COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr Much of an evening’s play centers around armed conflict, battle, and daring maneuvers. Below are a host of combat maneuvers and options that players and their opponents are able to use. Also included are some clarifications and expansions of the rules found in the Castles & Crusades Player’s Handbook and Castle Keeper’s Guide.
COMBAT EXPANDED DECLARATION PHASE While not strictly necessary for some Castle Keepers and their players, before initiative, and before combat begins, it is sometimes helpful for the players to announce what they intend to do before the dice are rolled and initiative order is determined. In fact, several of the additional combat maneuvers presented here require the player to announce what they are going to do before initiative is rolled. If the Castle Keeper also uses the Talent or Advantages rules systems for their games, some of those additional rules and character abilities require a declaration of the character’s action before the initiative order is determined.
ENGAGING IN COMBAT Generally speaking, when a character, monster, or NPC moves to within 5 feet of an opponent and attempts to attack, they are considered engaged in combat. It is possible that enemies are within 5 feet of each other and have not attempted to attack. In this instance whether or not the opponents are engaged in combat should be decided by the Castle Keeper.
COMBAT ACTIONS ATTACK A character, monster, or other NPC is allowed one attack each round unless they possess special abilities that allow them to exceed this limitation (which many do). Attacks include melee, close-up combat – either armed with hand weapons or unarmed, and ranged attacks with missile and other projectile weapons. If any character is going to attack when it’s their action in initiative order, they are only allowed to move up to one-half of their current movement rate before the attack. If a character is going to attack in a round in which they move any distance farther, this will negate the ability to make an attack at all. See Move below for additional information on moving before attacking.
COMBAT ACTIONS TABLE Action Type
Movement Allowed?
Attack Cast a Spell Drawing a Weapon Dropping an Item Move Prone – Going Prone Prone – Standing from Prone Use an Ability Use an Item
Half ¹ 5 feet only (5-foot step) ² Yes Yes Yes Yes No Yes Maybe
Notes
Free Action ³ Free Action ³ Free Action ³
¹ Half indicates that the character can only move up to one-half of their current movement rate before performing the attack combat action. ² 5 feet only, sometimes referred to as a “5-foot step,” means the character can only move a maximum of 5 feet before casting a spell. ³ A free action consumes a very little amount of time or effort. A character can perform one or more free actions per round while taking other actions normally. The CK can put reasonable limits on the amount of free actions a PC can perform in a single round.
CAST A SPELL A character, monster, creature, or other NPC is allowed to cast one spell per round when it becomes their action in initiative order. Some spells may require two or more rounds to cast in which case the character must wait until their action in initiative order in the following round(s) for the effect of the spell to be resolved. In the case of spells which take longer than 1 round to cast, the spell-casting character must roll initiative each round as normal. When his action in initiative order comes up, the spell will resolve at that time if the number of rounds passed equals the casting time of the spell. A spell-casting character can only move 5 feet (a single five-foot step) before the spell is cast. For spells with a casting time of greater than 1 round, the spell casting character cannot move again until the spell effect resolves. If the spell-casting character does move before the spell effect comes into play, the spell will be considered interrupted and the spell wasted. Some spells, as part of their description, state that some form of movement is allowed when casting the spell. These types of spells are rather rare, and can usually be cast very quickly with little or no concentration.
DRAWING A WEAPON In most cases, if a character, monster, or NPC has a weapon at the ready (in his hand, on his belt, or in a weapon scabbard), to draw that weapon or bring it to bear is considered a “free action” and doesn’t count as the use of an action in the round. The character is free to draw a weapon before or after his move, and at any time while it is his action in initiative order.
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr DROPPING AN ITEM If a character, monster, or NPC is holding a weapon or item in his hands he can drop whatever he is holding as a “free action” without devoting much time or any movement to doing so. If the character has to drop an item that he is carrying on his belt or something stowed away in a pack, doing so takes as much time as the Use an Item action, which usually allows no movement in the round. See below for more details.
