Fate Combat

Eternal Crusade Combat Rules for Non Coded Combat.

How to Murder Your Friends and Enemies using the +Dice System.

For whatever reason you’ve decided that player and or that NPC needs to die. Well, good on you! Just follow the EASY steps, don’t deviate, and have a boatload of fun bathing in the blood of your enemies and drinking wine from their skulls that you bedazzled at Sunday Arts and Crafts.

Step One: Figure out your Physical AND Mental Stress. Both are important!

Physical Stress is determined by a base value of 10, adding your Brawn and Grace together, AND adding your armour value
Example: Gauvain has a Brawn of 2 and a Grace of 2 and wears Heavy Armour (Value 4.)
So Gauvain has 18 Physical Stress.
Similarly Mental Stress is the combined total of a base of 10, plusone’s Brilliance and Alacrity.
Example: Gauvain has a Brilliance of 3 and an Alacrity of 2.
So Gauvain has 15 Mental Stress.

You also have Two Defense Values, your Melee Defense or MD and your Ranged Defense or RD.
Your MD if calculated by adding a character's Weapon skill + Armor Value.
Example: Tavi has a Skill of 4 in Blades, and a Suit of Chain mail or Medium Armor for +3.
So 4+3=7
Tavi's MD is 7

RD is calculated by adding your Grace + Armor.
Example: Tavi has a Grace of 3, and Chain Mail for +3
So 3+3=6
Tavi's RD is 6.

  • Please note in the above examples you have to be Wearing and or Holding the items to get the benefits of them. If you have a Shield which confers a +1 bonus to defense, and you drop it or it is broken, you loose the +1 to your Defense values. Similarly if you are caught out of your armor, chances are you have minimal or no armor and thus get the appropriate values.
  • Casters can still cast while gripping weapon and shield or a two handed weapon.
  • Ranged weapons do NOT give you a defense value unless you have the Blunt skill (For Hand Cannons and Hand Crossbows) or Polearms (For Long Cannons or Muskets with the Short Sword bayonet).

Step Two: Combat Actions

There is only so much a player can do in a given combat. This section covers exactly that.
Each round a player has three actions they can take. These will be discussed below.
Talking: A player can talk at anytime during their turn, and this does not take up an action as it is considered happening DURING a player's actions.

Fight: A player may swing their weapon exactly once per round unless duel wielding (Both weapons must swing once), or the player has a Second attack, or is a Pole weapon that circumstances allow the second attack.
Move: A player may move at a walk, 30ft a turn (6 squares), or CHARGE 60 ft (12 squares). (See the Charge rule below) A player CAN move twice, but may not CHARGE twice.
Take Cover: A player may use one of their actions to take cover. This allows a +1 bonus to RD value for partial, or +2 to RD for Full. Story Tellers can determine what cover is what. Once in cover, a player is in cover until they declare they have moved from it with a move action.
Healing: A player may spend TWO Actions Healing.
Reload: For Crossbows, a player may reload for one of their three actions. For Powder, it costs TWO Actions to reload.
Draw: A player may Draw or Sheathe a weapon for one of their actions. Please note that DROPPING an item is free. So if you don't care about that Hand Cannon and have a Brace of them, you can drop it and maybe pick it up later.
Skill Use Not Mentioned above: Costs TWO actions.

CHARGE!! - A Charge is running in a straight line at a foe with intent on murdering them. When a player charges they MUST spend their movement action moving in a straight line, and cannot run a circle for a charge. They must have at least ten feet between them and their target, and they cannot stop for any reason. If a charge is successful, the player receives +1 to hit and +1 to damage. BUT A player may not get a second attack unless for duel wielding.

Step Three: Combat

Step Three A: Initiative.

Before combat begins everyone (including the npcs) rolls 1d10+alacrity to determine initiative.
Combat then takes place in turns with the highest rolls going first.
An NPC's alacrity is typically equal to his/her weapon skill rating.
If initiative is tied both go at the exact same time.
Certain actions such as the counter spell and shield block are interrupts and ignore initiative. These take part during the same turn as the action they are interrupting.

Step Three B: Individual Combats.

