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TABLE 10.

1: COMBAT STATISTICS: MELEE WEAPONS & LEGEND, PART I


DAMAGE AP COST PARRY FUMBLE BREAKAGE MINIMUM ATTACK REACH
WEAPON CODE ATTACK PARRY MODIFIER RANGE NUMBER STRENGTH STATURE IN MODIFIER (HEXES)
AXES
One-handed
Battleaxe 2B/4.5E 10 (7) 8 (6) 2 4 16 15 9 +0 1
Hatchet 1.5B/3E 8 (6) 6 (4) 3 3 15 8 8 +1 1
Two-handed
Battleaxe 2.5B/5E 11 (8) 8 (6) 1 3 16 10 8 1 1,2
Greataxe 2.5B/6E 13 (9) 10 (7) 2 4 17 15 12 2 1,2
BLADES
One-handed, Small
Dagger 1E/2.5P 6 (4) 4 (3) 3 2 16 5 5 +2 C,1
Knife 0.5E/1.5P 5 (4) 4 (3) 6 2 15 4 4 +2 C
Longknife 2.5E/2.5P 6 (4) 5 (4) 2 2 16 6 6 +2 C,1
Shortsword 1B/3E/2.5P 7 (5) 5 (4) 1 2 17 7 7 +1 1
One-handed, Medium
Bastard Sword 1.5B/4.5E/2.5P 10 (7) 8 (6) 2 4 17 15 12 +0 1
Broadsword 1.5B/4E/2P 9 (6) 7 (5) +0 3 17 10 9 +0 1
Falchion 1.5B/4.5E/0.5P 9 (6) 7 (5) +0 4 17 8 9 +0 1
Longsword 1B/4E/2.5P 9 (6) 7 (5) +0 3 17 9 10 +0 1
Scimitar 1B/4E/0.5P 9 (6) 6 (4) +0 3 16 7 10 +0 1
Two-handed
Bastard Sword 1.5B/5E/3P 11 (7) 8 (6) +0 3 17 10 11 1 1,2
Greatsword 2B/6E/3P 12 (8) 9 (6) 1 4 18 13 12 1 1,2
CLUBS
One-handed
Club 2.5B 7 (5) 5 (4) 3 3 14 9 6 +2 1
Mace 4.5B 9 (6) 8 (6) 2 2 16 12 9 +0 1
Warhammer 4B/2P 10 (7) 8 (6) 2 3 16 14 9 +0 1
Two-handed
Quarterstaff 3B 7 (5) 6 (4) +3 3 15 9 10 +4 1,2
Warmattock 5.5B/2.5P 12 (8) 9 (7) 3 4 16 14 8 1 1,2
FLAILS
One-handed
Morningstar 5B (+1P) 11 (8) 8 (6) 3 4 17 14 12 1 1
Two-handed
Warflail 6B (+1.5P) 13 (9) 10 (7) 3 4 16 12 12 3 1,2
POLEARMS
One-handed
Javelin 1.5B/3P 8 (6) 6 (4) 2 4 15 6 8 +3 (3)* 1,2
Spear 3B/4P 9 (6) 7 (5) 1 4 16 11 10 +2 (4)* 1,2
Two-handed
Halberd 4B/6E/3P 13 (8) 10 (7) 2 4 16 14 11 +1 (5)* 1,2,3
Pikestaff 3B/5P 11 (7) 9 (6) 2 4 16 11 11 +3 (3)* 1,2,3
Spear 3B/4.5P 10 (6) 8 (5) +0 3 16 12 10 +2 (4)* 1,2
Mounted
Lance 4B/6P 12 (8) 10 (8) 3 4 16 14 11 +3 3,4
Spear 3B/5.5P 11 (8) 8 (6) 2 4 16 12 10 +1 1,2
SHIELDS
Small 2B (1.5P) 7 (5) 5 (4) +3 2 1215 7 7 +0 C
Medium 2.5B (2P) 8 (6) 6 (4) +6 3 1215 10 9 1 C
Large 3B (2.5P) 9 (6) 7 (5) +9 3 1416 13 11 2 C
WHIPS
Cat-o-nine-tails 1.5E/1.5P 9 (6) 7 (5) 5 4 14 8 10 +1 1
Whip 0.5B/1.5E 12 (8) 10 (7) 5 4 14 6 10 +2 1,2,3

