Combat

The Quad system takes all the things that might help, or hinder, a character in combat and gives each one a value as a Combat Roll Modifier (CRM). Armour, weapon skills, strength all add to the characters combat ability and generate individual modifiers, which are added together to create the CRM. Characters then roll a single d6 and add the Combat Roll Modified (CRM) to give a Combat Roll Value, the two values are compared, the character with the highest score is the winner of that combat round.

Once the winner has been decided, subtract the losers CRV from the winners CRV, and this gives the damage that the loser suffers.

Quad combat does not try to represent a set combat period, such as a minute or a second but represents one combat round. Think of a combat round as two characters squaring up to each other, leaping in for a few attacks, and then stepping slightly away from each other (perhaps to draw breath) before starting again (ie the next round).

Example Combat

Feisty Fred has Good Strength (+1), heavy armour (+4), a shield (+1) and a heavy weapon (+2) for a CRM of +8,. Sneaky Sid has Very Good Agility (+2), Average Armour (+2) and has spent 2 slots on a light weapon (+2) for a CRM of +6 - Fred rolls a 3 on the d6 which, when added to his CRM of 8, gives a value of 11. Sid rolls a 4 on the d6, which when added to his CRM of 6, gives a value of 10. Fred has won that combat round and Sid sufferers 1 (11-10) point of damage.

Combat at a Distance

Ranged and thrown weapons allow combat at a distance, which needs a slight modification of the rules described earlier. To have a distance attack the character must have either a ranged or thrown weapon and an enemy must be in range. Combat is calculated slightly differently for ranged weapons. The attacker cannot count his armour modifier and the defender cannot count his weapon modifier, but other wise combat is the same.

Ranges

Thrown weapons are considered have a range of up to 20 feet, bows and cross bows up to 50 feet. Fired from further away the target can just step out of the way .

If both combatants have in-range distance attacks

If both combatants have distance attacks, and both are in range, they can both attack.

If only one combatant has an in-range distance attack.

If only one combatant has a distance attack and is in range, only that person may attack. The defender may take other action.

 

Combat Modifiers

Good Strength

+1

Good Agility

+1

Very Good Strength

+2

Very Good Agility

+2

Poor Strength

-1

Poor Agility

-1

Very Poor Strength

-2

Very Poor Agility

-2

Shield

+1

Light Armour

+1

Average Armour

+2

Heavy Armour

+4

Light Weapon

+1

Average Weapon

+2

Two Weapon Style

+2

On Horse Back

+2

Heavy Weapon

+3

 

Armour List

Name

Cat

Type

Hands

Cost

Leather

L

 

 

2

Studded Leather

L

 

 

2

Back and Breast

L

 

 

2

Ring Mail Coat

A

 

 

4

Brigantine Coat

A

 

 

4

Chain Mail Coat

A

 

 

4

Full Chain Mail

H

 

 

6

Plate

H

 

 

6

Shield

 

 

 

2

 

Weapon List

Name

Cat

Type

Hands

Cost

Dagger

L

T

1

1+1

Knife

L

T

1

1+1

Staff

L

M

2

1

Club

L

M

1

1

Short Sword

L

M

1

1

Hatchet

L

T

1

1+1

Sling

L

R

2

3

Long Sword

A

M

1

2

Broad Sword

A

M

1

2

Mace

A

M

1

2

Flail

A

M

1

2

Battle Axe

A

M

1

2

Spear

A

T

1

2+1

Bow

A

R

2

4

2 Handed Sword

H

M

2

3

Halberd

H

M

2

3

Cross Bow

H

R

2

5

Lance

H

M

1/2

3

Cat: L = Light/Improvised, A = Average,
H = Heavy.
Type: M = Melee only, T = Melee and Thrown,
R = Ranged Weapon.
Hands: Number of hands needed to use this weapon. Two handed weapons cannot be used with shields. The lance needs 1 hand when mounted but 2 hands on foot.
Cost: is the number of skill points required to learn the basics of this weapon.