MOVE If no other action is taken in a round a character, monster, creature, or other NPC can move a distance equal to their current movement rate. This type of movement is considered normal walking speed. The character can also jog (twice the character’s current movement), and run (up to maximum of four times the character’s current movement rate. Whenever a character jogs, runs, or otherwise moves farther than his normal movement rate, no other action is usually allowed to be taken in the round. In the rare instance that such an action is allowed, it will be fully described with the special ability (example: charging, see below). Movement is usually combined with some other action (attacking, sometimes casting a spell, using an ability, using an item, etc.), but doesn’t have to be. In most cases any movement in a round must be done before another action is undertaken. A character, monster, creature, or NPC can never break up their movement between actions. For example, a character with a movement rate of 30 feet in a round cannot move 10 feet, attack, and then move any other distance. Once the character has moved, and then attempted an action, no other movement is possible unless a special circumstance or ability says otherwise. Any character, monster, or NPC who is already prone can crawl. Any character crawling is automatically considered prone. Crawling reduces a character’s current movement by half. One cannot crawl and stand from prone in the same round. See Standing below. Burrowing, Flying, Swimming, etc. – These types of movement usually follow the same rules for moving and actions as described here. Additional rules for these types of movement modes can be found in the description of the ability or spell that grants them.
PRONE Going Prone – Any character, monster, or NPC can “go prone” during his movement. The character simply drops to the ground either lying flat or in a crawling position and is considered crawling until they stand
up. To drop to a prone position doesn’t take any movement in itself to accomplish and is considered a “free action” to perform. Standing from Prone – Standing up from being prone uses all of the character’s movement for that round. A character standing up cannot move any more in that round. A character may not attack in the same round in which he stands from being prone (because he is considered to have moved more than half of his current movement), but can usually perform most other actions at the discretion of the CK. Casting spells from the prone position is possible but may require a concentration check to do so. A character cannot stand from prone and cast a spell unless the spell description states the character can move and cast a spell. The bonus to hit an opponent who is prone is +5. Any character may attack in melee or ranged combat from the prone position but with a -2 penalty to hit.
USE AN ABILITY Many characters, monsters, creatures, and NPCs have special abilities. Sometimes these abilities are part of the character’s race or class. Some abilities, like spell casting, can take more than a single round to complete. Certain monsters and special NPCs can perform more than a single ability in a round – if this is the case the ability will state in its description that doing so is possible. Other abilities will automatically involve some sort of movement as part of using the ability. But in most cases a character can move up to his normal movement rate and use one ability in a round. The ability to cast spells is of special note. Casting spells is the use of an ability, but in this case most spell casting only allows a single small move of up to a maximum of 5 feet before casting a spell. See the Cast a Spell section above for more details. Usually, a character must complete his movement before the use of any ability. Otherwise, the Castle Keeper retains discretion as to whether any ability use involves movement.
USE AN ITEM An item that is carried and easily accessible can be used as an action during a character, monster, or NPCs action in initiative order. The most common times when using an item is an action are when using a piece of equipment, or activating a magic item. Other Use an Item actions include, but are not limited to: casting a spell from a scroll, drinking a potion, throwing a grappling hook, using a wand, etc. In most cases no movement is allowed when using an item.
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr For example, in the thick of combat Vincent the Bard is looking to escape from the clutches of a throng of hungry zombies. There is a window ledge up on the wall directly above him. Vincent grabs a grappling hook and rope from his belt and throws it up to the window to attempt an escape. In this instance Vincent uses his grappling hook but cannot move this round because using an item takes the entirety of the round with no movement possible. Readying an Item – Readying an item is not difficult as long as it is easily accessible and being carried on the character’s person. Usually the item must be on the character’s belt, or hanging from a pack and readying it should not take more than 5 seconds of time. Whereas if an item is buried in a backpack, it would take at least 1 round (10 seconds) to take off the pack, dig through it, and retrieve the item. If the character already has the item or piece of equipment in hand, and ready at the beginning of the round before any movement is done, this would be an exception to the general rule that no movement is allowed in the round when using an item. If the item or equipment is in hand, and ready to be used at the beginning of the round, the character is entitled to a normal movement in the round before using the item. For example, Vincent the Bard saw the combat with the zombies coming a few rounds ahead of time. The zombies are 60 feet away in front of Vincent. Vincent caught the zombies by surprise and acts before they do. A window ledge above the ground floor lies 30 feet ahead of Vincent. In the previous round Vincent took his grappling hook and rope in hand and had it at the ready. Now, in the new round Vincent rolls initiative and acts first. Because he already has the grappling hook and rope in hand, he moves up underneath the window ledge and throws the hook up to the window. The zombies initiative round comes up and they run 30 feet up to Vincent’s position. Because the zombies had to move more than one-half their movement rate to get to Vincent, they cannot attack this round. Vincent wins initiative again, and can now climb up the rope before the zombies act and get away in the nick of time! The Castle Keeper and the players must use some common sense in deciding whether an item is readily available, and how much time it takes to ready it. In some cases, the Castle Keeper may require the players to indicate on their character record sheets which items are readily available or how and where a piece of equipment is being carried.