UNARMED COMBAT
BRAWLING
Headbutt 2.5B* 3 (2) Surprise attack only 3 N/A N/A Opponents +4 C
Kick 2.5B* 6 (4) 5 (4) +0/5 3 N/A N/A N/A +1 C,1
Punch 2B* 5 (4) 4 (3) +0/5 2 N/A N/A N/A +2 C
WRESTLING
Grapple 2B* 8 (5) 6 (4) +0/5 2 N/A N/A N/A +0 C
Throw 2.5B* 7 (5) 5 (4) +0/5 3 N/A N/A N/A +0 C
Trip Special 4 (3) Surprise attack only 3 N/A N/A N/A +0 C
Damage Code: How much damage the weapon does with a hit. Choose one of the weapons applicable damage aspects before resolving an at-
tack: blunt (B), edged (E), or pointed (P). The accompanying number indicates how many points of damage the attack inflicts for each
LoS (including LoS 0). For example, 3B means that the weapons deals 3 points of blunt damage for each LoS the attack yields (say, 12
points of damage at LoS +3). Damage cap for one-handed and ranged weapons is LoS +4, for two-handed weapons LoS +6.
Pointed damage in brackets is optional; if chosen, the weapon has one or more spikes attached, but its breakage number (BN) is reduced
by 1. Spiked flail weapons deal pointed damage in addition to the regular blunt damage (determine armour protection separately), while
shields with a spike may either deal blunt or pointed damage (attackers choice).
TABLE 9.10: LEVEL OF SUCCESS OR FAILURE (LSF)
TIME PERCENTAGE
TEST RESULT LSF GENERAL EFFECT MODIFIER RESULTS
16+ below TN LoF 4 or worse The character makes a thorough mess of his attempt and x5 25 F30
suffers a 5 test result penalty on his next two actions.
1115 below TN LoF 3 The attempt makes matters worse if possible. x3 0 F25
610 below TN LoF 2 The attempt fails and may prevent further action. x2 50 F20
15 below TN LoF 1 The attempt fails, but the character may try again with x 1.5 75
a cumulative 3 test result penalty, if appropriate.
Result = TN LSF 0 The character achieves the basic objective with, at worst, x 1.25 90
only minor complications or setbacks.
15 above TN LoS +1 The character achieves his objectives with no setbacks whatsoever. x1 100
610 above TN LoS +2 The character performs beyond expectations, possibly gaining x 0.9 110
an additional advantage such as reduced test duration.
1115 above TN LoS +3 The character performs far beyond expectations, possibly gaining x 0.75 125
an additional advantage such as 1d5 bonus AP in the next round, or
the ability to perform an additional action at half the normal cost.
16+ above TN LoS +4 or better The character stretches the boundaries of his own abilities. He x 0.5 140
receives a non-cumulative +1 test result bonus to all future attempts
to use the tested skill or attribute, until he scores LoF 3 or worse.

