * body 2 + strength 0 + weapon 0 = 6
 
Lord Mott unarmed missile n.a. n.a. slash strength -1 + weapon 0 = -1 body 0 + armor 0 = 0
formation formation skill 0 + weapon 0 = 0 formation skill 0 + weapon 0 + 2 * shield 0 = 0 pierce strength -1 + weapon 0 = -1
melee dexterity 0 + melee skill 0 + weapon 0 = 0 dexterity 0 + melee skill 0 + weapon 0 + shield 0 = 0 pummel strength -1 + weapon 1 = 0
close dexterity 0 + close skill 0 + weapon 6 = 6 dexterity 0 + close skill 0 + weapon 6 = 6 grapple 3 * body 0 - strength 1 + weapon 3 = 2 3 * body 0 - strength 1 + weapon 3 = 2

Play

The first encounter

Where it is shown what a strong party can do to lesser monsters.

GM: "Lunch is finished. The top if the tower is visible in the distance above the treetops. What is the plan?"
All: "We send in Neelay of course!"
Nellie and the GM engage in some one-on-one play while the rest waits until they can participate again. Neelay sneaks up to the tower but takes care to remain in the surrounding forest, which proves to be quite dense. The GM makes some stealth die rolls for her along the way to see if she is effective.
GM: "When you are almost at the forest edge, you spot a little girl near a small stream. She is some ten years old, a pretty blond thing wearing a magnificent dark blue velvet mantle. She is busy washing another piece of clothing, while softly humming a song."
Nellie: "I crouch down and watch."
Hendrick: "Nellie, track where -"
GM: "No discussions please, Neelay is away from the rest." To Nellie: She washes and washes, nothing else happens."
Nellie: "She may be a local peasant girl. She is way too near that tower. I stand up and approach her. Hey little girl, what are you doing here?"
GM: "The girl jumps up, startled. Then she regains her composure. Her voice is not childlike at all. Who are you? Bugger off! This is private property! She whistles."
Nellie: "Huh? Come now, don't be frightened. My name is Neelay. I -"
GM: "You hear loud rustling and rattling approaching from the east. Seconds later two figures emerge from the trees. They are walking skeletons with spears, shields, helmets and rusty shirts of mail. One of them has still some pieces of flesh clinging to his or her bones. The girl barks a command: At her!"
Nellie thinks fast. "I run back."
Neelay is fast and leads the two undead on a merry chase, but the GM lets her make a few endurance checks, some of which she fails.
GM: "You start to run out of breath, while the skeletons don't seem to tire at all."
Nellie: "I keep on running. The rest is only half a mile away, no?"
GM: "Indeed. You make it in time." To the others: "You are first alerted by the noise of the skeletons with their clattering bones and mail, then see Neelay charging out from the trees."
Nellie: "To arms! Two of them!"
The rest of the party grabs their weapons and forms a line: Florimond - Kasumi - Tharn - Bjarne. The lineup is:

