Table of Contents
Combat Damage and Injuries
Combat Damage Table
Slightly injured - down less than 20% of hp
Injured - down 20% to 50% of hp
Badly injured - down 50% to 75% of hp
Critically injured - down 75% to 100% but with 1 hp remaining
Unconscious/Dying - 0 to minus Con hp
Dead - hp has fallen below Con
Critical Hits
Critical hits occur when a character rolls a natural 18 or higher and hits the target by a margin of 5 or more after all adjustments. If the character scores a critical hit, he inflicts double damage dice, calculated before adjustments for strength, magic, or special circumstances.
Cover and Concealment
Concealment and cover work only against missile fire; cover also provides a bonus to saving throw rolls where an effect causes physical damage, like a fireball spell.
The amount of the target that is concealed or covered determines the penalty to any missile attacks made against the target.
Target is: | Cover | Concealment |
25% hidden | -2 | -1 |
50% hidden | -4 | -2 |
75% hidden | -7 | -3 |
90% hidden | -10 | -4 |
A target is impossible to hit when it is completely blocked from the archer by cover.
Line of Fire
A figure's line of fire is considered to run from the centre of its square to the centre of the target's square. If the line of fire passes through any part of a square containing an obstacle, the target is considered to be covered or concealed to some extent. The DM can decide whether the target is 25%, 50%, 75%, or 90% screened, or he can roll randomly if it is not clear. If the line of fire passes through a square containing a figure engaged in melee, the archer must use the rules for firing into a melee to determine where his shot goes.