TABLE 10.1: COMBAT STATISTICS: RANGED WEAPONS & LEGEND, PART II


DAMAGE AP COST WEAPON FUMBLE BREAKAGE RANGE (IN YARDS) MINIMUM
WEAPON CODE FIRE READY LOCATION RANGE NUMBER PB/S/M/L/+X STRENGTH
BOWS
Shortbow 3P 6 (4) 7 (5) Quiver 3 15 5/25/50/90/+20 7
Longbow 3.5P 8 (6) 8 (6) Quiver 3 16 5/30/60/140/+25 9
Composite Bow 3.5P 7 (5) 9 (6) Quiver 4 15 5/30/60/150/+30 11+
Nmenrean Steelbow 4.5P 7 (5) 11 (8) Quiver 3 18 5/40/80/200/+40 15+
THROWN WEAPONS
Axes
Hatchet 3E 5 (4) 7 Straps (belt) 2 15 5/10/15/20/+5 9
Blades
Dagger 2P 4 (3) 4 Scabbard (belt) 2 16 3/6/10/15/+3 7
Knife 1.5P 3 (2) 3 Scabbard (belt) 2 15 3/6/12/18/+3 6
Polearms
Javelin 2.5P 6 (4) 4 Stuck in ground 3 15 5/15/25/45/+10 10
Spear 3.5P 8 (6) 4 Stuck in ground 3 16 5/10/15/20/+5 13
Miscellaneous Objects
Stone (0.25 lbs.) 1B 3 (2) 5 Ground 2 N/A 3/6/10/15/+5 6
Damage Code, continued: Add the full damage modifier derived from a characters Prowess (page 33) to blunt melee attacks, and the half
damage modifier to edged and pointed melee attacks, as well as to all attacks with thrown weapons (regardless of damage aspect).
Unarmed attacks deal subdual damage (*) instead of regular damage (page 226), but characters who accept a 3 attack test result penal-
ty may inflict regular blunt damage. Conversely, you may check your swing and take a 3 test result penalty to inflict subdual damage
instead of regular blunt damage when attacking with a suitable weapon.
AP Cost, Attack or Parry: How many action points (AP) an attack or an attempt to parry with the weapon requires. The first number is the
standard AP cost of the action, while the second number (in brackets) shows its minimum AP cost. A character suffers a
3 test result penalty for each AP devoted less to an action than its standard AP Cost.
AP Cost, Fire or Ready: How many action points (AP) it requires to fire or to ready (i.e., to load, reload, or draw) the weapon. The first
number is the standard AP cost of the action, while the second number (in brackets) shows its minimum AP cost. A character suffers a
3 test result penalty for each AP devoted less to an action than its standard AP Cost.
Weapon Location: The given AP cost to ready the weapon assumes that it is kept in the listed location. If it is stored somewhere else, consult
Table 9.2: Sample Combat Actions on page 213 to learn how many AP it costs to draw or reload the weapon.
Parry Modifier: When the character uses the weapon to parry, modify his parry test by this number. An unarmed character suffers no pen-
alty if he blocks an unarmed attack, but any attempt to block an armed attack suffers a 5 test result penalty and may, at the Turam-
bars discretion, result in an injury to the blocking limb even if the block is successful (see page 261).
Fumble Range: Whenever the 2d10 roll for a weapon skill test is equal to or lower than this number, the test automatically fails and the
character must make a Fumble test (see page 220). In armed melee, the character must also roll against the weapons Breakage Number.
In ranged combat, an ordinary arrow automatically breaks upon a fumbled Bows test.
Breakage Number: This rating measures the weapons quality. Sturdy metal weapons like swords have higher breakage numbers (BN) than
hafted weapons like spears. In certain combat situations (such as when fumbling a melee weapon skill test), you must roll against your
weapons BN. If the roll equals or exceeds the BN, the weapon shatters. See page 263 for details.
Minimum Strength/Stature: The minimum attribute scores to wield the weapon effectively. For each point short of either minimum attribute
score, the character suffers a 1 test result penalty. See page 185 for details.
Reach IN Modifier: The initiative number (IN) at which an attack becomes effective is determined by subtracting the AP cost of an attack
from a characters remaining action allowance (AA). If applicable, this result is further modified by the Reach IN modifier of the weap-
on and the characters personal Stature-based Reach IN modifier which is determined by the following formula: (Stature 11)/2, rounded