COMBAT MANEUVERS There are innumerable actions that a character, monster, or NPC can take during their action in a round of combat. Most of these the Castle Keeper and player should handle with flavorful descriptions rather than through differing game mechanics. However, there are some actions which can use, or would benefit from detailed mechanical effects. The Castles & Crusades Player’s Handbook discusses several options for the characters during combat situations. Here, the basics of combat actions are covered again with additional detail and clarity. In addition, several other common maneuvers and options are presented describing their effect during combat.
COMBAT MANEUVERS SUMMARY Maneuver
Effect
Called Shot Close Supporting Fire
-9 to hit, automatic critical damage Attacker may accidentally strike allies on an attack roll of a natural 1-3 +2 AC versus up to 3 attackers. Can be declared at any time in a round A hasty disengagement results in a free attack but allows full movement up to a run. A fighting disengagement prevents free attacks, but can only move half Certain classes can attack armor class of 18+HD+DEX mod. Success means the opponent is disarmed Evade one opponent in melee combat. +4 AC Left or right rear side of opponent, +1 to hit Must announce before initiative is rolled. +3 to hit in melee combat but -6 to AC Must announce before initiative roll. +3 to AC. No initiative roll for that round -3 to attack roll, drives opponent back 1-10 feet or more Automatic initiative Rear attack of opponent, +2 to hit
Dodge Disengaging from Combat
Disarm Evade Flank Attack Offensive Focus (Berserk Fury) Parry Push Reach Rear Attack Receiving Charge Shield Blow Shield Wall Two-Weapon Fighting
Double damage -6 to hit, no extra attacks. CON save or stunned for 1d2 rounds 4 or more warriors form interlocking shield wall, +4 to AC, +2 strength checks Attack with weapon in each hand in same round, -3 to hit / -6 to hit
Movement? Half ¹ Half ¹ No
Yes
Half ¹ Maybe Half ¹ Half ¹ No Half ¹ No Half ¹ No Half ¹ Yes Half ¹
¹ Half indicates that the character can only move up to one-half of their current movement rate before performing this combat maneuver.
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr CALLED SHOT
DISENGAGING FROM COMBAT
This is when a combatant takes careful aim attempting to hit the target in a specific, often vital spot. The attacker can only make a single attack in a round where he makes a called shot. The attacker suffers a penalty of -9 to hit a medium-sized target. Called shots on a large (or bigger) target are at -6 and a called shot on a small target is -12 (possibly more for tiny targets). Any called shot must be announced before the attack roll to hit is made.
Exiting during the middle of hand-to-hand combat is a dangerous maneuver since it exposes the character, monster, or NPC to attacks they might not normally be subject to. If the character chooses to disengage from melee combat he can take no other action with the exception of certain free actions at the discretion of the Castle Keeper. In doing so, the character is only allowed a movement which is part of the two types of disengagement detailed below. When a character disengages from combat, the opponent can always choose to follow the disengaging character when their individual initiative order comes up in the current combat round or later.
If the called shot is to the head of an opponent, and successful, the damage is automatically doubled. A natural 20 on a called shot to the head may be an instant kill. If this happens the opponent suffers the damage and must then make a constitution save with a CL equal to the attacker’s level/HD or be slain (reduced to -10 hit points). Undead, elemental creatures, as well as some others determined by the Castle Keeper cannot be additionally damaged or instantly killed in this way. The AC for an unarmored head is 10 + dexterity modifier. The AC for an armored head is 10 + dexterity modifier plus the helm’s AC bonus. Other effects based on called shots, as in a called shot to an opponent’s hand, or eye for example, are determined by the CK on a case by case basis.
CLOSE SUPPORTING FIRE When shooting an arrow, bolt, bullet, stone, or throwing a weapon into a crowded melee combat, the attacker may strike a friendly combatant. If the attacker’s to-hit roll is a natural 1-3 on the to-hit roll (even if a natural 2 or 3 on the die roll would normally result in successful attack, 1 is usually an automatic miss), the attack misses the intended target and there is a chance it will strike a friendly combatant instead. A second roll to-hit is made against the AC of one randomly selected (or as determined by the Castle Keeper) friendly combatant. If this attack roll is successful then roll for damage as normal and apply it to the friendly combatant instead.