The first type of combat is when one individual is fighting One or More Players or NPC’s who are NOT in a group combat. This is a situation that could spell trouble for the PC involved!

Understand that in this scenario you, the PC get ONE attack. UNLESS you have two weapons or have purchased the 2nd attack with experience points (XP).

In Combat, a player attacks another player, or an NPC by rolling against their MD or RD depending on what they are attacking with. A player must get HIGHER than the Defense Value (MD or RD) to hit. A tie means it glances off armor, under means you miss or are parried by weapon or shield.

Damage is calculated by adding everypoint above the Defense value plus the weapon's damage.
Ivo is fighting d'Sierge. Ivo rolls against d'Sierge's MD, which is 7.
+roll 1D10+4. Ivo rolls a (5)for a total of 9.
Ivo is using a 1 handed weapon, which does 1 pt of damage. He rolled 2 points over the MD for a total of 3.
Ivo does 3 points of damage to D'Sierge.

Note: Roll of 10 on the D10 are considered Critical Strikes. This adds an additional +1 damage and gains the player a FATE point.

Example: Using the combatants above, d'Sierge counter attacks.
+roll 1d10+4. d'Sierge rolls a (10)for a total of 14.
d'Dierge is also using a 1 handed weapon which does 1pt of damage. Ivo's MD is also 7.
7 (Overage) + 1 (Crit) +1 (Weapon) = 9
d'Sierge did a total of 9 points of damage. Yikes!

When making two attacks, either due to having two weapons, or having purchased the second attack with Experience points, remember you must declare who you are attacking first. It can be two different targets, or the same.

In theory, a player can have THREE attacks, if they are dual wielding AND have purchased the second attack with experience points.
Example. A player has Grace 3, is duel wielding AND purchased Second attack. He/she may get a second attack with the weapon of his/her choice.

  • Please note a player does NOT need to purchase duel wield if they have a Grace of 3. If they purchase Duel Wield, and then raise Grace to 3, they wasted points and it will not be refunded.
  • If the player has two different weapons, the player MUST declare what the second attack is being used with. IE If Tavi is duel wielding a Hand Cannon and a Cutlass, he makes his attacks, for his 3rd attack he MUST state if he is attacking with the Hand Cannon or the Cutlass. If he's already shot the Hand Cannon he can only use it as a Blunt weapon, and cannot draw from a Brace for a third attack.
  • Second Attacks CAN be used to cast two spells that are not Advanced.

Step Three C: Group Combat

This one is fairly simple. Start by figuring out how many opponents are in the group. Then find out what skill level they are and compare those numbers to the chart below. This will give you a difficulty number to roll against. It is important to note that the MAX number of opponents in a given group is 5. If their number is greater than that, then create a new group. It is also important to note that only one group can fight at a time in Melee, but other groups of RANGED opponents CAN shoot in you. Like in single combat, remember damage is added AFTER you hit and is not apart of the to hit roll.

The Chart
Skill Opponents Total DR
0 1-2 4
0 3-4 5
0 5 6
1 1-2 5
1 3-4 6
1 5 7
2 1-2 6
2 3-4 7
2 5 8
3 1-2 7
3 3-4 8
3 5 9
4 1-2 8
4 3-4 9
4 5 10
  • Note only Matinga can appear in Skill 4 Groups. Don't worry, 5 is Legendary and nobody will ever fight groups of Skill 5 guys.

The final step is knowing how much stress each of those guys can take in combat. Whatever the base stress is for the opponent type, half it. For example, a Cardinal’s Guard has a skill of 2, with their typical Armour this creates a stress of 6. Halving that gives the guard a stress of 3. So for every three points of damage, you kill one Cardinal’s Guard.

How to kill in groups, or what do I roll?
To fight the group, you would roll your weapon skill vs the difficulty.
For Example. Brennart is fighting a group of 5 skill 2 soldiers. Yikes! He rolls against a difficulty of 8. For every point over 8, he does ONE stress of damage. To keep consistency, let’s say he’s fighting Cardinal’s Guards who in this case have a stress of 3. He rolls and gets an incredible 15! This means he did 7 Points of stress.
This kills two of the Guards, and wounds a third bringing the number of opponents down to 3! Well Done Brennart!
The next round sees the difficulty brought to 7. Brennart would then have to roll above an 7 to do damage.
However if Brennart had FAILED to beat the 7, he would take a point of damage for every point under 7 he has rolled.

