TEXT: Empire of the Petal Throne Combat Reference Sheet
  LIKELIHOOD OF SPELLS WORKING
  Level I:
  Level II:
  Level III:
  40 percent chance that a spell does NOT work
  Level IV:
  30 percent chance that a spell does NOT work
  Level V:
  20 percent chance that a spell does NOT work
  Level VI:
  15 percent chance that a spell does NOT work
  Level VII:
  10 percent chance that a spell does NOT work
  Level VIII:
  5 percent chance that a spell does NOT work
  Level IX, up
  0 percent chance that a spell does NOT work
  60 percent chance that a spell does NOT work
  50 percent chance that a spell does NOT work
  TABLE I: MEN ATTACKING MEN OR OTHER CREATURES
  DESCRIPTION
  1-3
  4-6
  7-9
  10-12
  13-Up
  1
  19
  16
  13
  10
  7
  2
  18
  15
  12
  9
  6
  3
  Plate Armour 
  17
  14
  11
  8
  5
  4
  Chainmail and Shield
  16
  13
  10
  7
  4
  5
  Chainmail
  15
  12
  9
  6
  3
  6
  14
  11
  8
  5
  2
  7
  Leather Armour
  13
  10
  7
  4
  2
  8
  Shield Only
  12
  9
  6
  3
  2
  9
  No Armour
  11
  8
  5
  2
  1
  DEFENDER'S 
  ARMOUR 
  CLASS
  ATTACKER'S LEVEL AND 20-SIDED DIE SCORE NEEDED TO HIT 
  (unadjusted for bonuses)
  Plate Armour and 
  Shield of Iron / Steel
  Plate Armour and 
  Shield of Chlén-hide
  Leather Armour and 
  Shield
  TABLE II: NONHUMANS, ANIMALS, ETC. ATTACKING MEN OR OTHER BEINGS
  20-SIDED DIE SCORE NEEDED TO HIT BY BEING'S HIT DICE LEVEL:
  1 or less
  1+1
  2-3
  4-5
  6-7
  8-9
  10-11
  12 and up
  1
  18
  17
  16
  15
  14
  13
  12
  11
  2
  17
  16
  15
  14
  13
  12
  11
  10
  3
  16
  15
  14
  13
  12
  11
  10
  9
  4
  15
  14
  13
  12
  11
  10
  9
  8
  5
  14
  13
  12
  11
  10
  9
  8
  7
  6
  13
  12
  11
  10
  9
  8
  7
  6
  7
  12
  11
  10
  9
  8
  7
  6
  5
  8
  11
  10
  9
  8
  7
  6
  5
  4
  9
  10
  9
  8
  7
  6
  5
  4
  3
  DEFENDER'S 
  ARMOUR 
  CLASS
  DAMAGE DICE
  NUMBER OF HIT DICE DEFENDER CAN TAKE:
  1
  1+1
  2-3
  4-5
  6-7
  8-9
  10-11
  12 and up
  I
  1
  1
  1
  1
  1
  1
  1
  1
  II
  1
  1
  1
  1
  1
  1
  1
  1
  III
  1
  1
  1
  1
  1
  1
  1
  1
  IV
  2
  1
  1
  1
  1
  1
  1
  1
  V
  2
  2
  1
  1
  1
  1
  1
  1
  VI
  3
  2
  2
  1
  1
  1
  1
  1
  VII
  3
  3
  2
  2
  1
  1
  1
  1
  VIII
  4
  3
  3
  2
  2
  1
  1
  1
  IX
  4
  4
  3
  3
  2
  2
  1
  1
  X
  5
  4
  4
  3
  3
  2
  2
  1
  ATTACKER'S 
  LEVEL
  Turn = 10 Minutes
  Combat Round = 1 Minute
  Surprise: 1 or 2 on d6 indicates that the 
  OTHER party is surprised (No surprise if 
  both roll 1 or 2)
  Initiative: High roll wins for side
  Natural 20 = Double damage; if followed 
  by 19 or 20 then target is instantly killed. 
  Double only dice of damage – add the 
  bonuses just once.
  Missile Weapons:
  Long range: UP one level on table.
  Close Range: DOWN one level.
  See 722, p.32 for weapon ranges.
  Typical Weapon Damage = 1d6
  Daggers and light missiles = 1d4
  Battleaxes, flails, maces, pikes, halberds 
  etc. = 1d6+1, require Strength of 80+
  N'luss sword = 1d6+2, Strength 90+
  Broadsword and dagger user: Two attacks 
  per round, each -1 to hit.
  Dying Blow: Combatants always get to 
  strike during any combat round in which 
  they are engaged. If slain before their turn 
  they get to take an attack as their “dying 
  blow.”
  MORALE
  1
  1+1
  2-3
  4-5
  6-7
  8-9
  10-11
  12-up
  30
  8
  7
  6
  5
  4
  3
  2
  1
  25
  9
  8
  7
  6
  5
  4
  3
  2
  20
  10
  9
  8
  7
  6
  5
  4
  3
  10
  11
  10
  9
  8
  7
  6
  5
  4
  5
  12
  11
  10
  9
  8
  7
  6
  5
  PERCENTAGE 
  REMAINING
  2d6 SCORE NEEDED TO FIGHT ACCORDING TO HIT DICE 
  LEVEL:
  Empire of the Petal Throne Combat Reference Sheet version one 08/01/2008 Jon Hancock
  
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