off. At the Turambars discretion, the Reach IN modifier may apply to (a) all attacks, (b) any attack he sees fit, or (c) only to the first
melee attack against a given foe.
Reach, Hexes: If the optional rules on Weapon Reach (pg. 256) are in use, the hexes you can hit are defined by the reach of a melee attack.
Range: The various ranges (in yards) at which the weapon is effective: point blank (PB, 3 TN), short (S, 0 TN), medium (M, +3 TN), long
(L, + 6 TN), and extended (X, another +3 TN per increment past L). See page 266 for more information on ranged combat.
TABLE 9.7: PHYSICAL TEST MODIFIERS TABLE 10.2: MELEE COMBAT MODIFIERS
1) 2)
CONDITION TEST MODIFIER SITUATION TEST RESULT MODIFIERS
VISIBILITY & LIGHTING Defender prone (attackers bonus) +8
1)
Clear visibility/ideal lighting 0 TN Attacker in advantageous position +1 to +5
1)
Dim lighting 3 TN Attacker in disadvantageous position 1 to 5
Heavy shadows 6 TN Defender behind cover, 100% Impossible to shoot around
2)
Dark 9 TN 8099% (head, arm exposed) 12
2)
Pitch black 12 TN 5079% (some or all of upper body exposed) 9
2)
Light smoke/fog 3 TN 2549% (all upper, some lower body exposed) 6
2)
Medium smoke/fog 6 TN 1024% (most of body exposed) 3
3)
Dense smoke/fog 10 TN Off-hand penalty 8
Light rain/snow 1 TN 1): The Turambar must determine the exact attack test modifier
Medium rain/snow 3 TN (penalty or bonus) based on his assessment of the situation.
Heavy rain/snow 5 TN 2): Apply a special 3 test result penalty when making a called
EXTREME TEMPERATURE shot against a target who is partially behind cover.
Temperate 0 TN 3): The off-hand penalty applies whenever a character relies on
Uncomfortable heat/cold +3 TN his non-dominant hand to perform a melee combat test (such as
Extreme heat/cold +6 TN swinging a club or blocking a punch) other than parrying with a
TERRAIN shield or blocking an unarmed attack.
Flat/unobstructed terrain 0 TN
Uneven/lightly obstructed terrain 3 TN
Broken/heavily obstructed terrain 5 to 15 TN TABLE 10.3: RANGED COMBAT MODIFIERS
On moving ship/boat/wain +3 TN RANGE INCREMENT TEST RESULT MODIFIERS
Slick surface/uncertain footing +5 TN
Point blank range +3
Slippery surface/poor footing +10 TN
Short range 0
Disadvantageous position +3 to +9 TN
Medium range 3
Advantageous position 3 to 9 TN
Long range 6
Extended range Another 3 per
EQUIPMENT MODIFIERS TEST MODIFIER
increment past long range
Adequately equipped 0 TN
Inadequately equipped/using inferior tools +5 to +10 TN SITUATION TEST RESULT MODIFIERS
Using jury-rigged/makeshift tools +15 TN Defender prone (attackers penalty) 6
Totally unequipped +20 TN Attacker in advantageous position +1 to +5
Well-equipped/using superior tools 5 TN Defender in advantageous position 1 to 5
Attacker on horseback 5
SIZE MODIFIERS TEST MODIFIER Attacker on moving wain/boat/ship 3
Character is two sizes larger than target 6 TN (+6 TN) Off-hand penalty 8
Character is one size larger than target 3 TN (+3 TN) 1)
DEFENDER BEHIND COVER TEST RESULT PENALTY
Character and target are the same size 0 TN
Character is one size smaller than target 3 TN (3 TN) 100% (nothing exposed) Impossible to shoot around
Character is two sizes smaller than target 6 TN (6 TN) 8099% (head, arm exposed) 9
5079% (some or all of upper body exposed) 6
OTHER MODIFIERS TEST MODIFIER 2549% (all upper, some lower body exposed) 3
3) 1024% (most of body exposed) 0
Off-hand penalty +8 to +12 TN
4)
Character engaged in melee +6 TN TARGET AND ATTACKER MOTION TEST RESULT PENALTY*
4)
Character in a melee environment +4 TN
4) Moving 5 to 10 yards per round (walk) 3
Character under missile fire +2 TN
Moving 11 to 20 yards per round (jog) 6
1): Characters making opposed tests against characters suffering Moving 21 to 40 yards per round (run) 9
the same modifiers need not factor modifiers into the test except in Moving 41 to 60 yards per round (sprint) 12
cases where relative modifiers favour one of the adversaries. Moving 60 to 100 yards per round 15
