Combat
Combat is the heart of Steel Age. It is resolved through contests of control, pressure, and timing — not hit-point attrition. Fatigue is often the real killer, and Steel Age rewards positioning, coordination, preparation, and knowing when to disengage.
Steel Age combat is simpler than it looks. Most exchanges resolve in one or two opposed rolls. If one combatant already holds Momentum, many turns reduce to a single opposed roll. Everything else in this chapter handles the exceptions.
Steel Age combat is built around opposed rolls and control of the melee. Each round moves through three phases: the Opening Phase is for setting order, movement, and preparation before blades bind; the Melee Combat Resolution Phase is where engaged fighters clash and press; and the Closing Phase is for repositioning once the exchange has played out, ending with Aftermath where fatigue and end-of-round effects are applied.
In melee, the Melee Combat Resolution Phase has two steps: the Engagement Clash and the Momentum Press. First, engaged combatants declare targets and resolve the Engagement Clash; the winner gains Momentum over their declared target. Second, only a combatant with Momentum may initiate a Momentum Press against that declared target; the defender rolls to resist. In fights with multiple combatants, all Momentum Press rolls are made, then resolved from highest Momentum Attack Total to lowest — because the quickest press can break another fighter’s control before they can act.
If a Momentum Press succeeds, the hit lands and damage is resolved immediately as part of that same press. Steel Age does not use a separate damage roll. Instead, determine the attacker’s margin using only the raw 2d6 dice from the roll that produced the hit (ignore all modifiers), then add weapon lethality and relevant attributes to form a Damage Total against the defender’s Resilience. If Damage Total exceeds Resilience, the defender loses Health by the difference; whether or not Health is lost, a successful hit also adds fatigue.
Momentum can persist. If you end a round with Momentum over a foe and nothing causes it to collapse, you begin the next round still in control so long as you remain Engaged with that same foe. In that case you do not roll a new Engagement Clash against them — you proceed directly to Momentum Press. Momentum collapses immediately if you fail any Momentum Defense, disengage, or otherwise lose the conditions that allow it to persist.
Fatigue is always applied in the Aftermath and does not affect rolls until the next round. This keeps the exchange fast and decisive while still letting exhaustion accumulate. When Health reaches 0, resolve the Trauma Check immediately; survival means the combatant becomes Incapacitated and begins bleeding out unless stabilized.
Combat Scale
A combat round in Steel Age is approximately five seconds. Combat may be run on a 5′ × 5′ grid or abstracted to relative positioning. Most combatants occupy a single space. Combatants have a facing dividing their space into front and rear vectors — rear attacks are tactically significant.
- Difficult (mud, rubble, deep snow, shallow water): each 5′ costs 10′.
- Treacherous (ice, steep wet stone, unstable debris): treat as Difficult. Moving more than 5′ under pressure may require an Acrobatics & Movement check (CM 8). Hard failure may cause Prone.
- Obstructed (barricades, collapsed masonry, dense thorn growth): cannot be crossed without a plausible route or GM-called check.
Terrain changes the cost of movement, not the basic rules of engagement. Movement granted by combat procedures still pays terrain costs.
- Clear: No special combat penalties.
- Low: No automatic penalty; GM may rule that fine identification or precision shots at distance are unreliable.
- Poor: Cannot Aim at unilluminated targets. Sight-based ranged attacks suffer −2 unless target is clearly illuminated.
- None: Treat as Blind with respect to that target.