I’ve been running a Pendragon 6E campaign for a while, and decided it would be very helpful to write out the full combat procedure, step-by-step, for my reference. I usually miss something if I’m not really careful.
Start of Combat
- A given passion can be invoked once per day. Any passion with a score of 16+ must be invoked if relevant when combat breaks out.
- If this is a battle encounter, record each knight’s posture.
Procedure
Each round:
1. Horsemanship checks
- Horses that are not combat-trained always start unsettled and require an unopposed Horsemanship roll to control them.
- Any horse that takes 5+ damage becomes unsettled and requires an unopposed Horsemanship roll with a penalty of (all damage taken this combat).
- On a critical, the horse settles for the rest of the combat (until it takes damage).
- A combat-trained horse settles on a success (until it takes damage again).
- On a failure, you cannot take an action this round.
- On a fumble, you are thrown and must attempt an Emergency Dismount.
2. Combat declarations
- From lowest DEX to highest; important ties can be resolved via opposed DEX roll
- You get one action per round.
- If attacking, a char with Reckless 16+ always declares Reckless Attack as their action (Famous get a Reckless vs Prudent; can choose another attack if Prudent wins)
- Declare the action, targets and desired range (default Normal)
- Can automatically draw a sheathed sword or dagger as part of your action.
- Can draw another weapon, but take -5 on your action.
- Each extra target after the first one inflicts a penalty of -5 on every action roll. (Two targets = -5; three targets = -10, four targets = -15, etc)
3. Resolve combat actions
- Generally resolve unopposed actions first
- Then resolve from highest DEX to lowest
- Using a bow or crossbow against another knight is a Cowardly check and lose 1 Honor
4. Apply Winner’s outcome before Loser’s outcome
- Some actions have special outcomes
- Damage is generally per weapon with +4D6 on a critical
- In order: Knockdown, dropped weapon; apply protection(armour, shield, parry), wound
5. Movement happens
- The Mounted Charge action combines movement with the action, all other movement happens here.
- Winner closed to declared range if not already there, starts at this range next round.
- You may move up to your Movement Rate in yards/meters.
Applying Damage
1. Roll for damage
- Remember that Reckless Attack does an extra +2D6 damage on a normal hit
- Add +4D6 on a critical (Reckless Attack instead adds +6D6)
- Brawling only adds +2D6 on a critical
2. Check for Knockdown
- Damage >= 2 * horse SIZ, horse automatically knocked down, deals horse damage to rider who fails an emergency dismount (unopposed horsemanship)
- Damage >= horse SIZ, horse makes unopposed DEX check or as above
- Damage >= Knockdown threshold * 2, automatically knocked down
- Damage >= Knockdown threshold, unopposed DEX check to avoid fall
- Fall means you drop your weapon AND take 1D6 damage ignoring protection
- If knocked down, you begin the next round on the ground; after the next round starts you may stand up using either your action or your movement
3. Apply protection
- Halve the damage first if it was a rebated weapon
- Reduce damage by armour amount
- If you scored a partial success reduce by either the shield amount OR weapon’s parry amount
- Unless either party used Reckless Attack
- Unless you were taking the Mount Up action
- An off-hand weapon is not used for attacks but instead add +2 to main weapon’s parry amount
4. Record the wound
- Damage < Major Wound threshold: minor wound unless brings you to <= 0 hp
- Damage >= Major Wound threshold but still above 0 hp
- unopposed DEX roll to soften fall from mount
- fall unconscious
- check debilitated
- roll on “Table 14.4 Characteristic Lost” to determine permanent damage
- out of the fight until first aid brings you above unconscious threshold
- Damage > Max HP OR brought to <= 0 hp
- Mortal Wound
- unconscious and incapacitated
- First Aid within one hour that brings you above 0 hp might save you
- if restored above zero, stay unconscious, mark debilitated
- roll 3 times for permanent damage
Notes on range
I find this handy especially when someone wants to use a dagger or start grappling.
Melee
- Contact (can use brawling actions)
- Close Quarters (can only use close quarter weapons like daggers or claws)
- Normal (standard melee, can also use long weapons but ignore reach bonus)
- Long (spears for example, negates foot vs mounted penalty, +5 reach bonus vs normal weapon)
Ranged
- Short (<= 30 yards) - max range most thrown weapons
- Medium (31-100 yards) -5 penalty, max range for javelin
- Long (101-200 yards) -10 penalty
- Ranged attack into melee - GM selects actual target hit at random
- Ranged attack vs mounted - 1d6: 1-4 hit horse, 5-6 hit rider