Combat
Combat will be an opposed roll of the attacker's successes versus the defender's successes any positive successes adds to the number of die rolled for damage; zero or negative means no damage was done.
Weapons have several factors to them: Reach(R), Weapon Speed(WS), Attack(AT), Defense(DF), and Damage(DAM); many of them also have several special abilities.
Reach: The optimal range for the weapon; the difference between the reaches of the two weapons is an advantage for one of the combatants. If one combatant is successful but the other isn't, then the winner gets the advantage.
Example: A dagger has a reach of 0, a broad sword has a reach of 2; as long as the swordsman keeps successes (parrys count) he keeps the daggerman at a -2d6 penalty on his attack rolls (but not parries); if at any time, the daggerman succedes the penalty is lost; if the daggerman succedes and the swordsman fails, then the swordsman would get the -2d6 penalty.
Initiative: The speed of the weapon; initiative is 1d6+Reflex+Weapon Speed.
Once you act, subtract 10 from the initiative; if the number is still higher than or equal to the lowest first initiative of any of the other initiatives in the combat, than you get a second attack.
Attack: This is the success number for this particular weapon i.e. an attack number of 4 means success on a 4,5,or 6.
Defense: This is the success number for parrying. (same as the attack number.
Note: 1/2 of the Damage number is added in d6 to the parry pool, round up. (a Broadsword has +5 damage, so you get a +3d6 on your parry pool)
Damage: This is the bonus die added to your strength and success margin for rolling damage. (if you have a +3 strength and make 2 successes over your opponent with a Broadsword you would have 10d6 base damage roll)
Specials can be anything from possible armor piercing to bonuses on damage versus knockout.
Here is an example:
Broadsword: R:2, WS:-2, AT:5, DF:5, DAM:+5, Special: +1/2d6 on DAM for every pt of opponent's armor.
So anyone fighting you with a reach of less than 2 may gain penalty die.
Your initiative roll would be 1d6+Reflex-2
You get a success on a 5,or 6 on the die.
You get +3d6 on your parry and a success on a 5,or 6.
You get Strength+5d6 on base damage (8d6 if you have a STR of +3)
The special ability means that if the opponent is wearing chain armor(protection 3) you get a bonus of +2d6 on your damage.
I have added a Weapons and Armor pdf in hopes this will help to see how combat works