2): indicates that the modifier is relative. For example, a char- Moving 101 to 160 yards per round 18
acter trying to hide in broken ground gains a benefit from cover Moving 161+ yards per round 24 or more
(5 TN), whereas a guard searching broken ground for an Orc 1): The cover penalty applies to random, non-called shots against
archer suffers a penalty (+5 TN). a target who is partially behind cover.
3): The off-hand penalty applies whenever a character relies on 2): Penalty also applies if the attacker is moving himself. Target
his non-dominant hand to perform a physical action. The more del- motion in yards/rd. 3 roughly equals speed in mph, 2 in kph.
icate such an action is, the worse should be the penalty (for combat
tests, apply a 8 penalty; Shield skill tests are not affected).
4): Modifier applies only if a character tries to perform a non-
TABLE 9.8: INFLUENCE TEST MODIFIERS
combat action amidst a battle. INTERACTION STANCE TEST MODIFIER
Subject is loyal/devoted 9 to 15 TN
TABLE 9.9: ACADEMIC TEST MODIFIERS Subject is friendly/pacifist 3 to 6 TN
Subject is indifferent 0 TN
CONDITION TEST MODIFIER Subject is aggressive/hostile +3 to +6 TN
Character is situated in comfortable surroundings 0 TN Subject is hostile/violent +9 to +15 TN
Subject speaks a different native language 0 to +20 TN
Memory Loss
Subject is the same race as character 0 to 6 TN
Character suffers from mind-altering drug/toxin +5 to +15 TN
Subject and character are of different races 0 to +15 TN
Character suffers from selective amnesia +3 to +12 TN
Environmental factors make communicating difficult +3 to +12 TN
Character suffers from near total amnesia +10 to +20 TN
Character demonstrates evidence or sincerity 3 to 12 TN
Distractions
Character is engaged in life-threatening situation +5 to +15 TN MODIFIERS AT TURAMBARS DISCRETION TEST MODIFIER
Character is surrounded by loud noise/talking +3 to +9 TN Subject has heard about character Renown modifier
Character is affected by environmental 1/2 physical modifier Result of a preceding Esteem test varies (see page 244)
factors (see Table 9.7: Physical Test Modifiers) Characters Corruption penalty varies (see page 200)
TABLE 9.16: CRITICAL INJURIES TABLE 9.15: HEALTH LEVELS
RANDOM BODY CALLED DAMAGE AFTER ARMOUR PROTECTION LEVEL EFFECT
(1D100) PARTS SHOT TRP IT #1 IT #2 IT #3 IT #4 IT #5 Hale None
98 00 Skull 9 M1 S2 S3 D4 D5 Hurt 1 test result penalty
95 97 Face 9 M1 S2 S3 G4 D5 Injured 3 test result penalty
Eye 11/12 S2 G4 D4 D5 Death Wounded 5 test result penalty
92 94 Neck 8 M1 S2 S3 D4 D5 Incapacitated 7 test result penalty
Near Death Character falls unconscious
84 91 Shoulder 4/6 M1 S2 S3 G4 D4
76 83 Upper Arm 4/7 M1 M1 S2 S3 G4
74 75 Elbow 6/10 M1 S2 G4 G4 G5
68 73 Forearm 5/8 M1 M1 S2 S3 G4
TABLE 9.24: WEARINESS LEVELS
64 67 Hand 6/10 M1 S2 G4 G4 G5 LEVEL EFFECT
48 63 Chest 2 M1 M1 S2 S3 D4 Fresh None
46 47 Vital Organ 8 S2 G4 D4 D5 Death Winded 1 test result penalty
34 45 Belly 3 M1 S2 S3 G4 D5 Weary 2 test result penalty
28 33 Hip 5 M1 S2 S3 G4 D4 Tired 4 test result penalty
25 27 Groin 8 M1 S2 S3 G4 G5 Spent 8 test result penalty
Exhausted Character falls unconscious
15 24 Thigh 3 M1 M1 S2 S3 D4
13 14 Knee 6 M1 S2 S3 G4 G5
05 12 Calf 4 M1 M1 S2 S3 G4
01 04 Foot 5 M1 S2 S3 G4 G5
TABLE 9.25: WEARINESS RECOVERY
LEVEL TO BE REST NEEDED TO RECOVER
: Odd rolls indicate a strike to the left, even rolls a strike to the right side of the body. If
RECOVERED TO NEXT LOWER LEVEL
the roll indicates a strike to the shield side, roll again 1d100: on 0125, the strike gets by
the shield and inflicts damage as normal; on 2600, the shield absorbs the force of the 1st 10 minutes
blow but may shattermake a Breakage test as described on page 263. 2nd 30 minutes
: Face: 01 15 Jaw 51 65 Nose 76 85 Mouth 3rd 1 hour
16 50 Cheek 66 75 Ear 86 00 Eye (re-roll B&E strikes if visored) 4th 2 hours
: TN 20 Fumble (strike to the arm) or Stumble test (strike to leg, hip, or groin) required. 5th 4 hours
: Amputation test required (Edged strikes only).