**Please note that weapon damage IS added on to damage for group rolls.

Step Four: Damage.

It happens. Sometimes you just roll poorly and you get hit. Good news. Physical Stress is just that. Stress. You haven’t taken anything but bruises, maybe a minor cut, and some scrapes. The real problem is running out of stress. That’s when you get wounded.

For every point you take BEYOND your physical stress, you earn a Temporary Wound. There is no real formula for temporary wound creation. Simply figure an appropriate name for the thing and put it on your character sheet. Staff, if running the scene, will likely give you one. A good rule of thumb is, a cutting or piercing weapon will give you a wound that lasts one week. A blunt weapon will break an appropriate bone and give you a wound that will last around two weeks. These are the rules for scenes outside of DCS, so if you are in a DCS follow what it says. Also, a Storyteller may assign different heal times for a wound. Use that instead.

A player may take as many Temporary wounds as they have unarmoured Physical Stress. So in our example, Gauvain, with a Brawn of 2 and a Grace of 2, can take 4 Temporary Wounds but if he would then take a fifth he makes a death check instead.

This is your BASE Physical Stress without the starting 10. So Gauvain can ONLY take 4 Temporary wounds.

Dying sucks. Here’s how you find out if you are dead.
+dice 1d10+(brawn+grace) vs difficulty 7*. You may not spend FATE on this roll. This is purely between you, and whatever god your character worships. Good luck!
If you pass the roll your character is unconscious and the NEXT POINT OF DAMAGE YOU TAKE WILL KILL YOU. This means that if your party leaves you to the goblins for whatever reason, they will likely stick a literal fork in you and end you.
If you survive the death roll you earn a Permanent Trait related to that is related to the LAST temporary wound you earned.
If you fail the death roll your character is dead.


Temporary Wound Chart Based on Weapon

Coming SOON


Or How to kill the other by sticking them with the pointy end first.
There are really only a few types of weapons. One handed, Hybrid, Ranged, Pole, Great Weapons, Light Silver and Sidhe steel.

These are just that, weapons that can be wielded one handed. These types of weapons can be dual wielded and there are no special bonuses or negatives for them.
One handed Weapons do 1 pt of Damage.
Dual weapons provide a second attack but require a Grace of 3 to use.

Combat Healing

You can attempt to heal once per injury whenever it makes sense in the narrative. Its a healing check to achieve a target number based on the environment (4 for ideal conditions, 6 for most battle healing scenarios). 1 point of temp damage negated per success over.

Armour Up!

There are four types of armour. Minimal, Light, Medium and Heavy armour.

Armour Class Stress Examples
Minimal +1 Armoured Corset or Leather Jerkin, or a Gambeson
Light +2 Boiled leather, or mail shirt
Medium +3 Full set of chain mail, Lorrica, Coat of Plates/Brigandine or a Breastplate
Heavy +4 Full Plate and Heavy Lorrica

Shields add a +1 to armour, as well as allowing players a special action to negate damage from a single attack. To do, this spend a FATE point then roll 1d4+0 on the chart below. (for Sidhe steel weapons, roll 1d4+2)

  1. All Damage absorbed, no negative effects
  2. Damage Absorbed, but you do no damage on the next attack (If you have two attacks the second is unaffected.)
  3. All Damage absorbed, no negative effects
  4. All Damage absorbed but the shield is DESTROYED.
  5. (Only used when the opponent is using Sidhe steel) All damaged absorbed, shield is destroyed and you take a temporary wound (broken arm); for NPCs, this is incapacitating
  6. (Only used when the opponent is using Sidhe steel) Shield is destroyed, arm or hand behind it is severed; for NPCs, this is fatal


Tavi is wearing medium armour (armour value 3). He has a sword skill of 4, and a grace of 3. He has a physical stress (brawn + grace) of 5. His Ranged Defence is 6 (Grace + Armour). His Melee Defence is 7 (Melee Skill + Armour). His hitpoints are 18 (base 10 + physical stress + armour).