left skeleton right skeleton
Florimond Bjarne Kasumi Tharn

Pankel stays behind them.
GM: "The skeletons would like to engage in a formation fight, but you outnumber and outflank them, so this will be a melee. Florimond and Kasumi can attack the skeleton on the right; Tharn and Bjarne the one on the left. Neelay, you will have to rest one round to get your breath back."
Nellie: "Awww ..."
Initiative is rolled and comes up with 19 for the right skeleton; 7 for the left skeleton; 11 for Florimond; 16 for Kasumi; 2 for Tharn; 4 for Bjarne.
Tharn goes first. Petro immediately goes for the kill and tries a melee attack with his fangs to get into close combat. His skirmish attack score is effort 6 - resistance 7 = -1 He rolls a 1 for a result of -2 and fails.
Bjarne is next. Björn attempts a normal melee attack. He is wielding his favorite sword and shield. His skirmish attack score is effort 8 + second attack 1 - resistance 7 = 2. He rolls a 5 for a result of 3 and hits; no need to roll the dice any further. Eyeing the mail armor of his opponents he stabs rather than slashes, though the GM knows that in this case it makes no difference. His harm attack score is effort 5 - resistance 3 / 4 (magical sword) rounded to 0 = 5. The die roll is 1 followed by a 4, so the harm goes down to 1 point. The GM uses a threshold of 2 for harm, so this is exactly a moderate wound, giving the left skeleton a -1 penalty.
Now the damaged skeleton swings into action. The GM has it pick Bjarne as a target, at random, and make a standard melee attack. Its skirmish attack score is effort 3 - skeleton wound penalty 1 - resistance 10 = -8. The die roll is a 4, a hopeless miss.
Hendrick has Florimund attack the right skeleton with his poleaxe. Skirmish attack score is effort 8 - resistance 7 = 1. He rolls a 2 but then a 6, reducing his score to 0, a narrow hit. Hendrick has confidence in his weapon and slashes. His harm attack score is effort 11 - armor harm reduction 3 / 2 rounded to 1 = 10. Die rolls are 6 but then 3, increasing this to 12. This is six times the threshold, instant death for the right skeleton.
Because the fighters are so close together, the GM allows Richelle to redirect Kasumi's attack to the remaining enemy. With her naginata, her skirmish attack score is effort 6 + third attack 2 - resistance 7 + skeleton wound penalty 1 = 2. She rolls a 3, hits too and also goes for slashing harm. Her harm attack score is effort 7 - armor harm reduction 3 / 2 rounded to 1 = 6. For this she rolls a 5 and a 2, so harm is 7 points. The skeleton now has 4 + 7 = 11 harm points. It is incapacitated, its bones broken, with one more harm point left over.
The right skeleton would have been last, but has been cut to pieces, so does not do anything anymore. The party would like to question the disabled skeleton but as those undead have no real intelligence that is not an option. They finish it off.
Nellie: "Awww ..."
Richelle: "That were no ordinary skeletons, they fought with skill."
Hendrick: "Still, two down and not even a scratch on our own side. That was a nice warming up. Though I suspect the necromancer will be tougher."
Nellie: "I explain to the other what happened at the water."
Richelle: "Maybe that was the necromancer. Some kind of illusion?"
Björn: "Necromancers and illusions? Naah ..."
Hendrick: "Meanwhile we still don't know anything about the tower and have lost the element of surprise. Which I don't mind, I like to fight openly."

The Red Baron

Where the party proves to be weak at missile combat.