DODGE When a character, monster, or NPC perform the dodge combat maneuver he gains a +2 AC against the next three attacks which the character is facing and is aware of. Performing this combat maneuver is the character’s initiative action. He cannot move, attack, cast a spell, or otherwise use an ability or item. In essence, the character sacrifices his action for that round. The dodge combat maneuver can be declared at any time, even before the character’s initiative action comes up in the combat round as long as the character hasn’t taken any actions yet.
Hasty Disengagement – A character expends all of his efforts to move as fast as possible from melee combat. Using a hasty disengagement allows the character to move up to his maximum run distance. However, those who disengage in this manner suffer a -2 AC penalty and the opponents who are facing them each get one free attack as they run away. This is a “free attack” and does not count against the opponent’s actions in the round. This free attack can also be attempted if they have already completely their initiative actions in that round. The -2 AC penalty lasts for the entire round and applies to any other attacks the disengaging character may be subject to by other opponents, even later in the same round. Fighting Disengagement – This is a more carefully executed withdrawal from melee combat. By performing a fighting disengagement the character is only entitled to one-half of their current movement rate or less as they move away from their opponents. The character does not suffer any free attacks as he is considered to be fending them off. The character incurs no penalty to AC, but they may not perform any other action in the same round.
DISARM Only the assassin, cleric, fighter, knight, monk, paladin, ranger, and rogue character classes may perform the disarm maneuver. The Castle Keeper may also allow soldier and warrior type NPCs, as well as some monsters to also do so. The character must successfully make an attack roll against an armor class equivalent of 18, plus the HD or level, plus any DEX modifier of the opponent to successfully disarm one hand weapon from them. If the disarm attempt is successful, one of the opponent’s hand weapons is dropped from his hand in a random direction 1-10 feet away (one or two 5-foot squares). Disarming an opponent’s carried shield follows the same procedure but with an added +3 to the equivalent AC (+6 or more for exceptionally strong opponents at the Castle Keeper’s discretion).
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr EVADE
REACH
This maneuver is a strong attempt to avoid being hit by a one opponent in a round. The character, monster, or NPC doing this gains a +4 AC against one opponent he is facing and is aware of until the end of the round. A character may move before he uses this maneuver. He may also use this maneuver while in melee combat, but will forfeit his ability to move in this instance.
Reach weapons are usually polearms, long spears, and other weapons that are 10 feet or longer.
FLANK ATTACK A flank attack takes place to the left or the right rear side of an opponent. With an attacker in this position, the defender is less capable of defending from an attack. If the attacker moves one-half of his current movement rate or less and gets into a flanking position he can attack in the same round in which he moves. Attacking from the flanking position confers a bonus of +1 to attack rolls.
OFFENSIVE FOCUS (Berserk Fury) The character, monster, or NPC must announce this combat maneuver before initiative is rolled in the round. With intense fervor and through the summoning of inner strength, the character directs his attention and energy into his melee attacks gaining a +3 to hit bonus in combat but suffers a penalty of -6 to AC until the end of the round. The character can only move up to one-half of his current movement before performing this combat maneuver.
PARRY The character, monster, or NPC must announce this combat maneuver before the initiative is rolled in the round. When performing a parry the character does not roll initiative and gains a +3 AC bonus for the rest of the round, and against all attackers. The parrying character must have at the ready a weapon or shield in hand, or must be the monk character class to use this combat maneuver. He cannot voluntarily move any distance in the round and perform this combat maneuver.
PUSH With a successful push attack, a character, monster, or NPC forces the defender directly back 1-10 feet or more. The character rolls for initiative normally and may move up to half of his current movement rate before attempting to push an adjacent opponent. The character makes an attack roll as normal but with a -3 penalty. If the attack roll is successful, instead of causing damage, the opponent must make a strength check with a CL equal to the HD or level of the attacker. If the strength check is failed, the defender is pushed back 1d10 feet (equivalent to one or two 5-foot squares). If the strength check is successful, and was beat by 7 or more, the attacker can push back the defender an additional 5 feet.
