Before a sample of a combat round we have to explain a few things
Combat Capacity
Combat Capacity is a representation of how competent a character is in combat and is measured in combat points.
A character's minimum combat capacity is equivalent with the skill value in the Fighting skill. If the character has a skill value of 10 in Fighting, the character has at least 10 combat points.
In order to extend beyond this amount, a character can increase his/her combat capacity beyond the points received from the Fighting skill through disciplines and specialties. However, these combat points are usually locked to a particular situation or some sort of weapon, and can only be used during circumstances that involve them.
Combat points are spent in a round on various different combat actions, whose amounts can differ from time-to-time. However, a character can never take more combat actions during an action round than the number of weapon actions a weapon or a shield has (see weapon descriptions), even if he/she has more combat points to spend.
The combat capacity is renewed after each action round.
Locked Combat Points
Depending on the specialties a character has, the specialty combat points are linked - locked that is - to combat actions that either utilize specified weapons or perform specified maneuvers and tactics.
Combat points that are linked a specific weapon cannot be used for combat actions with any other weapon. Combat points that are linked to a certain weapon group cannot be used with weapons from any other weapon group.
Example:
The character Fridgar has the skill value 6 in the Fighting skill, so when Fridgar is involved in combat he has 6 combat points.
Later in his career, the character Fridgar has skill value 9 in the Fighting skill, as well as level 1 of the Armed Fighting discipline and level 2 of the One-Handed Light Weapons specialty. The skill value for the Fighting skill first grants Fridgar 9 combat points, the Armed Fighting discipline grants him 1 more combat point for all combat actions when fighting with any manner of weapon (as opposed to fighting unarmed) and the One-Handed Light Weapons specialty grants him an additional 4 combat points for combat actions with one-handed light weapons.
When Fridgar fights with a one-handed light weapon he has 15 total combat points to use (9+1+4=14).
Should Fridgar use a weapon that is not included in the one handed light weapon category; he has only 10 combat points at his disposal (9 +1 = 10).
If he uses no weapons at all then he only has 9 combat points – his minimum from the Fighting skill.
Later on, Fridgar gets the first level of the Unarmed Fighting discipline and the Duel specialty, which combined grant him 3 additional combat points whenever he fights without any weapons at all. Whenever Fridgar fights without weapons he will have a total of 12 combat points to use (9+1+2=12).
Weapon Actions
Weapon actions have a limited number of uses per action round, according to which weapon and which shield are used. A character who uses a dagger in combat can use 4 weapon actions, while one using a two-handed sword can only use 2 weapon actions.
Sample of combat round
We use Fridgar from the previous sample.
Fridgar
Fridgar uses a sword and a shield.
Fighting (skill) SV 9 (combat points for sword + shield)
Lv1 Armed fighting (Discipline) +1 (Combat Points for sword + shield)
Lv2 One handed light weapons (speciality) +4 (Combat points for sword)
The 10 combat points from the skill and discipline can be used for both sword and shield he can distribute them how ever he choses
The 4 combat points the speciality can only be used for his sword.
Here are some of fridgars many options
[list=]He can use all 14 combat points for using his sword
He can use 10 combat points for using his shield (9+1) which leaves 5 for the sword
He can use 8 combat points for his sword and 7 for his shield or the other way around
He can use 8 combat points for one attack/parry with his sword and then another 7 for another attack/parry
And so on…[/list]
Fridgar is engaged in combat with a troll
(I only give the choices for Fridgar, not the troll)
Combat round 1
Fridgar is first in the initiative.
He decides to go for the attack and spends all 14 combat points on one attack (SV 14) and rolls the die. Success.
The troll tries to parry but fails.
Combat round 2
The troll wins the initiative and attacks (successfully) Fridgar with his club.
Fridgar decides to use 10 of his combat points for a parry with his shield (SV 10) (success).
When its Fridgars turn he has 4 combat points left and tries to attack the troll with SV 4 but misses.
Combat round 3
The troll wins again but misses his attack
When its fridgars turn he decides to use 8 combat points for one attack and 7 combat point for a second attack. Both attacks are successful. And since the troll used all his combat points for his failed attack he must take the damage without trying to parry.
Combat round 4
Fridgar wins the initiative and decides to use only 7 combat points for his attack (SV 7) and leaves the 8 for an eventual parry later on in the combat round. He fails the attack.
The troll attacks Fridgar successfully.
Since Fridgar left 8 combat points he now uses the for a parry (sword or shield).
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When starting to play Trudvang Chronicles you don’t have to have these floating combat point. Its easy to just put down the 2 or 3 combinations of SV
For instance if a character has a total of 20 combat points the player could write down a few combinations that he commonly will use
1: SV 12 and SV 8
2: SV 8, SV 6 and SV 6
3: SV 14 and SV 6
Each combat round the player decides which one of the combinations he will use.
As for wounds and armor its basically like:
A weapon makes damage points and the armor absorbs some or all of the damage points. The damage points that are not absorbed by the armor lowers the foes Body points.
Hope this will help you.
(The rules posted here might be a bit different in the release of Trudvang Cronicles)