Richelle: "How about we all take a look together? If it is only skeletons that he can throw at us, this should be easy."
The proposal is accepted by the others. The party makes its way towards the tower, with Nellie complaining that they make way too much noise. Indeed, the clattering of mail, brigandine and plate armor can be heard from quite a large distance. Yet no new enemies turn up.
GM: "The tower is a sturdy stone structure, circular, over 15 meters high and half as wide, with a solid door, narrow arrow slits and battlements on the top. Clearly the wizard does not trust entirely on magic for defense, or maybe he has just occupied a tower that was built by somebody else in the past. There are a few small buildings around it, stables and sheds of unclear purpose, all a few meters or more from the tower. There are a few shrubs on the hill, but for most parts the approach from all sides is clear. Another skeleton guard stands at the door; two more are on the top acting as lookouts."
The group discusses possible tactics: bash the door, climb the walls? They could really use a mage of their own, or a thief, but they have neither.
GM, after rolling some dice: "While you are debating, Tharn spots a shape in the air, near the tower."
Petro, in his role as non-verbal ape: "I jump up and down. Urt! Urt!"
Björn: "What's the matter boy, need another banana?"
Petro: "I bring a hand to my eye and point in the direction of the shape."
GM: "You see a small child size figure flying towards the forest edge. It is not the girl from before. This one is much uglier, a skinny humanoid with red-brown skin, small horns on its head and two small wings flapping on its back."
Richelle: "Maybe it is the girl, shapeshifted -"
Nellie: "An imp! Shapeshifters my ass. I grab my sling and fling a bullet at it."
The others immediately join in, except Tharn, who has no missile weapons.
GM: "Florimond, you have to wait one round for Pankel to string and load the crossbow."
Initiative is rolled: 12 for Kasumi; 6 for Bjarne. The GM assigns a 1 to Neelay because she is the first to act. The imp is surprised and gets no action.
Neelay swings her swing at the imp. The imp is 40 meters away, point-blank for a sling, but the GM assigns a -1 penalty because she has to fire upward and another -1 because he is not hovering at a fixed position. Its body size is small, giving another -1 penalty. Her skirmish attack score is effort 7 - resistance 0 - imp body missile resistance 1 - range 0 - height 1 - movement 1 = 4. She rolls a 5, so hits easily. Her harm attack score is effort 2 - resistance 0 / 4 rounded to 0 = 2. For this she rolls a 3, so harm is 2 points, a slight wound.
Bjarne would be next but the GM reminds him that the imp is too far away for a hand axe throw (maximum 25 meters), so he has to grind his teeth and wait. However, Kasumi's short blowgun can just reach it! Her skirmish attack score is effort 7 - resistance 0 - body size 1 - range 16 - height 1 - movement 1 = -12. Her chances are ridiculously low, but she tries anyway because blowgun darts are cheap and plenty. She rolls a 3 and fails right away.
GM: "The imp winces from the impact, yelps and quickly reverses course, back to the tower."
Neelie: "I throw another bullet at the creep before it can get to safety."
Richelle: "I don't. Take him down, Neelay, Florimond!"
GM: "The two lookouts on the tower are armed too. They string their bows and shoot at the party."
Initiative is rolled: 12 for Florimond; 6 for Neelay; 3 for the first skeleton; 2 for the second skeleton.