A character, monster, or NPC with a reach weapon gains initiative over those who are attacking with shorter weapons. Characters, monsters, creatures or NPCs that are of larger size category then attackers can also gain the initiative over smaller ones. If the character is wielding a reach weapon, or is of a larger size category than the attacker, and has not yet acted in the round, regardless of actual initiative rolled, the defending character with the reach weapon or larger size category gains the initiative and can attempt to land his blows against an attacker first. The defending character with the reach weapon or larger size, in essence, acts out of turn changing his initiative score to before the attacker. However, the character with the reach weapon cannot move in the round he performs this combat maneuver.
REAR ATTACK A rear attack takes place from directly behind an opponent. With an attacker in this position, the defender is less capable of defending from an attack. If the attacker moves one-half of his current movement rate of less and gets into a rear position he can attack in the same round in which he moves. Attacking from the rear position confers a bonus of +2 to attack rolls. The assassin and rogue character classes do not get this bonus in addition to their back attack class ability bonuses.
RECEIVING CHARGE A defender with a pointed polearm or long spear who has not yet acted in the round may choose to base their weapon by placing the butt of it on the ground and bracing it with a foot or other means against incoming charging attackers. A defender with a polearm or long spear at the ready may gain the initiative and make one attack with their weapon before any charging enemies get to attack. If the defender’s attack roll is successful the damage against the charging enemy is doubled. If the charging combatant survives the defenders damage they can continue performing their charging attack as normal. It is important to note that the opponents who are charging the defenders are still subject to the -4 AC penalty as per the standard rules for charging even though they have not attempted their attack rolls yet. When a defender performs this maneuver, his initiative score is changed to just before the charging combatant’s initiative. The character performing this maneuver cannot move any distance in the same round he receives a charge.
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr SHIELD BLOW A character, monster, or NPC can swing at an opponent with his shield and attempt to stun the enemy. The attacker makes an attack roll against the opponent but with a -6 penalty. If successful, the victim must make a constitution saving throw with a CL equal to the HD or level of the attacker or be stunned for 1 or 2 rounds. The attacker can perform no other action in the round that they attempt to stun with a shield blow other than movement. The character can only move up to one-half of his current movement before performing this combat maneuver.
RANGED COMBAT OPTIONS The atlatl, bow, javelin, pilum, crossbow, spear, and sling have earned their place on the battlefield through countless contests of arms both large and small. These weapons, however, have their limitations as it is especially difficult to hit moving targets, or while the archer himself is moving; the stress of combat can distract a true aim. It takes skill, training, and experience to aim and shoot with accuracy. The Castle Keeper can use the following expanded rules to make the use of ranged combat more compelling, realistic, or dangerous.
SHIELD WALL When four or more defenders interlock their medium or larger shields they are able to act together increasing their individual AC scores by +4. They are also able to act together against any opponent pushing them or attempting to break the shield wall. In this instance the members in the shield wall each gain a bonus of +2 to their strength checks.
TWO-WEAPON FIGHTING When using two weapons, one in each hand, the character, monster, or NPC, must designate which hand is used as the primary attack and which is the off-hand attack. Typically this is determined by the handedness of the character, either right-handed or left-handed. The character is allowed to attack with both weapons thus gaining one extra attack in a single combat round. When performing this combat maneuver the penalty with the primary hand is made with a -3 to the attack roll, and the attack with the off-hand is at -6. These penalties are reduced by the character’s positive dexterity modifier, or further penalized by a negative dexterity modifier. When fighting with twoweapons, the character’s strength modifier is no longer used as a bonus (or penalty) to hit as per the standard rules when fighting with only one melee weapon in hand. The strength modifier still applies to the damage inflicted when fighting with two weapons. Two Weapon Fighting Monks – A monk may use the two-weapon fighting rule to gain a second hand-to-hand attack before the character reaches 6th level. If the monk does so, both attacks suffer the penalties for two-weapon fighting and the secondary attack will inflict normal punching damage of 1d2 points. When a monk reaches 6th level, the character gains a secondary hand-to-hand attack. A monk’s secondary attack ability does not suffer the penalties of two-weapon fighting as presented here and inflicts the damage in the monk character class’s special ability chart. But, if a monk at any level (even 6 th level and above), fights with a melee weapon in one hand and attacks with his other hand, whether a primary or secondary attack, the monk will suffer the standard penalties for two-weapon fighting.
