These amendments are still subject to change--comments welcome
The referee resolves all actions for the turn in whatever order he judges fair. He may grant initiative to those firing missiles into advancing enemies, or to those with the advantage of reach (in the first turn) or lighter weapons (in subsequent turns), or to those fighting on battlements above. Otherwise, initiative is determined by throwing a six-sided die per group, or per combatant (adjusting for dexterity), with the higher score gaining the first opportunity to attack that turn.
Magic spells can be cast successfully in the turn that melee is joined if the caster wins initiative; otherwise, the caster is interrupted and his spell is ruined before completion. While a spell caster remains engaged in melee spell casting is not possible.
A defender can forgo his attack to parry and cause an opponent to suffer a –4 attack penalty. Should his opponent miss despite this penalty the defender is allowed a counter-attack if equipped with a lighter weapon. However, should this penalty cause an attack to miss, a lighter weapon will be dashed from the defender’s grasp by a heavier weapon.
Note that several weapon weights have also been corrected: dagger 2lb, short sword 3lb, sword 5 lb.
Jousts are knightly contests scored as the best of three tilts. They are designated as non-lethal but injury or accidental death can occur. A fighter must possess armor, shield, helm, (at least one) lance, and a mount to participate.
A joust is scored as the best of three tilts in which two knights enter the lists and, separated by a tilt, make an unimpeded charge at one another with the objective of unhorsing the opponent. Each throws a single, simultaneous attack roll adjusted for the quality of his mount: destrier +8, war horse +6, riding or draft horse +2. On a hit throw two six-sided dice and consult the jousting table. For sport the lesser of the two dice indicates damage sustained; in war damage is the sum of both dice.
Table 2.10 Jousting
=================================== Jousting =================================== 1-6 1-6 1 2 3 4 5 6 ----------------------------------- 1 G G G G G B+U 2 G G G B B U 3 G G B B B U 4 G B B B B U 5 G B B B B U 6 B+U U U U U B+H ----------------------------------- G Lance glances off opponent. B Lance broken upon opponent. H Opponent struck upon helmet. U Opponent unhorsed.
Mounted Men Attacking: Mounted man-types (other than lancers) attack those on foot at +2. Charging lancers attack at +4 and cause 2-12 hit points of damage and use the jousting table to determine broken lances and unhorsing. Mounted war horses and giant wolves can also attack enemies on foot, having one attack roll per turn even versus normal-types.
Attacking Mounted Men: Man-sized characters on foot attack mounted man-types at –2.
Shooting at Mounted Men: Missile fire against mounted normal-types is likewise penalized by –2. A mounted heroic-type is subject to heroic-missile fire only on a six-sided die throw of 5-6; otherwise his mount is subject to that missile fire.
Any hit on a rider will unhorse him on a six-sided die throw of 6. He will crash to the ground and be stunned for the remainder of the turn and, if he throws 1-4 on a six-sided die, for all of the following turn in addition. Should a rider or his mount be slain he is likewise unhorsed.
Amendments to Aerial Combat:
Airborne artillery may be fired every other turn, while spells and missiles may be loosed each turn giving due consideration to air speed and weather conditions.
Large creatures can bombard ground targets by dropping rocks, logs, bodies, or similar missiles from above. These are treated as artillery attacks.
Missile fire from the air is always considered to be at long range and, against aerial targets, attack rolls are penalized by –4.
A mounted heroic-type is subject to heroic-missile fire only on a six-sided die throw of 5-6; otherwise his mount is subject to that missile fire. Should a rider be hit he is unhorsed with a throw of 6 on a six-sided die and will fall. Otherwise, a hit to his mount will maim a critical flight muscle with a throw of 6 on a six-sided die and cause it to crash to the ground.
Aerial melee attacks are made in passing clashes at a range of 1" (10 yards) with combatants being disengaged after each pass. Should a combatant lose the initiative he is unable to riposte that turn unless his speed and heading match his opponent's, or the combatants are otherwise held together.