The latter shoots first. It attacks a party member at random, which turns out to be Florimond. The GM gives the skeletons a +2 bonus to hit because of the height advantage but also a -3 penalty because the party is half hidden among the leaves and branches. Their missile skirmish attack score is effort 6 - resistance 0 - range 0 + height 2 - cover 3 = 5. It rolls a 1, another 1 and then a 5 for a final score of 3, a hit. The skeletons use war arrows. Its harm score is effort 2 - resistance 8 / 3 rounded to 2 = 1. It rolls a 5 and a 3 for a final score of 2 points, a slight wound.
Hendrick: "Ouch!"
The other skeleton also shoots at random and picks Neelay. Its missile attack score is the same, it too hits. Its harm score is effort 2 - resistance 3 / 3 rounded to 2 = 0. It rolls a 3, so Neelay too is dealt no harm.
She slings once more, under more or less the same conditions, rolls a 2 and 5 for an attack score of 3, another hit. Harm rolls are 1 and 3 for a final harm of just 1 point. This is enough to degrade the imp's health to moderately wounded, so it gets a -1 penalty.
Florimond aims his crossbow. His missile skirmish attack score is effort 7 - wound penalty 1 - resistance 0 - range 0 - height 1 - cover 3 = 2. The die roll is a neutral 4, a hit. As strength does not play a role in a crossbow shot, his wound penalty does not apply for the harm score, which is effort 2 - resistance 3 / 3 rounded to 1 = 1. The die roll comes up with a 4 so he scores 1 point of harm. The imp has now gathered 2 + 1 + 1 = 4 points, so it is moderately wounded. The GM deems it still whole enough to keep flying and find the safety of the battlements.
Richelle: "We're not going to engage in a missile battle against archers behind battlements several tens of meters above us. Retreat!"
The party quickly backs off, obscuring themselves among the trees. The adventurers carefully remove the arrows and bind the wounds, though those will not heal for quite some time, unless healing magic is used.

Large hands

Where the effectiveness of fortifications is demonstrated.

Björn: "We need to find a fast way in so that they can't riddle us with holes. Suppose we fashion a ram out of a tree branch and use our combined strength to batter down that door? How sturdy is that thing?"
GM: "It looked pretty solid. You estimate that it can be breached, but it will take many rounds."
Richelle: "A night attack. We climb the tower silently while they are not paying attention, take out those archers and fight our way in through a simple hatch instead of that door."
Björn: "Climbing the tower. You need a thief for that."
Petro: "Urt! Urt!"
Björn: "Really?"
Petro: "Urt."
After nightfall the party returns to the tower. There is a half moon and many clouds, so it is quite dark. Again Neelay scouts ahead, but this time she is not spotted. Then Tharn follows, assess the height of the tower and starts climbing. The grey ape has a natural climbing ability but is not so good as an expert thief. The GM has Petro make the first of a few climbing skill checks, which he passes. But he is also rolling stealth checks behind his screen and one of these fail.
GM: "There is some bone rattling above."
Petro: "I remain still."
GM: "Some more noise. Then a fist-sized stone comes flying down." The GM has the skeleton make a missile attack. Its missile skirmish attack score is effort 6 - resistance 0 - range 0 - darkness 4 = 2. Die rolls are 1, 2 and 1 for a result of -1, a miss.
GM: "The stone hurtles past, missing you by a thumb's width and strikes the soil with a heavy thud, not far away from Neelay either. It makes quite a dent in the ground."
Petro: "Curses! I'm only one storey up yet, right? I quickly descend a little and then jump down." To Neelay: "Urt!"
"Nellie, hissing: "Run!"
GM: "Arrows whistle after you in the night." He rolls a few dice for show behind his screen but has already secretly decided that he will not let them hit. "They miss."