FIRING RANGED WEAPONS WHILE IN COMBAT When a character is already engaged in melee, hand-to-hand combat, it is usually impossible to fire a bow, crossbow, sling, or other ranged weapon. At the discretion of the Castle Keeper, a character may attempt to fire one ranged attack at an opponent while engaged in melee combat but will require a dexterity check to do so. The CL of the dexterity check will be equal to the highest HD of the opponent he is in melee combat with. Even if this dexterity check succeeds, there will be a penalty of -3 to hit with the ranged weapon for the attack roll. Other modifiers, including cover penalties, are possible at the CKs discretion.
RATE OF FIRE (Bows Weapons Only) In the Castles & Crusades game a combatant wielding a ranged weapon is normally only allowed to fire or let loose one shot a round. This rule represents the concept that the archer is not pre-positioned in attack mode, their quivers and ammunition is not at the ready, or they simply have too much gear to allow for the smooth flow of arrow to bow, and string to ear, and eye to target. Skilled archers are able to shoot more than 1 arrow in a 10-second round if they are prepared and they do not take the time to carefully aim. In this case, skilled archers can shoot up to a total of 3 shots in a round if they are of high enough experience level. These shots will suffer penalties for the rapid rate of fire. The more shots per round let loose, the larger the penalty. An archer who fires more than 1 shot in a round in this manner cannot move any distance in the same round. Likewise, the archer must have his arrows in front of him and at the ready in order to fire multiple arrows in the same round. There are other means in which to fire multiple arrow shots in one round of combat. A few examples of this are magical bows, weapon mastery skills, or characters of sufficient level that have multiple attacks per round available to them. Unless a
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr class ability, weapon mastery benefit, or magic is involved, the maximum number of ranged attacks in a single round is limited to 3.
BOW: MAXIMUM SHOTS FIRED PER LEVEL A character of 0 or 1st (or HD) level may only fire 1 arrow per round. A character of 2nd level (or HD) or higher may fire up to 2 arrows per round. A character of 3rd level (or HD) or higher may fire up to 3 arrows in a round. Note: The maximum amount of arrows fired in a round is usually 3. However, some racial abilities, talents, weapon mastery, or other special rules may allow for more than 3 arrows fired in a single round. Those types of rules do not typically follow the maximums and penalties presented here.
When a bow is fired multiple times per round of combat, the character firing the bow suffers a penalty to the attack rolls as indicated by the following chart:
BOW: RATE OF FIRE & PENALTIES # Arrows Fired / Round
Penalty To-Hit
1 (initial shot) 2 3 (maximum)
-0 -3 -6
Crossbows & Rate of Fire – A crossbow is easier to aim and shoot so receives no modifiers to the to-hit roll. However, the crossbow can only be fired once per round for light crossbows and hand crossbows, and once every other round for the heavy crossbow. If the crossbowman possesses the necessary clasp and handle they can increase the rate of fire for a heavy crossbow to once every round. This clasp and handle is generally an uncommon piece of equipment outside of military camps and training grounds. Such a clasp and handle usually costs 25 gold pieces, weighs 3 lbs., and has an EV of 1.
PULL WEIGHT (Bows) The damage for an archer’s bow can vary. The bow’s damage depends on a great number of factors including level of craftsmanship, materials used in the bow’s construction, etc. Damage can also depend to a great extent on the might of the bow’s pull weight. Bows wielded by men, elves, dwarves, etc. typically come in four classifications of pull weight: normal (also referred to as the “common” bow), moderate, difficult, and extraordinary. Each classification of pull weight requires a minimum strength score in order to wield properly.
PULL WEIGHT FOR BOWS Bow Classification
Required STR Score
Damage Bonus
Normal (Common) Moderate Difficult Extraordinary ¹
None 13-15 16-17 18-19 (or higher)
None +1 +2 +3
¹ The extraordinary classification of the pull weight of a bow is typically the maximum. However, at the discretion of the CK, a required strength score of a bow could be higher resulting in a greater damage bonus. If the CK introduces such a type of classification, the rarity and ability to create bows of that caliber would make them beyond most mortal means.
