RULES COMPENDIUM:
NEW ADDITIONS:
* As a player you'll be able to resolve an entire fight in the span of one single sweeping post:
MELEE ATTACK
* Roll Attack Dice. Total your successes.
* Roll Defense Dice. Total your successes.
* Do the same for your adversary.
* Combatant with the highest total wins.
RANGED ATTACK
* Roll Attack Dice. Total your successes.
* Roll Defenders Defense Dice. Total the successes.
* Defender > Attacker in ranged situation, no effect.
RESOLVING SAVING THROWS
* When defeated the NPC/PC must roll their saving throw. This is determined by adding Toughness + Wounds. Tack on a -5% modifier for each success over the adversary.
* A Success indicates the NPC/PC lives to fight another day.
* A Failure indicates critical hits and possible death.
ATTACK INFO
* Roll a total of d100 as the first number of your Weapon Skill/Ballistic Skill total. Each roll under your statistic total counts as a success.
* Two Handed Weapons: +1 Dice to attack
* Exceptional Missle Weapons: +1 Dice to attack
* Strike Mighty Blow: +1 Dice to attack
* Additional Attacks: +1 Dice per additional attack
Note: For 'Epic Boss Fights' we may very well move to standard 2E rules. LITE combat rules are meant for quick resolution of simple fights.
DEFENSE
* Roll a total of d100 as the first number of your Toughness. Each roll under your statistic total is a success.
Attack/Defense successes cancel each other out.
* Light Armor: +1 Defense
* Heavy Armor: +2 Defense
Note: Use common sense. If you have a plate breastplate and the description says you get nailed in the chest, use heavy armor. Otherwise, don't. Play smart, have fun!
* Dodge Blow/Parry: + 1 Dice to defense
FUMBLES/77'S/01'S
* These apply as normal for any roll that requires the roll of a single d100.
* Spam rolls such as we'll do for Weapon Skill checks won't take any special modifiers into account. Success/Failure are the only two options. Let's keep things simple.