Night fight

Where the party finds itself deficient in formation combat.

The party retreats back into the forest, sticking to the path because it is very dark under the trees. It is just wide enough for four people abreast.
Björn: "We must think of a better plan."
GM, after rolling dice: "There is some noise ahead."
Nellie: "Quick, into the bushes!"
GM: "There are quite dense. That would take a little effort in the dark and might make noise too."
Hendrick: "Form a line and wait. Neelay, in the rear as usual. All, stand still and silent."
GM: "Slowly the noise comes closer. You hear bone rattling and metal clinking again."
Hendrick, softly: "Wait ..."
GM: "Four humanoid shapes emerge from the dark, though still barely visible. They too have formed a line that spans the width of the path. For an instance they halt, then quickly step forward, spears extended."
Because of the closed ranks this second fight with the skeletons starts as a formation fight. The lineup is:

skeleton I skeleton II skeleton III skeleton IV
Florimond Bjarne Kasumi Tharn

There are a lot of initiative rolls now: 18 for Florimond; also 18 for Bjarne; 5 for Kasumi; 10 for Tharn; 1 for skeleton I; also 20 for skeleton II; 5 for skeleton III; 16 for skeleton IV. Neelay cannot engage because the front line is full.
Neelay: "I plunge into the bushes and start to circle to their rear. The battle will be so noisy that they probably won't hear me."
The party swing their usual weapons again. Skeleton I opens the fight and attacks with a spear thrust against Florimond. His skirmish attack score is effort 4 - resistance 4 + wound penalty 1 - darkness 2 = -1. He rolls a 4 and misses.
Kasumi and skeleton III attack each other at the same time. Kasumi's skirmish attack score is effort 6 - resistance 7 - darkness 2 = -3. Richelle rolls a 5 and 1 for -2, not good enough. Skeleton III has a skirmish attack score of effort 4 - resistance 6 - darkness 2 = -3. He rolls 5 and 2 for -2, also a miss. Should they have hit each and harmed each other, harm penalties would not apply because those would occur after the attacks, not during them.
Tharn is next. His skirmnish attack score is effort 3 - resistance 7 - darkness 2 = a very poor -6. A die roll of 4 means another miss.
Skeleton IV strikes back with a skirmish attack score of effort 4 - resistance 3 - darkness 2 = -1. The die roll is 4, miss.
Florimond and Bjarne are simultaneous too. Florimond attacks skeleton II who is in front of Bjarne, but Björn targets skeleton III. As he is the second fighter to attack that skeleton in the round, this clever tactic gains him a +1 bonus. Florimund attacks at effort 3 - resistance 7 - darkness 2 = -6, rolls 4 misses completely. Bjarne attacks at effort 2 - resistance 7 - darkness 2 = -7, rolls 5 and 2, utter miss.
Finally, skeleton II attacks Bjarne with effort 4 - resistance 6 - darkness 2 = -4. The last die roll of 4 completes this round of misses.
In the next rounds the fighters keep on probing and stabbing each other in the gloom, panting and cursing (the party) and missing (both sides). One skeleton manages to inflict 1 point of harm on Tharn and the GM announces that he will shortly have the party members make endurance checks because they start running out of breath. The skeletons of course don't tire at all.
Meanwhile, Neelay has struggled through the undergrowth, receiving many nasty scratches, and emerged as intended at the rear of the enemy.
GM: "You can see one more enemy who stands behind the line of skeletons. Humanoid, but small."
Nellie: "The little bitch! I have a bone to pick with you. I try to sneak up to her from behind."
The GM lets her make a stealth check, taking into account Neelay's equipment (soft and silent) and the battle noise. She passes it.
GM: "It is indeed the girl from the afternoon."
Neelay could make a melee backstab with her saber, skirmish attack score effort 9 + from behind 2 - resistance 1 - darkness 2 = 8. But she doesn't.
Nellie: "I put the tip of my saber at her back. One move and you're dead! Call that charnel off, now!"
GM: "The girl stiffens. She yells: Stop fighting! and they do."
Nellie: "Have them drop their weapons and lie flat on the ground, on their bellies, or what's left of those."
GM: "Again she repeats your command and the skeletons comply."
Petro: "I rip their heads off."
Others: "Yeah!" They join in and destroy the skeletons. Afterward, Tharn's wound is bound and the party surrounds the girl.
Hendrick: "All right little missy, who are you and what is your relation with the man in that tower?"
GM, acting as the girl: "None of your bloody business."
Petro: "I get up close to her and show my fangs."
GM: "She neither flinches nor blinks. Keep your pet off me!"
Richelle: "Tharn, please." To the GM (as the girl): "Well?"
GM: "My name is Zsuzsanna. I am ... with Lord Mott." I suggest you release me. You have damaged enough of his footmen to anger him. You do not want to incur his wrath."
Björn: "Your idle threats do not concern us. We want to have a word with that Mott, on our terms. Get us into the tower and you will live. Fail or try to betray us, and your life is forfeit!"
GM: "The girl ponders the situation for a while. Then she chuckles, which is a bit unnerving because it is not like a childish giggle at all. All right, I will set you up for a parley with Mott. I'll show you a way into the tower, then you will let me go free and unharmed. It is time that I left anyway. Nowadays that pervert fancies busty zombies more than me.
Nellie: "Gross ..."
The party members don't trust this sudden turnabout and question her more, but she refuses to reveal more about herself.
GM: "She guides you through the forest to a hillock with a large oak on top. In the side is a door that is concealed by branches and moss. (as Zsuzsanna) This is the exit of the escape tunnel. There is no reason why it can't be used as an entrance instead. The tunnel is a quarter mile long and will bring you to the cellar. If you are stealthy, which I very much doubt, you can surprise him."
The party is still weary.
Hendrick: "We are men and women of our word. But you will stay here until we have finished the foul necromancer off. Pankel, you guard this ... girl."

