The Huntington Campaign
Attack vs. Immobilized Opponent: +10 / -10 reflexive modifier. (See 4th ed. rulebook pg. 162)
Berserker Attack: Although found in the rulebook, the Berserker Attack is not used in the Huntington Campaign. A permissible alternative is to become impassioned in combat (i.e., attempting a passion roll, but only if its proposed application is realistic to the circumstances at hand).
Brawling & Grappling: This is considered uncouth among nobility. There is no set skill for this, and instead involves DEX and STR scores. (See 4th ed. rulebook pg. 155 & 173 ff.)
Defense: The decision to defend must be stated in the Determination Phase. The character is awarded +10 to his weapon skill for that round, and may divide it against multiple opponents. If the defender wins an opposed roll, no hit actually occurs. This tactic is not considered dishonorable and does not affect glory awards. (See 4th ed. rulebook pg. 164)
Dodge: The decision to dodge means that a character is completely throwing himself out of the way of an incoming attack. As such, he not resorting to a combat skill to protect himself. The defender makes an unopposed DEX roll (modified for armor, meaning no adjustment for clothing; -5 DEX for leather, cuirbolli or ring mail; -10 DEX for Norman Chainmail or better) and the attacker makes an unopposed weapon skill roll. A critical or successful dodge roll means the character avoided the blow and remains on his feet (regardless of the attacker’s roll). A failed or fumbled dodge roll means that the character fell down, being struck if the attacker’s roll was successful (damage is calculated in the normal fashion). (See 4th ed. rulebook pg. 155 ff.)
Double Feint: This is an agile tactic meant to confuse the opponent, permitting the attacker to strike an undefended or vulnerable area. This maneuver cannot be used with any type of flail, with a spear or jousting lance during a mounted charge, or with a great spear or halberd being used against a mounted and charging opponent. The decision to use a Double Feint must be stated at the Determination Phase. The attacker may be either mounted or unmounted, and his target may be either wearing armor or have a natural armor rating. The attacker first makes a DEX roll, modified by his worn armor (i.e., no penalty for normal clothing; -5 DEX for leather, cuirbolli or ring mail; -10 DEX for Norman chainmail or better). If the DEX roll is successful and the character wins the subsequent opposed combat roll, the target’s armor value is halved. If the DEX roll was a critical success then the opponent’s armor rating is ignored.
If the opponent is unarmored (and has no natural armor rating) then the attacker instead gains a +5 weapon skill if the DEX roll was successful, and a +10 weapon skill if the DEX roll was a critical success.
If the DEX roll is failed then the character misses entirely. The subsequent combat roll is made, but he does no damage if he wins the roll. If the DEX roll is fumbled then in addition to missing he dropped or broke his weapon in a manner that requires two rounds to retrieve.
Note that the armor value of supernatural armor that covers the entire body, such as Armor of Honor and Pictish tattoos, is not affected by a Double Feint.
If two people attempt a Double Feint against each other, both make a DEX roll and both may receive the benefits of the tactic in the subsequent opposed combat roll. The rules for the Double Feint are found on pgs. 156 & 165 of the 4th ed. rulebook.
Sneaking: Generally speaking, an attempt to sneak up on someone, or sneak past, is dealt with an
opposed roll between the DEX of the aspiring ninja and the Awareness of the one whose attention he hopes to avoid. For more details, consult 4th ed. rulebook pg. 156.
Surprise: A surprise attack grants the attacker a +5 skill bonus and the attack is considered unopposed. This is also considered dishonorable for knights and squires. (See 4th ed. rulebook pg. 162)
Throwing Objects & Missile Weapons: (from 4th ed. rulebook pg. 174): If the thrown object is a javelin then, naturally, the Javelin skill is used. Otherwise (as a general rule) one’s DEX is considered the attack skill. A critical success may indicate double damage, and a fumble may indicate that a nearby companion was hit instead. (See 4th ed. rulebook pg. 156)
A missile fire weapon (bow, crossbow, javelin, thrown rock, etc.) attacks with an unopposed roll. If the target has a shield, then the attack skill is at a -5 penalty, although the shield does not defend against any subsequent damage that may result from the missile weapon.
The use of missile fire weapons (such as bows, crossbows, slings, thrown rocks, etc.) is disdained by knights and squires because fighting at a distance calls their personal bravery into question. An exception is made for the javelin because it has a short-range as well as a noble history as a weapon of the Roman legions. If a knight or squire uses a missile fire weapon in combat (other than a javelin) then there is no penalty to his Honor score, but any Glory gained from defeating the opponent is only 1/10th the normal amount. This penalty applies even if the attacker also used melee weapons against the same foe.
Note that the knightly disdain for missile fire is in terms of combat only. It is considered perfectly fine to use such weapons when hunting. Also note that enchantresses, common soldiers, brigands, magicians and such are not knights or squires, and most will gladly use missile fire weapons (and incur no Glory penalties for doing so).
Unopposed Two-Handed Strike: A person may wield a one-handed weapon with both hands to strike for greater force. This can only be done with an unopposed attack, and only when the defender is unaware that the attack is being made (such as in a surprise situation or when asleep, unconscious or helpless (such as when restrained). Note that the usual combat modifications are applied to these situations as normal. The attack gets the same +d6 damage bonus awarded to two-handed weapons. If the attacker has to drop an item from his off-hand (such as a shield) in order to have both hands free when attempting this combat maneuver then the standard -5 penalty (from Multiple Actions) is applied to his weapon skill. (See 4th ed. rulebook pg. 164)