In the world of Heroes of Fantasy, all kinds of duels, ambushes and skirmishes are an everyday occurrence. These situations are described in detail by the following rules:
Basic terms
Before you read on, memorize the following terms, which you will encounter in combat:
Speed
Determines how fast you act in combat. We measure speed in seconds. A faster character can attack earlier and manages more activities than a slow character. Speed is the key combat indicator and influences combat the most.
speed = weapon speed + Rfx : 2 + bonuses
Hit
This value expresses your ability to hit an enemy in combat. The higher the hit, the higher the chance that you strike home. Even the fiercest blow of a devastating axe will do nothing to an opponent if he jumps aside.
hit = weapon accuracy + Sen : 2 + bonuses
In close combat the hit is increased (decreased) by size.
Defense
Defense shows what chance you have of fending off enemy attacks. Since survival comes first, defense should also be the most important thing for you.
Defense also shows the ability to take cover and adopt a better position against a ranged attack.
defense = weapon defense + Dex :2 + bonuses
against missiles
only Dex : 2 + bonuses
In close combat the defense is increased (decreased) by size.
Penetration
When you hit an opponent, it depends on penetration whether you wound him and how badly. The higher the penetration, the heavier the blow.
penetration = weapon penetration + Str : 2 + bonuses
(for ranged weapons only the weapon penetration)
Armor Class
If you fail to fend off your opponent's attack, your armor can still save you. The heavier and better the armor, the greater the chance that the attack will not harm you.
Armor class depends only on your equipment.
Warrior I has these stats:
Str 8 Dex 10 Con 6
Rfx 121 Sen 6 Wrk 0
Int 0 Wil 6 Chr 0
Has fighting style 14
His armor is Chainmail (AC 10) and in his hand he holds Sword (5) 4/3//5.
Speed
His speed will be the weapon speed (WS 5) plus Rfx:2 (121:2=6) and a quarter of the style (4), which is 191.
Hit
His hit will be the weapon accuracy (WA 5) plus Sen : 2 (6:2=3) and a quarter of the style (4), i.e. 191.
Penetration
Penetration is then the sum of the weapon penetration (WP 3) and half his strength (8:2=4), i.e. 7.
Defense
Defense is the sum of the weapon defense (WD 5) and Dex:2 (10:2=5) and a quarter of the style (4), i.e. 15.
Armor Class
The AC of his armor is 10.
Result
His stats will be:
Sword (191) 11/7//15 : 10/0/0
Basic fight maneuvers
The basic activity in combat is called a fight maneuver. A maneuver consists of various lunges, feints, parries etc. Most maneuvers last 1 round and take place in a set order (you will learn more about speed, order and rounds in the chapter Fight timing).
The “Attack” maneuver
There is a whole range of maneuvers - depending on whether you want to attack more, defend, take risks or rather wait for an opportunity, you choose the one most suitable for you. The most common maneuver is “Attack”.
The “Throw” or “Shot” maneuver
If you shoot or throw, you will most often use the “Throw” or “Shot” maneuver. During these maneuvers you are at a disadvantage - you cannot defend with a weapon.
Other maneuvers
In the chapter Description of fight maneuvers you will learn more about all the fight maneuvers you can use.
Resolving a maneuver
I. Hit / defense
In this part we check whether the attacker hit the defender. If so, the second part follows; otherwise the defender fended off the maneuver.
II. Piercing the armor
Then we check whether the defender's armor was pierced. If so, the defender is wounded; otherwise the armor saved him and your attack came to nothing.
III. Amount of damage
The amount of the defender's damage is now determined according to the type of weapon.
Choice of weapon
The choice of weapon can mean the difference between life and death. You therefore need to consider carefully whether you will focus on defense or attack (at close range or from a greater distance), whether you choose weapons that are heavier (pierce armor better) or more accurate (hit better), and so on.
Every weapon has its advantages and disadvantages. In general, a light weapon is fast and easy to handle, but not very effective against armor. Heavy weapons, on the other hand, are effective against armor and large monsters, but are not suitable against fast and agile opponents.
Barbed weapons pierce armor less well and are easily damaged, but cause wounds that heal badly.
We divide weapons into three groups according to the way of fighting: close, throwing and ranged. Some weapons can be used both as close and as throwing weapons.
Close weapons
We divide close weapons into three groups:
Slashing weapons
Slashing weapons include knives, daggers and swords. With the exception of the two-handed sword, all slashing weapons are one-handed. They are good for hitting and defending, but they do not cause very large wounds and are not suitable against heavier armor either.
First-strike weapons
The javelin and spear serve to keep the opponent at a distance and have the advantage of the first strike. Some types of first-strike weapons can also be thrown effectively.
Blunt weapons
Light blunt weapons (truncheons, staffs) cause only small wounds. They are suitable mainly when you do not want to kill your opponent.
Heavy crushing weapons (axes, maces, clubs, warhammers) require great strength, but they easily pierce armor and cause large wounds. Fighting with them requires a good deal of skill, because they are slow and unsuitable for defense.
Unarmed fighting
You will use unarmed fighting in situations where you do not want to seriously wound your opponent (a tavern brawl, a fight with guardians of order and the like), when you have no weapons, or when you specialize in unarmed fighting (then your hands and feet can be as deadly as swords or axes). If you want to be good at unarmed fighting (or at least improve your chances), you can learn the relevant feats of the fighting style.
Unarmed fighting, or rather unarmed defense, is the only maneuver with which you can defend against missiles if you have no shield.
Ranged weapons
Not everyone wants to face an opponent face to face, and this is exactly what ranged weapons serve best. They pose a mortal danger to absolutely everyone, because their hit is deadly and pierces even strong armor.
Besides warfare they are used for hunting (see woodcraft).
Throwing weapons
Throwing weapons can attack over shorter distances than ranged weapons, but they are often easier to hide and considerably faster (drawing takes much less time than loading).
Armor
Good armor will certainly save your life. Heavier (and harder) armors are better, but noticeably heavier (you must have great strength) and also more expensive. At first you may therefore have to make do with a leather jerkin.
With metal armors you must also take into account the so-called armor stiffness, i.e. a limitation that makes it harder for you to move in combat. So you need to consider carefully whether you want to be more mobile or more armored.
Shields
Shields are the best form of gear for defense. And because defense is the basis of survival, the shield is also the basis of the gear of most warriors. The vast majority of characters fight with it in the left hand while wielding the main weapon in the right. Shields are also the only weapons that protect against missiles.
Master weapons
In time you may also come across weapons made by masters or even grandmasters of the craft. These are harder and sharper than ordinary weapons. They are also perfectly balanced, which only experienced characters will appreciate, though.