The demon

Which shows that a large monster can be dangerous.

The party descends into the tunnel. They want to be stealthy so light no lights and again send Neelay ahead.
GM: "The tunnel is so low that you must stoop, but you do not have to crawl. Tharn can walk on all fours. There walls are rough and there are many cobwebs, but also struts. After half an hour of careful stepping the tunnel ascends with actual steps and ends with a horizontal hatch."
Nellie: "Is it locked?"
GM: "No, you can lift it."
Nellie: "I peer through a crack."
GM: "Darkness and silence are complete."
Nellie lets the others catch up, and carefully they all emerge into the cellar, though the metal armors make quite a lot of noise.
Hendrick: "We must be able to see where we are. I light up my lantern."
GM: "You are in a rectangular room, some 5 by 8 meters. There are a few bales and sacks stacked against the wall, but not enough to classify as a storage room. On the opposite side is a wooden ladder leading up. In the middle of the room sits a creature on its haunches. It looks like an Indian asura, with a red demon face, thick dark red leathery skin, large fangs and tongue and four arms, each wielding a serrated blade. The swords act like supports, together with its legs holding it half upright. Despite all your noise it looks to be asleep, or maybe petrified, because there is no discernible breathing."
Björn (whispering): "Kill it here and now?"
Nellie (also whispering): "And raise hell as usual, alerting everyone? We sneak around it."
GM: "The clattering of metal on metal does not wake the monster. But halfway through you step on a tile that moves a little under your weight: click!"
Nellie: "Oh no!"
GM: "A sharp whine pierces the room. The eyelids of the demon flick open, revealing flaming eyes. It stretches its knees and lifts its four swords up."
Hendrick: "I set my lantern on the ground. Quick! Surround that demon!"
A new melee ensues. The GM allows the asura four different attacks, each with its own initiative roll and each aimed at a different party member. However, the asura cannot look everywhere at once so he still allows the party group skirmish bonuses. The dice come up with: 18 for Florimond; 17 for Neelay; 2 for Bjarne; 8 for Kasumi; 12 for Tharn; 13 for asura arm I; 20 for asura arm II; 15 for asura arm III; 2 for asura arm IV.
Bjarne and asura arm IV attack first. Bjarne's skirmish attack score is effort 8 - resistance 7 = 1. He rolls a 4 and hits. Björn opts for a slashing attack. His harm attack score is effort 7 - body harm modifier 3 - armor harm reduction 2 / 4 (magical sword) rounded to 0 = 4. He rolls a 1, 2 and a 4, so inflicts just 2 points of harm.
The asura, using arm IV, attacks Tharn, without penalty because the attack is simultaneous. Its skirmish attack score is effort 7 - resistance 6 = 1. It rolls a 4, hits and chooses to slash too. Its harm attack score is effort 7 - body harm modifier 2 - armor reduction 0 = 5. It rolls a 5 and a 2, so the harm becomes 6 points. Tharn still has 1 point of harm from the fight with the four skeletons earlier that night. His harm total is now 7 points, he is now seriously wounded and receives a -2 penalty.
Kasumi is next, wielding her naginata. Her skirmish attack score is effort 6 + second attack 1 - resistance 7 = 0. Richelle rolls a 3, hits and also goes for a slashing attack. Her harm attack score too is effort 7 - body harm modifier 3 - armor reduction 2 / 1 rounded to 2 = 2. She rolls a 6 and a 2, for 3 points of harm. The asura now has 2 + 3 = 5 points of harm, so is moderately wounded and gets a -1 penalty.
Tharn is next. Pjotr: "Forget it, I'm bleeding dry. I'm out of the fight. I fall back."
Asura arm I attacks Florimond. Its skirmish attack score is effort 7 - asura wound penalty 1 - resistance 8 = -2. It rolls a 1 and misses.
Asura arm III attacks Neelay. Its skirmish attack score is effort 7 - asura wound penalty 1 - resistance 8 + Neelay wound penalty 1 = -1. It rolls a 2 and misses.
Neelay is next. She is not the fourth, but the third attacker, as Tharn has forfeited his attack. She is now wielding her saber. Her skirmish attack score is effort 9 - Neelay wound penalty 1 + third attack 2 - resistance 7 + asura wound penalty 1 = 4. She rolls a 2,1 and 5 and hits despite bad rolls. Making a slashing attack, her harm attack score is effort 5 - body harm modifier 3 - armor reduction 2 / 1 rounded to 2 = 0. Her first harm roll is 1, reducing the harm to zero.
Florimond's skirmish attack score is effort 8 - Florimond wound penalty 1 + fourth attack 3 - resistance 7 + asura wound penalty 1 = 4. Hendrick rolls a 6 and hits. Also making a slashing attack, his harm attack score is effort 11 - body harm modifier 3 - armor reduction 2 / 1 rounded to 2 = 6. He rolls a 2, 1 and 5, so the harm is 4 points.
The asura now has 2 + 3 + 4 = 9 points of harm and is critically wounded, -3 penalty. Still, it keeps on fighting with utter disregard for death. Arm II attacks Kasumi. Its skirmish attack score is effort 7 - wound penalty 3 - resistance 6 = -1. It rolls a 1 and misses.
In the second round, initiative rolls are: 13 for Florimond; 7 for Neelay; 12 for Bjarne; 1 for Kasumi; 4 for asura arm I; 3 for asura arm II; 18 for asura arm III; 16 for asura arm IV.
Kasumi is first. Her skirmish attack score now is effort 6 - resistance 7 + asura wound penalty 3 = 2. Richelle rolls a 4, hits and slashes again. Her harm attack score is still 2. She rolls a 3, for 2 points of harm. The asura is down to 11 points of harm and is incapacitated.
Hendrick: "Foul demon, you are defeated! Where is your master?"
GM: "Main barbar bhaasha nahin bolata."
Björn: "Great, it does not speak Ankmarish." To the GM, in his role: "Parle Falatante? Orcish?"
The GM looks back with a blank stare.
The party briefly discusses possible uses of the asura, but then decides to kill it. Tharn's wounds are bound. The GM explains that he has received a nasty slash across his chest which hurts bad.

Showdown

Where magic is cut short and unarmed fighting proves ineffective.

