Combat

Melee

A good overview of melee combat can be found here (note, I am making at least one change, since toughness is limited it can reduce both strength and number of success from damage): Melee

Notable styles (for proficiencies)

Note: To simplify early combat each player will begin each proficiency with 2-3 basic maneuvers (such as parry, thrust, swing), when they are in a town with a trainer they can spend time to learn other more complex maneuvers (feint, trip, block and strike, etc.)

Case of Rapiers (two rapier)
Cut & Thrust (Light sword + off hand arming glove, buckler or defensive dagger)
Dagger
Doppelhander (very large 2 handed swords)
Escrima
Greatsword/Longsword
Kenjutsu
Kenjustsu: Dai-Sho
Mass Weapon & Shield
Modifi ed Tools
Open Hand (martial arts)
Pole-arms
Pole-axe
Pugilism/Brawling
Rapier
Saber, Scimitar, Messer
Sword & Shield
Wrestling
Spear and Shield
Trident and Net

Ranged

Ranged combat works slightly differently. As soon as a character has prepped his weapon for fire (nocked the arrow, cocked his arm to throw his knife, loaded a bolt, etc.) he receives his proficiency into his missile pool. At the start of his next round he will receive his Aim score into his Missile Pool if he does not shoot right away.

All ranged weapons have the following properties:
Preparation time – the number of rounds it takes to get a weapon ready to fire. A ranged weapon can be used during the second exchange on the round it is ready to fire.

Cost to reduce prep time: A set number of Missile Pool dice that can be used to make a role (reflex vs. TN) to reduce prep time (normally by 1 round)

Target number: Target number missile attack is rolled against before adjustments

Effective ST: Strength of the weapon used for damage calculations

Damage rating: Weapon damage rating

Range: Point blank (+1 dice)/Short(no change)/medium(-1 dice)/long (-3 dice)/extreme (-5 dice), in short or point blank range you may target any part of the body with a -1 die penalty for any section outside to torso. For longer ranges 2d6 will be rolled to select which area is targeted (I will provide the chart for this), characters may set aside dice to modify hit area up to 1 spot per die.

Condition Modifier
Target moving toward shooter -1 die
Target moving away from or laterally to shooter -2 dice
Target moving away erratically -3 dice
Attacker is moving -1 die
Attacker is moving fast and/or erratically -3 dice
Dim lighting -1 die
Twilight or shooting into bright light -2 dice
Night -3 dice
Poor weather -1 to 3 dice

Notable styles (for proficiencies)

Bow (all types)
Crossbow
Darts
Sling
Spear/Javelin
Thrown knives
Thrown axes
Thrown rocks/other

Terrain rolls

Reduced to its most basic form, a terrain roll is this:
The player declares that his character wants to do something other than attack, defend or parry that is not otherwise covered by a combat maneuver. The Seneschal assigns a TN for the
attempt, and the player removes as many dice as he likes from his CP, rolling them against
that TN. As long as he achieves at least one success, he succeeds.

Occasionally a terrain role will be required because of conditions (trying to stand on ice) in which case failure will generally result in you being knocked prone. Sometimes terrain roles will be opposed (such as wanting to push an opponent back during combat) in which case you must when a contested check. I will provide a general terrain roll chart.

Combat

The Divine Right of Kings Braden