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AoC DM Screen

This document provides rules for combat and encounters in a fantasy role-playing game. It includes tables for rolling dice to determine effects on defenders in combat. It also provides stats and descriptions for different creatures that can be encountered, including armor class, hit dice, attacks, defenses, and comparison creatures for determining combat outcomes. The document outlines the order of battle and phases of combat, including determining surprise, initiatives, movement, missile attacks, spellcasting, and melee rounds. It also provides additional rules for grappling, disarming, mounted combat, and conditions like being stunned.

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0% found this document useful (0 votes)
24 views8 pages

AoC DM Screen

This document provides rules for combat and encounters in a fantasy role-playing game. It includes tables for rolling dice to determine effects on defenders in combat. It also provides stats and descriptions for different creatures that can be encountered, including armor class, hit dice, attacks, defenses, and comparison creatures for determining combat outcomes. The document outlines the order of battle and phases of combat, including determining surprise, initiatives, movement, missile attacks, spellcasting, and melee rounds. It also provides additional rules for grappling, disarming, mounted combat, and conditions like being stunned.

Uploaded by

rogrex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Roll TWO dice:

• Score UNDER total shown


on the table means
NO EFFECT

• Score EQUAL to total


means defender must
FALL BACK 1 MOVE

• Score OVER the total


shown above indicates that
the DEFENDER IS KILLED

Characters below Hero level


cannot roll on this table. Hero –
1 characters may attempt
fantasy combat, unless the
required roll to hit for a Hero is
12.

* May withdraw from combat if opponent dice score is NO EFFECT


@ Note that other magic users are at lesser values
For combat against men and smaller creatures, as well as special combat abilities, see the section pertaining to each particular type.

If there are two or more opposing


Wizards, determine which is the
stronger magician (by casting dice if
necessary). The stronger magician can
successfully cast a counter-spell with a
2d6 score of 7 or better, while a weaker
magician needs a score of 8, 9, 10 or
11, depending on his relative strength
(Seer, Magician, Warlock, Sorcerer,
Wizard, in increasing order of power).
Thus, a Seer attempting to counter the
spell of a Wizard needs to roll an 11 on
2d6 to counter the spell. A counter-
spell fully occupies a magician's
powers—he can cast no other spells
that round.
CREATURES AND COMBAT SPECIAL RULES
Creature AC HD Atk Def FC GRAPPLING
Ape-Thing (Ogre) Ogre Make an unarmed attack
Basilisk 4 6+1 Arm. Ft. Hvy. Hrs. roll, ignoring armor (vs. AC
Black Pudding 2 10 - - - 9). If successful, each side
Cockatrice 6 5 Arm. Ft. Hvy. Ft. rolls 2d6+ Fighting
Demon, Master 2 15-16 Hvy. Hrs. Hvy. Hrs. Balrog Capacity. Tie=both sides
locked and immobile. If one
Demon, Minor 4 7-9 Arm. Ft. Arm. Ft. Ogre side wins, Loser thrown off
Demon, Mod. 3 10-12 Hvy. Ft. Hvy. Ft. Djinn and stunned (as below).
Dire Wolf/Cat 5 4 Hvy. Ft. Hvy. Ft. Roc
Dragon 2 8-12 Hvy. Hrs. Hvy. Hrs. Dragon UNARMED COMBAT
Elemental 2 8-16 Arm. Ft. Arm. Ft. Elemental Attack as Dagger -1.
Gargoyle 2 4 Arm. Ft. Arm. Ft. - Damage 1d6. Monks treat
Ghast 5 4 Hvy. Hrs. Hvy. Hrs - unarmed strikes as armed
Ghoul 6 3 Lt. Hrs. Hvy. Hrs. - per the character class.
Giant 4 10-13 Arm. Ft. Arm. Ft. Giant
DISARM
Giant Bird 4 3+1 Lt. Hrs. Hvy. Hrs. Roc
Attack vs. AC 2. Success=
Giant Serpent 3 8 Hvy. Hrs. Hvy. Hrs. Roc defender save vs. Dragon
Golem 2 8 Hvy. Hrs. Hvy. Hrs. Elemental Breath or disarmed. Disarm
Gray Ooze 4 3 - - - is the only thing that can be
Green Slime 3 3 - - - attempted in a turn.
Lycanthrope 3 4 Arm. Ft. Hvy. Ft. Lycanthrope
Man-Thing (Orc) 5 3 Hvy. Ft. Hvy. Ft. - MOUNTED COMBAT
Pygmy (Goblin) 6 1 Lt. Ft. Lt. Ft. - Mounted warriors gain +1 to
strike those on foot. Horse
Sea Monster 2 15-16 Hvy. Hrs. Hvy. Hrs. Dragon
and Rider attack. Lt., Med.
Serpent Men 4 1-10 Arm. Ft. Hvy. Ft. - horses as mace, Hvy. as
Skeleton 8 1 Lt. Ft. Hvy. Ft. - flail. Disarm to unhorse and
Spectre 3 6 Hvy. Hrs. Hvy. Hrs. - stun rider (as below).
Vampire 2 7-9 Hvy. Hrs. Hvy. Hrs. -
Wight 3 3 Lt. Hrs. Lt. Hrs. - STUNNED (1d6)
Wraith 3 4 Hvy. Hrs. Hvy. Hrs. - 1-2: not stunned
Yellow Mold - - - - - 3-5 Stunned 1 round
6: Stunned 2 rounds.
Zombie 8 2 Hvy. Ft. Hvy. Ft. -

ORDER OF BATTLE
1. Determination of Surprise, Initiative, and any other encounter reaction. Retreats, routs, and fighting
withdrawals begin. Spell effects carried over from earlier rounds take place.
2. Projectiles, Spellcasting, and/or breath weapons in initiative order. Those with split move and fire may
movement (up to ½ move distance as in step 4) and then loose. Magic-users cannot move or direct a mount and cast
a spell in the same round. Casting magic-users struck by projectiles or engaged in melee lose their spell. Anyone
receiving damage such that their Hit Points are reduced to zero (0) or less are dead or unconscious and may take no
further action in the round.
3. Both sides move or take some action. Characters on either side can only move ½ their movement distance and
engage in melee or other activities in the same round unless they charge. Split move may move their other ½
movement distance.
4. Characters within melee distance fight 1 round of melee.
5. Spells that were started in steps 2-3 take effect.
7. New round begins.

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