Normal (Common) – These are the common bows of the archer, constructed by competent craftsmen and readily available to hunters and soldiers. Moderate, Difficult, and Extraordinary – These bows are carefully and exactly created by exceptional craftsmen. Any bows of this classification or higher are considered expert crafted, master crafted (greater expert craft), or grand master crafted weapons and would command prices even beyond those presented in the Castles & Crusades Player’s Handbook and described under the section titled Expert Weapons and Armor. The prices for these exceptional types of bows are presented here:
COST MODIFIER BY PULL WEIGHT Bow Classification
Craftsmanship
Cost Modifier ¹
Normal (Common) Moderate Difficult Extraordinary
Standard Expert Master (Gr. Expertcraft) Grand Master
x1 x10 x25 x50
¹ Cost modifier is in standard gold piece value.
Damage Bonus for Crossbows – The damage bonus for crossbows is generally a static number that is presented in the equipment section of the Castles & Crusades Player’s Handbook. Expert craft, greater expert craft, and magical crossbows continue to follow the rules presented for those types of items.
COMBAT EXPANDED ADDITIONAL, REVISED COMBAT OPTIONS AND MANEUVERS FOR YOUR C&C GAMES By Derrick “Omote” Landwehr
OTHER COMBAT OPTIONS & RULES CLARIFICATIONS Additional Combat Damage (Rolling a Natural 20) Unless the Castle Keeper is using alternative rules, such as Weapon Mastery, there is usually no benefit to rolling a 20 on the die for melee/ranged attack rolls. Another option referenced below as Natural 20 is a common method many Castle Keeper’s use where a roll of a 20 on the die to hit in combat is always a hit regardless of the opponent’s armor class. For the purposes of this Additional Combat Damage option, the Natural 20 optional rule is used. See below for more detail on the Natural 20 option. Rolling a natural 20 on the to-hit roll in combat will not only automatically strike any opponent, but it will cause additional damage. The additional damage inflicted is determined by the type of die the weapon does for damage and is summarized on the following chart: Weapon Damage Die 1d1 (1 point), or 1d2 1d3 or 1d4 1d6 or 1d8 1d10 or 1d12
Additional Damage on a Natural 20 +0 additional points of damage +1 additional point of damage +2 additional points of damage +3 additional points of damage
When a weapon does multiple dice of damage, say 2d4, or 3d6, the additional damage added for rolling a natural 20 is multiplied by the number of dice for the weapon damage. For a weapon that does 2d4, the additional damage would be +2 (1+1). If a weapon does 3d4 the additional damage would be +3 (1+1+1). If a weapon does 3d6 the additional damage for rolling a natural 20 would be +6 (+2+2+2). Exceptions: There are certain weapons, some of which are specially designed or have unique properties that cause different amounts of damage than outlined above when rolling a natural 20. Some of them are: axe, piercing (+3 points), any form of a club (+0 points), dagger (+4 points), dirk (+3 points), poniard (+3 points), sickle (+3 points), spear (3+ points) sword, rapier (+3 points), trident (+3 points).
NATURAL 1 (Automatic Miss) When an unmodified, natural 1 is rolled (the d20 attack roll is a 1 on the die) to hit in combat the result is an automatic miss regardless of what the opponent’s armor class is.
NATURAL 20 (Automatic Hit) When an unmodified, natural 20 is rolled (the d20 attack roll is a 20 on the die) to hit in combat the result is an automatic hit regardless of what the opponent’s armor class is.
ROGUE BACK ATTACK & WEAPON LENGTH In regards to a rogue’s back attack class ability, the ability makes mention that the only weapons that can be used are weapons that are shorter than the rogue’s arm. To be more specific, the only weapons in which a rogue can use in a back attack are close-combat, one-handed, melee weapons that the rogue is allowed to use based on his class, and must be EV3 or less. These weapons must still be shorter than the rogue’s arm in addition to these new requirements.
TRIPPING An attacker who is trying to trip and opponent must make a standard attack roll to do so. The armor class of a defender in a tripping attack is different than normal. A defender without a dexterity as prime has a standard AC of 12 for the tripping attack. A defender with a dexterity as prime has a standard AC of 18. Armor (even magical armor) has no effect on the capacity to defend against this type of attack and is not included. This AC is further modified by a dexterity modifier, plus Base To-Hit Bonus (or HD of the defender), plus the size difference between the opponents. For each size difference larger add +2 to the defenders AC. For each size difference smaller, a -2 penalty is imposed to the defender’s AC. If the trip is successful, the opponent falls to the ground and is considered prone.
C&C Combat Expanded Revised – Release 7, 711