Melee Resolution
Declare · Clash · Press · The Toll
The Melee Combat check is 2d6 + Melee Skill Mod. + Prowess Mod. Every roll also adds its situation.
Targetdeclare one every round, from among the combatants you are Engaged with.
Formchange it only while you hold no Momentum and no one holds Momentum over you.
Each declared target means a Clash between that combatant and their target, resolved separately. Two combatants who target each other share a single Clash.
Switching off a target you hold Momentum over gives up that Momentum.
Targeted by two or more: you are Swarmed.
the struggle for position and distance
Momentum persists. If you already hold Momentum over your target, skip the Clash with that target and go straight to the Press.
Both rollMelee Combat check + Reach (counts only in the Clash)
Seize Momentumthe higher total gains Momentum.
Tieno one holds Momentum; no press from this Clash.
You may only gain Momentum over your declared target. Winning a Clash against someone who targeted you stops their press, and nothing more.
Swarmed: lose any of the Clashes with opponents who have targeted you, gain +1 Fatigue.
From the rear: you lose the Clash without rolling.
one presses their advantage, the other tries to turn it aside
Only the combatant holding Momentum presses.
AttackMelee Combat check
DefenseMelee Combat check + Shield
Attacker winsa hit. Note the raw dice margin and go to The Toll.
Tienothing lands; the attacker keeps Momentum. An axe or halberd may damage the shield (V.14).
Defender winsthe attack fails; the attacker loses Momentum. Next round starts Neutral.
Order. Roll all presses at once; resolve them from the highest attack total down. Each press is settled in full, The Toll included, before the next.
A failed defense loses all Momentum held over other combatants.
From the rear: no shield on the defense.
the cost in blood or breath
DamageRaw margin + Prowess Mod. + Lethality
ResilienceToughness Mod. + Armor Value
Raw margin: the attacker’s 2d6 minus the defender’s 2d6, dice only. There is no damage roll.
Damage > Resiliencelose the difference in Health. Gain +1 Fatigue.
Damage ≤ Resilienceno Health lost. Gain +1 Fatigue.
Either way, the attacker keeps Momentum from a successful press.
A combatant can be dropped before the last attacker has pressed.
Fatigue is one point a round at most, however often struck or Swarmed. It is counted in the Aftermath.
After all presses are resolved, Melee Resolution is over for this round. Proceed to the Closing Phase.