TABLE 9.11: WEAPON FUMBLES TABLE 9.26: WEARINESS RATES


2d10 EFFECT ACTIVITY/SITUATION WEARINESS POINTS
23 Your weapon breaks and may be useless (see Broken COMBAT
Weapons, page 263). Exception: Masterwork, heroic, and Melee 2 each round
enchanted weapons are resistant to breakage. If you have a Ranged 1 every 2 rounds
weapon like that, roll again. Only if you get a broken Concentration 1 every 3 rounds
weapon result a second time does the weapon really break. If MOVEMENT
you get any other result, you drop the weapon instead. Sneak Move BMR x 0.33 1 every 5 minutes
4 You manage to hit yourself in the arm or leg (50% chance Walk Move BMR 1 every 10 minutes
each way). For determining damage, roll 1d31. The result is Jog Move BMR x 2 1 every 3 minutes
the LoS you score with your attack. Exception: If this is a Run Move BMR x 3 1 every 2 rounds
pointed or ranged attack, roll again. Its hard to stab your- Sprint Move BMR x 4 5 each round
self, but it can be done. If you get a hit yourself result a
second time, count that result. If you get something other CLIMBING
than hit yourself, use that result. Relaxed Climb BMR x 1/7 1 every 2 rounds
5 As 4 above, but roll 1d21 for determining the damage. Quick Climb BMR x 2/7 1 each round
6 You lose your balance. You can do nothing else but defend Fast Climb BMR x 3/7 5 each round
yourself until the next round. All your uses of defensive Rapid Climb BMR x 4/7 20 each round
skills are at 3 until the next round. SWIMMING
78 The weapon turns in your hand. Spend a number of AP Relaxed Swim BMR x 0.2 1 every 10 rounds
equal to its attack AP cost before using it again. Quick Swim BMR x 0.4 1 every 5 rounds
912 You drop the weapon. Exception: A cheap weapon breaks. Fast Swim BMR x 0.6 1 each round
See above for dropped, or page 263 for broken weapons. Rapid Swim BMR x 0.8 10 each round
1314 The weapon turns in your hand. Spend a number of AP
OTHER PHYSICAL ACTIVITIES
equal to its attack AP cost before using it again.
Jumping See page 99 2 each, plus run-up
15 You lose your balance. You can do nothing else but defend
Relaxed craftwork (e.g., Clothworks) 1 every 12 minutes
yourself until your next round. All your uses of defensive
Average craftwork (e.g., Ropecraft) 1 every 6 minutes
skills are at 3 until your next round.
Demanding craftwork (e.g., Stonecraft) 1 every 3 minutes
16 Your weapon flies 2d10 feet from your hand50% chance
Cursory searching 1 every 5 minutes
straight forward or straight back. Anyone on the target
Intense searching 1 every 2 minutes
spot must succeed with a TN 20 Swiftness or Dodge test or
take the falling weapons damage at LSF 0. Exception: If HEALING AND ACADEMIC PROCEEDINGS
this was a pointed attack, you simply drop the weapon, as Nursing, First Aid 1 every 6 minutes
in 912 above. A ranged weapon will not fly from your Surgery 1 every 3 minutes
handit just drops. Reading 1 every 15 minutes
17 You fall down and drop your weapon. Exception: Ranged Intense studying 1 every 10 minutes
weapon users, see 6 above instead. Recalling lore under pressure 1 every 3 minutes
18 You strain your shoulder. Your weapon arm is crippled for SOCIAL AFFAIRS
the rest of the encounter. You do not have to drop your Informal chatting, Narrating 1 every 10 minutes
weapon, but you cannot use it either to attack or defend, Keen conversation, Lecturing 1 every 5 minutes
for 30 minutes. Heated debate, Urgent plea 1 every 2 minutes
1920 Your weapon breaks. See 23 above.
TABLE 9.6: STANDARD TARGET NUMBERS (TNs) TABLE 7.3: ENCUMBRANCE
DIFFICULTY BASE TN DIFFICULTY BASE TN GENERAL ENCUMBRANCE PENALTY* PACE LIMITATION
Routine 9 Challenging 25 0 to 3
Easy 12 Hard 30 4 to 6 no Sprint
Light 15 Extremely Hard 35 7 to 9 no Run
Medium 20 Virtually Impossible 40+ 10 or greater no Jog
*: A characters BMR is decreased by 2 for each point of his GEP.
TABLE 9.14: LSF VS. LSF OPPOSED TEST TNS
FIRST TESTS RESULT OPPOSING TESTS TN SKILLS COMMONLY TESTED BY THE TURAMBAR
LoF 4 15 CHARACTER OBSERVE DISCERN INQUIRE SEARCH
LoF 3 15 __________ ____ ____ ____ ____
LoF 2 15
LoF 1 20 __________ ____ ____ ____ ____
LSF 0 20 __________ ____ ____ ____ ____
LoS +1 25
LoS +2 25 __________ ____ ____ ____ ____
LoS +3 30 __________ ____ ____ ____ ____
LoS +4 30

