Close Combat
Combat is almost certain to become a major, if not absolutely central aspect of your game, but the Darkrealm differs in comparison to other role playing games because it's combat system is complex to the point of being cumbersome. This has been done for a number of reasons, primary amongst which is to make combat a more tactical, and less kinetic experience for players. Their careful and informed choice of weapon, tactic and even attack all have a baring on their success in combat, and a well planned attack can overcome a far superior foe. The downside of this is the complexity of the combat system, but players and directors are encouraged to use combat sparingly. Any battle has the potential to become suddenly and unanticipatedly lethal, so finding ways to avoid a fight, be it by avoiding an enemy, stacking the odds overwhelmingly in your favour, ambushing them, tricking or bribing them of any other tactic will ensure that combat remains interesting, tactical and in-depth, as do all of these other potential solutions.

Close combat is defined as that which occurs between two individuals using hand-to-hand weapons, that is to say those that are not let go of in order to make an attack. Close combat can occur between to or more individuals, and is always an opposed test except when an opponent is 'prone' either as a result of being disabled or being caught by surprise in an immobile state.

Combat and the Action Round


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Order of Action

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Number of Actions

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Acting and Reacting

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Resolution in Turn

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Attacking


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Weapons

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Defending


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Blocking and Parrying

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Dodging

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Counter Attacking

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Combat Awareness and Looking Around

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Special Combat Rules


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Initiating Combat and Charging

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Surprise Attacks

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Reach

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Called Shots

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Multi-Attacks

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Moving in Combat


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Advance/Step Back

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Fall Back

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Barging

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Taking Damage


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Armour

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Damage Types

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Critical Damage

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Overflow Damage

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Penalties


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Attacking Prone Enemies

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Advantage and Disadvantage

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The Book Of Swords: Combat in the Darkrealm
Chapter 1 Combat;
Chapter 2 Close Combat; Combat and the Action Round; Attacking; Defending; Movement in Combat; Special Combat Situations; Taking Damage; Penalties.
Chapter 3 Ranged Combat;
Chapter 4 Cover and Environment;
Chapter 5 Field Aid;
Chapter 6 Mass Combat and War;
Chapter 7 Siege or Vessel Combat;
Appendices Sample Actions List; Special Attacks List;