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  1. If combat occurs, both combatants roll their respective modified Combat Skills, using opposed resolution (see “Die- Roll Resolution” in Chapter 5). The results leave a winner and a loser, a tie, or two losers. In addition, critical successes and fum- bles have special meaning in combat.
  2. If one character succeeds and the other fails, proceed to the Winner’s Phase.
  3. If both fighters fail their weapon rolls, then both missed that round. The fight is inconclusive this round, and no damage is dealt on either side. They can try again (or try something else) next round. Proceed to the Movement Phase.
  4. If both fighters roll the same number and both are successful, then a tie occurs. This is essentially the same as if both had failed, but if one combatant’s weapon is a sword and the other’s is not, the sword breaks the other weapon. Proceed to the Movement Phase.
  5. A fumble means one of two things: Either that the fum- bling fighter dropped his weapon (if it was a sword), or that his weapon broke (if it was any other type of weapon). Either way, the character must re-arm himself before he can attack again, or else he must resort to some other type of action.
  6. A critical success on a weapon roll means that the play- er who rolled the critical deals double damage for his weapon during the Winner’s Phase — unless both fighters rolled criti- cals, in which case their attacks are resolved as a tie.
  7. Special: A “natural” roll of 1 on the d20, before any mod- ifiers, is important if a character is using a flail or warflail. (See “Knightly Equipment” in Appendix 1.)
  8. WinneR's phase
  9. The winner rolls his damage against the loser.
  10. If the winner achieved a notable success (a critical, for ex- ample, or a success against a noteworthy foe or that moves the story forward significantly), he may also, with Gamemaster ap- proval, receive an experience check for the weapon used.
  11. A critical success deals double damage.
  12. loseR's phase
  13. The loser checks for special results and takes damage.
  14. First, the loser should check immediately, based on the dam- age his opponent rolled in the previous phase, for Knockdown results. (See Knockdown.)
  15. Next, if the loser is using a shield and made a successful weapon roll, then he adds his shield’s reduction value to his armor’s reduction value for this round. He now takes damage, subtracting any protection gained from his armor and shield (if
  16. applicable). See “Armor” elsewhere in this chapter for more on armor and damage.
  17. Any damage beyond that absorbed by the character’s re- duction points is recorded under Wounds on the character sheet, and this number is then subtracted from the character’s current hit points. This is the actual damage (as opposed to the “Knockdown damage”) taken this round.
  18. Compare the actual damage with the character’s Major Wounds Attribute to determine whether he suffers any grievous effects from his enemy’s blow. (See “Wounds” elsewhere in this chapter for more on damage and wounds.)
  19. Also, compare the character’s current hit points with his Unconscious Attribute to see if the character has taken too much punishment and thus collapsed. (See the “Injury and Health” section elsewhere in this chapter for more information.)
  20. A character that falls unconscious during combat, whether due to a Major Wound or the accumulation of many small wounds, may still attempt a DEX roll if on horseback or balancing on a wall. Success indicates a gentle fall that does little or no damage, at the Gamemaster’s discretion. Failure results in a Knockdown (see p. 138). (The DEX roll here signifies an involuntary reaction resulting from years of training in mounted combat, and has noth- ing to do with the knight’s being aware of his surroundings.)
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