General[edit | edit source]
Winning a Combat Round and Hitting[edit | edit source]
A character can attack any enemy located on his front within his Melee Range. Attacker and defender must roll 2D6 in an opposed roll and add their respective Combat Skill attributes. The character who gets the highest result (once all relevant modifiers have been applied), wins the combat round. If it was the defender, the attack simply did not succeed. If it was the attacker, he will hit his target and will roll for Damage.
Tie-Breaking[edit | edit source]
Ties in combat opposed rolls will be won by the character with the highest Agility . This rewards the fastest characters, who will more easily avoid hits or find the weaknesses of the opponent. In case of a new tie in Agility , the winner will be the one who uses a shield. If there is still a tie, the defender always wins.
Critical Failures[edit | edit source]
If a character gets a blunder result, the weapon used will immediately fall to the ground on the square occupied by his opponent. Then a breaking roll must be made to determine whether the weapon breaks (see the "Breaking Roll" section on Rulebook page 41). The location of the weapon shall be marked with the appropriate marker.
The character who got the blunder will be momentarily disarmed until he can pick it up or draw another weapon in a later turn. Picking up a weapon located in an adjacent square or in the same square occupied by the character who wants to take it, is a Quick Action. However, if this weapon is within the Melee Range of an enemy, the character must use an Action to try to pass an Agility test. If successful, the weapon will be recovered.
A critical failure while attacking means the end of the character's activation.
Pushing[edit | edit source]
If the attacker wins the hitting roll against an opponent of the same size or smaller, he may push him back to an adjacent empty square (including diagonally) after resolving the Damage roll. The pushed player will keep his facing. If there are no empty adjacent squares, the defender remains in the same place and takes 1 extra damage die from that attack.
A pushed character will fall, if there is a difference in height, into a Pit, precipice or obstacle existing in the square where it is pushed, suffering the corresponding effects.
Taking an Enemy's Position[edit | edit source]
When an attacker succeeds in eliminating an enemy, or simply manages to knock him down or push him, he may occupy the square abandoned by the defender, without considering it a move, and then change his facing as he wishes.
NOTE: bearing this in mind, a character who can carry out two or more attacks during the same turn may win a hitting roll, push an opponent and move to the square formerly occupied his enemy, and then make another attack against an enemy currently within his melee range.
Modifiers[edit | edit source]
Weapons[edit | edit source]
Some weapons have penalties when used for attacking, defending, and sometimes in both cases. This somehow represents how difficult it is to use each weapon in a specific situation(see chapter "Equipment" on Rulebook pages 48,49). For example: the axe reduces the user's Combat Skill by 1.
Cover[edit | edit source]
If there is an obstacle in the path of a melee attack (imagine an attack made diagonally with the corner of a wall or gate blocking the path), the attacker will apply a -1 penalty to his roll, regardless of whether it is light or heavy cover.
Flying Target/Attacker[edit | edit source]
Fighting from an Elevated Position[edit | edit source]
Attacks from Behind[edit | edit source]
If a character attacks from the target's back (or the target is Knocked Down), he will get +1 to his Combat Skill and the defender will not be able to use his shield.
Stationary Targets[edit | edit source]
Attacks against stationary targets (doors, furniture or characters affected by this condition) will not require a hitting roll and will automatically hit. If the target is a character, he will have his Armor reduced by -1.
Drawing a Weapon[edit | edit source]
Shielding[edit | edit source]
As soon as a character is attacked he may declare that he will try to use his shield to block the attack. That turn he can repeat all the rolls to try to block hits with his shield, but during his next activation he won't be able to attack or run.
Long Range Weapons[edit | edit source]
Certain weapons have a much greater range in Melee Combat (halberds, spears, greatswords), which means that the frontal Melee Range of the character using them is two squares long and not just one. An enemy must stop his movement in the usual way as soon as he enters the Melee Range of a character using one of these weapons, becoming engaged. If a character who attacks with a normal range weapon wins the combat round against an opponent with a long range weapon, he will advance to a square adjacent to his enemy, roll the Damage dice and then push him if he wishes to do so. Attacks with long range weapons may never be made through squares occupied by other characters or creatures, not even if they are allies. They cannot be made through squares occupied by heavy cover either. These weapons allow their users to engage their enemies without getting engaged themselves.This frontally expanded Melee Range will be a headache for enemies and a good way of supporting allies. However, characters using these weapons will suffer a -1 penalty to their Combat Skill when fighting an enemy in an adjacent square, losing their extended Melee Range as long as they remain in this position.
A character equipped with a long weapon may exercise a Melee Range of 2 squares from its front, it will engage all the characters that enter its extended Melee Range but this will not be canceled until an enemy character is adjacent to the wielder of the long weapon, either by winning a Close Combat result and advancing one square or remaining adjacent for another eventuality. This way you can engage as many enemies enter your front Melee Range of 2 squares and engage them all.
If by the result of another combat or a movement of a square in the Melee Range of a friendly character, an enemy character is adjacent to the wielder of a Long Range Weapon, it will nullify all its properties until the character equipped with it leaves being adjacent to enemy characters.
A character equipped with a Long Range Weapon will apply any additional abilities from his skills in the usual way, except that it will be done from 2 squares of distance, such as the skill "Fearsome". 
A character equipped with a Long Range Weapon cannot engage any character if he runs, nor use his extended Melee Range to enter enemy Melee Range, he must stop the movement within 3 squares of any enemy character while performing a Run Action. 
A character equipped with a Long Range Weapon will not be able to exert his extended Melee Range through Pits or slopes or obstacles that interrupt his Line of sight, such as furniture in your same height or corners of doors and walls. 
Alternate Rule[edit | edit source]
This rule is not additional but replaces the whole Long Range Weapon Rule. It was published as part of an Kickstarter Update.
The Melee Range for Long Range Weapons is 1 square as usual, but these weapons allow characters to attack enemies located 2 squares away (even on obstacles of height 1). The bearer can push as with the use of a shield and gets a -1 to Combat Skill against adjacent opponents.
- Unofficial FAQ 2020-08-23 https://dungeonuniversalis.miraheze.org/wiki/File:Hardcore_FAQ_Dungeon_Universalis-2020-08-23.pdf