The party prepares to go up to the main floor.
Hendrick: "I wear the most armor, I will go first. I climb the ladder and carefully open the hatch."
GM: "There is light in the room above. A skeleton appears, which immediately jabs a spear downward at you." Initiative is rolled: 13 for Florimond; 2 for the skeleton. The GM treats the spear attacks as formation fighting, with a height advantage of 2 points. Also, Florimond wields no weapon.
The skeleton's skirmish attack score is effort 4 + height bonus 2 - resistance 2 + Florimond wound penalty 1 = 5. It rolls a 2 and 3, so hits. Its (piercing) harm attack score is effort 2 - resistance 8 / 3 rounded to 2 = 0. It rolls a 2, so no harm.
Hendrick: "I grab the spear and yank it down!"
The GM approves of the idea and decides on a kind of asymmetrical combat. He allows Florimond to make a close combat grappling attack, with a +1 bonus to harm because of gravity. Meanwhile the skeleton continues in formation combat, though without shield bonus. The GM devises a harm table on the spot, which is quite favorable to the adventurers: 2 points is grabbing hold of the spear for a -2 skirmish penalty; 4 points is grabbing it so tight that the skeleton can no longer attack with and must pull it free; 6 points is either disarming the skeleton or pulling it down through the opening.
Florimond's skirmish attack score is effort 10 - wound penalty 1 - height penalty 2 - resistance 4 = 3. Hendrick rolls a 2 and 4, so hits. His grappling harm score is effort 2 + height bonus 1 - resistance 0 = 3. The die rolls are superb: 6, 6, 5 and 4 for a total of 6 points of harm! The GM has the skeleton make a strength check, which it fails. "You pull spear and skeleton down through the opening. It crashes into the ground."
The other party members quickly finish it off. (not detailed here)
GM: "No other skeleton reinforcements appear."
Hendrick: "I climb out as fast as I can, keeping an eye out for any tricks or traps."
GM: "You emerge into a circular room with straw on the floor and a few chests and cupboards against the wall, as well as a wall carpet that depicts a hunting scene. It is lighted by two lanterns on the wall. The sturdy outer door is to the south and in the north a spiral staircase leads up in the north."
Hendrick: "Come up, guys!"
The rest of the party also ascends the ladder.
GM: "As soon as you are all up, a man appears on the stairs. He points a black wand at you, which radiates a terrible numbing cold that creeps into your muscles."
All party members must roll a d20 against this 'death ray', which saps their dexterity and gives them combat penalties: 1 means 0; 2 - 3 means -1; 4 - 6 means -2; 7 - 10 means -3; 11 - 14 means -4; 15 - 20 means -5. Now the dice suddenly turn against the party: Florimond rolls a 19 for -5; Neelay rolls a 14 for -4; Bjarne rolls a 17 for -6; Kasumi rolls a 19 for -5; Tharn rolls an 11 for -4. As a result most party members end up with negative dexterity scores.
Despite this vile attack, they fight back.
GM: "Only two people can engage the necromancer in melee, because the stairs are narrow. Also, there is no room for missile weapons such as slings, chains blowguns or the like."
Initiative is rolled: 10 for Florimond; 2 for Neelay; 13 for Bjarne; 3 for Kasumi; 4 for Tharn; 13 for the necromancer.
Nellie: "I grab my saber and cut him down!" Her skirmish attack score is effort 9 - Neelay numb penalty 4 - resistance 0 = 5. She rolls a 3, hits and of course chooses a slashing attack. Her harm attack score is effort 5 - resistance 0 / 3 rounded to 0 = 5. She rolls a 2, 2 and 6 for only 3 points of harm, a moderate wound.
Richelle ponders to use her shaken, so that another party member can fill the second melee 'slot', but as that is a clumsy weapon with a small chance of success in her numb hands, he goes for the naginata instead. Her skirmish attack score is effort 6 - Kasumi numb penalty 5 - resistance 0 = 1. She rolls a 1 and a 3, barely hits and opts for a slashing attack too. Her harm attack score is effort 7 - resistance 0 / 3 rounded to 0 = 7. She rolls a 2 and 3 for 6 points of harm.
Lord Mott now has 3 + 6 = 9 points of harm and is incapacitated. The fight is over. The party mocks, threatens and questions the necromancer and learn that the numbing effect from the wand is only temporary. He tries to buy his life with promises of dark magic to their benefit and threats of becoming a revenant if they kill him, which fall to deaf ears. They kill him and plunder the tower, which yields various unknown magical trinkets as well as a sizeable stash of silver. There are a few more skeletons in the tower, but without the necromancer's will they have fallen to the ground, back to death. The imp has fled. When they return to the tunnel entrance Zsuzsanna is gone too and Pankel lies dead on the ground. Florimond has to recruit a new servant.