TABLE 9.1: SAMPLE MOVEMENT ACTIONS


ACTION AP COST EFFECT TEST BASIC WEARINESS
Crawl/Step 1 to 10 Move (BMR x .033 x AP) feet No test 1 point every 15 minutes
Walk 1 to 10 Move (BMR x .1 x AP) feet No test 1 point every 10 minutes
Jog 1 to 10 Move (BMR x .2 x AP) feet No test 1 point every 3 minutes
Run Full round Move (BMR x 3) feet Run (TN 15+)* 1 point every 2 rounds
Sprint Full round Move (BMR x 4) feet Run (TN 20+)* 5 points per round
Sneak 5 to 10, or F/R Move as Crawl/Step above Sneak (TN 9+, see pg. 115) 1 point every 5 minutes
Jump, long (TN2)+5, or F/R See Jump, page 99 Jump (TN 9+) 2 points, plus run-up
Jump, high (TN2)+5, or F/R See Jump, page 99 Jump (TN 9+) 2 points, plus run-up
Climb Full round See Climb, page 86 Climb (TN 9+) 1 point every 2 rounds
Swim 5 to 10, or F/R See Swim, page 118 Swim (TN 9+) 1 point every 10 rounds
ACTION AP COST ACTION AP COST
Rapid dismount from a riding animal 5 Stand up from a seated position 2 + GEP
Careful dismount from a riding animal 12 Stand up from on knees/crouch 4 + GEP
Mount a riding animal 12 + GEP Move up from prone to on knees/crouch 5 + GEP
Retreat from melee (see page 257) F/R Stand up from a prone position 8 + GEP
Pick something up off the ground 8 + GEP/2 Rapid drop to the ground 3
Drop object 0 Careful drop to the ground 6
*: Normally, a test is required only if the character is engaged in combat or attempts to move farther than his BMR (base movement rate). If
the moving character is involved in a combat situation, test TNs normally increase by +5. If the test fails, the character can only move part of his
maximum intended move; with LoF 3 or worse, the character trips and falls prone (see Table 9.10 for details).
: The AP cost required for this kind of movement actions varies based upon the character (for example, his GEP applied as a positive figure),
the situation, and other variables. The Turambar should make a ruling on the actual AP cost every time a character takes one of these actions.

TABLE 9.2: SAMPLE COMBAT ACTIONS


1) 2)
ACTION AP COST EFFECT TEST
Aim, melee combat (C) 4 +1 bonus to subsequent Melee attack (maximum of +3) No test
Aim, ranged combat (C) 2 +1 bonus to subsequent Ranged attack (maximum of +5) No test
Block (I) Unarmed parry AP cost Block incoming attack (apply parry modifier) Shield test (TN opposed)
Counterstrike (I) Full attack AP cost Attack with melee weapon (min. 3 test result penalty) Weapon test (TN opposed)
3)
Dodge (I) 1 + GEP (min. 2) Dodge incoming attack Dodge test (TN opposed)
Draw weapon (C) See below Draw weapon No test
Melee attack Weapons attack AP cost Attack with melee weapon Weapon test (TN is targets Defence)
Parry (I) Weapons parry AP cost Deflect incoming attack (apply parry modifier) Weapon test (TN opposed)
Ranged attack Weapons attack AP cost Attack with bow or thrown weapon Weapon test (TN is targets Defence)
Recover weapon 8 Pick up dropped weapon No test
Reload (C) Bows reload AP cost Ready another arrow No test
Unarmed attack Unarmed attacks AP cost Make an unarmed attack Unarmed Combat test (TN is targets Defence)

