Combat

Combat
When you are trying to hit someone, it follows the following sequence:
 * 1) You spent Actions to attack. See Actions in Combat
 * 2) Enemies threatening you which you did not attack gain an Attack of Opportunity
 * 3) The Defender decides how to defend
 * 4) The player rolls against the defense of the defender
 * 5) If the attack-roll is even or higher than the defense roll, the defender is hit. If the dice roll is within the weapon's critical range, roll another attack against the same defense-value. If you hit the confirmation roll, the attack is a critical hit.
 * 6) If the Attack succeeded with a Hit or a Critical Hit, the Attacker rolls his Damage (see Weapon Description)

Attacking Melee
When attacking with a melee weapon, you may spent a Full Round Action or a Standard Action.

When attacking with a Standard Action, you may attack once and beforehand moving up to 1 Ares.

When attacking with a Full Round Attack Action, you attack twice. You can move 1 Ares before each attack, meaning you can move 1 Ares then get the first attack, then move 1 Ares then get the second attack.

The Attack roll
The attack roll:

If the enemy tries to Parry: D20 + CS + STR/DEX + AvP VERSUS Enemy-Parry-Value If the enemy tries to Dodge: D20 + CS + STR/DEX + AvD VERSUS Enemy-Dodge-Value If the enemy tries to Block D20 + CS + STR/DEX VERSUS Enemy-Block-Value Also apply any boni to attack rolls.

The Defense
To make a defensive move, you have to spend a Defensive Action

You can either Dodge or Parry or Block an attack.

Parry
The parry roll: D20 + CS + STR + ParryBonus(see Weapon)

Dodge
The dodge roll: D20 + CS + DEX +- WeightModifier VERSUS Enemy-AvD-Value

While you dodge, you can make a 1 Ares move to avoid the attack. If for some reason you can't or do not want to, you get a -5 Malus on your Dodge-Roll. You can always let yourself fall down prone while dodging (even if you cannot move to another square) to avoid the Malus on the Dodge roll. However note that you are then Lying Prone.

Block
The block roll: D20 + CS + STR + BlockBonus(see Shield) VERSUS Enemy-AvB-Value

No Defensive Actions left
If someone has no defensive actions left, this creature cannot defend itself. The Attacker rolls a D20. If he rolls in his critical threat range of his weapon, he scores a critical hit.

Miss
If the Attack-Roll is less than the defenders defense, the Attack will miss. It deals no damage and does not trigger "on-hit" effects.

Normal Hit
If the Attack-Roll is equal or higher than the defenders Defense, the Attack will Hit and deal Damage as per the Weapon Description. The defender may apply armor to each damage dice.

Critical Hit
If the Attack-Roll is equal or higher than the defenders Defense and the D20 shows a number within the critical threat range of the attacker's weapon, the attacker rolls his attack against the same defense to confirm the critical hit.

To confirm the Critical Hit, he rolls his attack roll another time, but adds his SEN additionally.

If he confirms the critical hit, the defender may not apply armor and critical effects are triggered.

Natural 1
If the Attacker rolls a natural 1, he lowers his total attack roll value by 10.

Natural 20
If the Attacker rolls a Natural 20 on his Attack-Roll, but still would not hit the Defender, the Attacker adds 1D20 to his Attackroll. (the end result CAN cause a Critical Hit)

Flanking
Characters which flank enemies gain a +2 Bonus on their attack rolls. You can only flank with melee-weapons. A character counts as flanked, if there are no squares he can move to, which are not threatened by enemies or unpassable (such as a wall).

Surrounding
If a character counts as flanked and has no free field he can move to, he counts as surrounded. He can not dodge into a direction and thus takes a penalty to the Dodge-Rolls (see Dodge, default -5 penalty).

Surrounded characters count as flanked.

Damage
If the attacker hits, he can roll his weapon DMG. The damage is x times the damage as per the weapon description, where x is the number of damage dice the character possesses.

Damage dice are gained at 1 CS, 5 CS, 10 CS, 15 CS, 20 CS and so on.

The Attacker rolls his Damage Dice and then substracts the Armor Value of the Defender from each Dice seperately.

If the Attack was a Critical Hit, the Armor Value is not applied and the Attack will do the full damage!

Example for Damage Calculation
''Edric the Warrior hits a Normal Hit against a Black Knight. Edric does roll (1D6+1 x 4) for Damage as his Sword says. He rolls: 1,3,5,6 with his 4D6. On each D6 he applies the +1 Bonus, meaning his end result is 2,4,6,7. Since it was a normal hit, he substracts the Armor Value of 2 of the Black Knight to each Dice. Resulting in (2-2), (4-2), (6-2), (7-2) = 0 + 2 + 4 + 5 = 11 Damage.''

''On the next turn, Edric hits the Black Knight with a Critical Hit. He rolls 3,6,2,2. He adds his Bonus to 4,7,3,3. Since it was a Critical Hit, he does not subtract the Armor Value of the Black Knight, thus doing 4+7+3+3 = 17 damage.''