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HMG Combat Flowcharts

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HarnMaster Gold: Melee Attack Resolution



Attack

Declaration

(inc. Target,

aiming, weapon

aspect)









Defence

Declaration

(inc. Target,

aiming, weapon

aspect)









Skill Tests

(NB Physical Penalty,

Encumbrance, Special

Penalties, Aiming mods,

Weapon Comparison,

Close Mode, Prone Mods,

Outnumbers mods)









Attack

Resolution

(consult relevant

table, jump to

relevant flowchart,

then return here)









Tactical

Advantage?

(NB Only 1 allowed

House Rule:Test

Initiative ML)









CS MS MF

(Any legitimate

(May not use same

(May not use same

CF

Weapon/Aspect (No TA)

action) Weapon)

combination)

HarnMaster Gold: Strike Delivery

Strike

Location





Calculate

Effective Impact

Impact – Armour









Is EI end?

NB Other body parts at

GM discretion









Knockback?

Impact > Str?

 Back 1 Hex, Stumble







Armour Damage

Rule Not yet in use

HarnMaster Gold: Block

Defender Tries

to Parry?

Y



Blocker tests Weapon

ML N

Modified by weapon comparison

table, treating attacker +s as –

Defender -ves



CF

Success MF





Blocker only

Parry checks for

No Weapon Damage

If CS Blocker TA damage,

followed by ATA







Weapon Damage



Melee weapon

Body Part



Lower WQ checks A*1

If enchanted, only check if other weapon is also enchanted strike on

5 x current WQ

Opposing weapon enchanted, this one not = -10 penalty

body

CF = destroyed part

MF = 10% damage, WQ reduced by 1





No damage Some damage



Higher WQ checks

If enchanted, only check if other weapon is also enchanted

5 x current WQ

Opposing weapon enchanted, this one not = -10 penalty End

CF = destroyed

MF = 10% damage, WQ reduced by 1

HarnMaster Gold: Unarmed Combat

Hold Already

N Obtained?





Grapple Attack

Enter Foes Hex

Modify ML by target body

Y

part





Neither Party get One Party gets

Hold Hold

Return to an adjacent

hex TA – must be used to

exploit or abandon Hold



Both Parties get

Hold

Remain in same hex

Turn Ends









Exploit Hold

Let Go

Break Free

Strike

Squeeze

Take

Throw

Maintain



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