Tavi is advancing on an enemy to his front armed with a missile weapon. He is attacked by a Short Bow which has a damage of 1.

Bad Guy rolls 1d10+2 for a total of 9! That is 3 above Tavi's ranged defence.

Tavi takes 3 points of damage, plus 1 given the enemy's weapon (short bow). Tavi is now at 15 hitpoints (down from 18.)

However, Tavi is still not close enough to engage, and the bad guy gets another shot at him.

Bad Guy rolls 1d10+2 for a total of 4. He doesn't get above Tavi's ranged defence of 6 and misses the mark!

Tavi can now engage the enemy in hand to hand. Bad Guy is skill 2, and is wearing a mail shirt (Armour value 2). Bad guy thus has a Melee Defence of 4. Since he is a mid-level NPC of some importance, his HP are his physical stress (2 brawn + 2 grace) and his armour - total HP of 6. This is a 'Tier 2' enemy.

Tavi attacks with his sword, rolling 1d10+4 for a total of 10. This is a whopping 6 above Bad Guy's Ranged Defence (of 4), +1 damage for the sword. This sends him down and puts him out of the fight.


There will be many NPC's, mostly opponents you come across in battles. NPC's who are armed with shields gain ONE free shield absorption. Similarly the GM gains a Dark FATE to be used every time a PC uses a FATE point. These can be used to add +2 to an attack, for a Reroll, a shield absorption or other nefarious GM related things. Please keep in mind, some NPC's are treated as Staff run PC's (Teleko, the Powerful Man, Reist, Old Things as examples) and have their own FATE pools on TOP of anything earned by Dark FATE. These special NPC's are not held in the same rules as using FATE and can use FATE multiple times for stunts or Attributes but may not use a Stunt or Attribute gain on the same turn as each other.

A few NPC's who shall not be named have a Trait called: Cheat.
This means that once a turn they may do an action that benefits them but doesn't hurt a PC. These are all supernatural NPC's so the Cheat can be anything form Weapon Breaking to simply throwing a PC out a window into moat. (See? That didn't hurt!) If this is used on a PC that PC earns a FATE point.

A few NPC's have a Trait called: Smarter than Any of Us.
This means that something the GM didn't think of would likely have been thought of by the NPC because they are insanely intelligent and we, even as we GM's are Mere Mortals. (Except Snoopy who is flawless.) If this trait is used, the player who would have thwarted him or her earns a FATE point.

NPC's (Not Staff NPC's) who can use Dark Fate can use FATE just like any PC, this means that they can only use Dark FATE to add a bonus, a reroll, a trait or a stunt ONCE per scene. (See chart below for what Stunts and Traits NPC's posess) Keep in mind that NPC's are supposed to be difficult to defeat, or at least provide the challenge for the DCS or scene.

> Quick NPC Bestiary <-
Click above for a Quick NPC Bestiary.

Type Stunt Trait
Goblin Chief Rapid Strike None
Goblin Warchief Powerful Strike Unrelenting
Bandit Leader Flanker None
Bandit Lord Weapon Master Opportunist
White Hall Champion Powerful None
White Hall Thane Weapon Master Champion
White Hall Jarl Weapon Master Favored by the Gods
Matinga Champion Unstoppable None
Matinga Warchief Powerful Force Warrior Culture
Soldier Leader Weapon Trick None
Soldier Champion Weapon Trick Soldier
Soldier Noble Weapon Trick Noble

Astute players will note that some of these are ill-defined, and are intentionally done so. This is so that players can come up with compels as well as storytellers having more flexibility with stunts.

- PCs & Big Plot NPCs (Teleko, Prince Mikael etc…) get full 10 HP + phys stress + armour
- Boss NPCs / Trusted Companions (Captain of the Guard, your subordinate knight or officer) get phys stress + armour
- Average NPCs use the Group Combat rules; get (physical stress + armour) / 2

Mass combat is when two groups consisting of One Hundred or more soldiers clash on the field of battle. Those UNDER 100 should be done in group combat rolls, with PC's battling groups and command rolls given to coordinate attacks with NPCs.

Rules here: fate-crusade-mass-combat

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