DRAW WEAPON AP COSTS


WEAPON SIZE WEAPON SIZE
WEAPON LOCATION SMALL MEDIUM LARGE WEAPON LOCATION SMALL MEDIUM LARGE
Scabbard (belt) 3 5 n/a Straps (belt) 5 7 n/a
4)
Scabbard (shoulder) 4 6 8 Ground (loose earth) Reload 2 3 4
1): A (C) indicates that the feat is a cross-round action, while an (I) indicates an interrupt action.
2): Weapon test refers to a test of the applicable weapon or Unarmed Combat skill. In case of a Parry action, make sure to apply the weap-
ons parry modifier.
3): To determine the AP cost of a Dodge action, apply your GEP as a positive figure (e.g., with a GEP of 3, your Dodge AP cost is 4).
4): The AP cost to (re)load a bow is reduced by 2 AP if you have an arrow sticking in the loose ground readily available. Large weapons in-
clude Spears and the like, Medium ones Longswords and other pointed arms that can be stuck into the ground in front of you.
TABLE 7.5: CORRUPTION TABLE 6.6: ARMOUR LAYERS
LEVEL EFFECT* MATERIALS B E P F
Quilt + Cloth 6 4 3 5
Pure None
Leather + Cloth 3 5 4 4
Intrigued 1 test result penalty
Leather + Leather 3 6 5 5
Exposed 2 test result penalty
Leather + Quilt 6 6 4 6
Tainted 4 test result penalty
Leather + Quilt + Cloth 6 6 4 6
Captivated 8 test result penalty
Hardened + Cloth 5 6 5 4
Corrupt Character becomes a servant of the Shadow
Hardened + Quilt 7 7 5 6
*: The penalty applies to all Corruption tests, and, at the Turam- Hardened + Quilt + Cloth 7 7 5 6
bars discretion, to tests of Social skills when dealing with the Wise. Chain + Cloth 3 9 6 2
Chain + Quilt 6 10 6 5
SITUATION TN Chain + Quilt + Cloth 6 10 6 5
Chain + Leather 3 10 7 4
EXPOSURE TO THE ONE RING (CIRCA TA 3018) Chain + Leather + Cloth 3 10 7 4
Under normal circumstances 20 Chain + Leather + Leather 4 11 8 6
Near Mordor 25 Chain + Leather + Quilt 7 11 7 6
In Mordor 30 Chain + Leather + Quilt + Cloth 7 11 7 6
For every time the Ring is worn +2 to TN Chain + Hardened + Cloth 5 11 7 4
EXPOSURE TO TEMPTATION Chain + Hardened + Quilt 8 12 8 6
Mild temptation 1217 Chain + Hardened + Quilt + Cloth 8 12 8 6
Moderate temptation 1823 Chain + Chain + Cloth 3 12 8 2
Strong temptation 2429 Chain + Chain + Leather 4 13 9 5
Very strong temptation 3036 Chain + Plate + Cloth 7 14 9 3
Chain + Plate + Quilt 9 15 9 5
SORCERY Chain + Plate + Quilt + Cloth 9 15 9 6
Casting a spell of Sorcery No roll Chain + Plate + Leather 8 15 10 4
Character receives Corruption automatically, Chain + Plate + Leather + Cloth 8 16 10 5
as indicated in the spells description Chain + Plate + Leather + Quilt 10 16 10 6
Spell is cast with an evil motive or purpose and Scale + Cloth 6 10 5 6
fails +2 per LoF Scale + Quilt 8 11 5 7
succeeds +0 per LoS Scale + Quilt + Cloth 8 11 5 7
Spell is cast with a good motive or purpose and Plate + Cloth 7 11 7 3
fails +0 per LoF Plate + Quilt 9 12 7 5
succeeds 2 per LoS Chainmail, Dwarf 0 +2 +1 0
Spell is cast with a neutral motive or purpose and Chainmail, Orc 0 +1 1 0
fails +1 per LoF
succeeds 1 per LoS TABLE 9.17: FALLING DAMAGE
: A spells basic Corruption cannot drop below 0 due to high LoS,
DISTANCE FALLEN DAMAGE (BLUNT)
and the basic Corruption of any spells of Necromancy cannot be
lowered at all. 1 or 2 yards 1d103 per yard
3 or 4 yards 1d102 per yard
5 or more yards 1d101 per yard
TABLE 9.18: FIRE DAMAGE
LANDING SURFACE DAMAGE MODIFIER
SIZE OF FIRE/HEAT DAMAGE/ROUND TN Deep water (5 feet or more) 3 per die
Torch 1d10 + 2 10 Shallow water (less than 5 feet) 2 per die
Campfire 2d10 + 4 15 Soft ground (mud, bog, snow, etc.) 1 per die
Small bonfire 3d10 + 6 20 Normal ground (grass, earth, etc.) 0 per die
Large bonfire 4d10 + 8 25 Hard ground (paving stone, etc.) +1 per die
Raging conflagration 6d10 + 24 30 Rocky ground +2 per die

TABLE 9.27: FEAR


VICTIMS TEST RESULT EFFECT
LoS +1 or better No effect: Victim can resist the fear and act normally.
LSF 0 Frightened: Victim suffers a 1 penalty to all tests.
LoF 1 Panicked: Victim suffers a 3 penalty on all tests.
LoF 2 Unnerved: Victim may take no actions for one round, and he suffers a 6 penalty on all tests.
LoF 3 or worse Unmanned: Victim flees as fast as he can, or he falls to the ground and cowers.
INSPIRING FEAR MODIFIER TO INTIMIDATE (FEAR)
Target is in a stronghold of evil or a place of darkness +3 to +12
(Mordor, Dol Guldur, Moria, and so on)
Target is near an evil place +1 to +5
Target is in a haunted place about which he has heard frightening legends +1 to +3
Target is at a disadvantage (outnumbered, disarmed, disheartened, and so on) +3 to +6
The cause of the fear is nearby +1 to +9
Attacker utters terrifying soliloquy +1 to +9
Appropriate display of power/might +1 to +9
Brandishing an object the target has cause to fear +1 to +6
RESISTING FEAR MODIFIER TO FORTITUDE TEST
Target is in a stronghold of the Wise, or a place of goodness +3 to +12
(Minas Tirith, Rivendell, Lrien, and so on)
Target is fighting for or protecting that to which he is faithful +1 to +5
The cause of the fear is at a distance +3 to +6
Defender utters inspiring soliloquy +1 to +9

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