Combat

Combat in the Cold Iron system aims to give a reasonable and interesting amount of fidelity and to avert the auto-attack fest that can be a part of other systems. The goal is to give the player a variety of interesting choices.

Initiative

At the start of each round, each combatant refreshes their AP pool. They then roll 1d20 and add their AGI, size, and encumbrance modifiers, as well as any other effects. A natural 20 roll goes first, and a natural 1 roll goes last. Combatants take turns in order from highest to lowest, and the GM decides ties.

Below is a table of creature sizes and corresponding initiative modifiers.

Creature SizeModifier
Tiny +4
Small +2
Medium 0
Large -2
Huge -4
Gigantic -7

Action Points (AP)

AP is used for everything from moving to swapping items to casting spells to swinging a sword. During your turn, you may act until your AP for the round is expended.

You may also reserve your AP to do one of three things when it isn't your turn, after you have already gone:

  1. Boost your Guard for 1 attack made against you, at a rate of 1AP for +1 Guard.
  2. Move, at a +1AP cost per tile on top of the base cost
  3. Shoot, Swing, Thrust, Kick, Punch or Throw

You may only perform one of these per round.

Movement

Each tile costs at least 2AP to move over. Difficult terrain will cost 3AP and may require an Acrobatics check to cross safely.

Attack Range, Attacks from Behind, and Attacks of Opportunity (AoO)

In general, creatures can attack targets within a 2m threat radius unless otherwise specified or possessing the means to do so.

When targets leave your threat radius you get to make one free Swing, Thrust, or Unarmed attack. In the case of the humanoid sapients, this unarmed attack is restricted to a Punch or Kick.

Moving within the threat radius (say, stepping to the side after making a Thrust) does not trigger an AoO. In this manner, it is possible to attack targets from behind, which gives a +4 attack bonus. However, when facing a target one on one, it will automatically face you unless you have the Fast Footwork perk.

Attack Rolls

To make an attack roll, roll 1d20 and add your MGT modifer if making a melee attack or your PER modifier if making a ranged attack. Your attack gets a bonus equal to the inverse of the target's initiative size modifier. Add any other bonuses or penalties. This combined sum must exceed the target's Guard.

Melee Combat

In a fight in the Cold Iron system, combatants perform Techniques. These include a variety of armed and unarmed strikes, throws, and weapon manipulation. When performing a Technique, unless otherwise stated the attacker must make an attack roll against the target’s Guard. Weapon techniques can only be performed with a weapon, while Unarmed techniques can be performed with or without one; after all, you can still kick people with a sword in your hand. All characters know the Basic Weapon and Unarmed techniques, but only a few learn one or more Advanced ones.

Grappling

There is a -2 penalty for each limb that you cannot use. For the purposes of grappling, having a shield, second weapon, or similar in the offhand counts as an unusable limb.

Dual-wielding

You get a +1 bonus to Guard in melee and a -1AP reduction to Swings and Thrusts as long as you alternate attacks between the main and off-hand. However, you take a -1/-2 penalty to attack with the main/off-hand, and the first attack still costs the full amount. The attack penalty is doubled for your off-hand if it isn’t holding a Light weapon.

Techniques

Techniques are the method by which player characters fight. They begin the game knowing all Basic and Universal Techniques. Advanced ones can be learned as characters grow in expertise and gain perks. Below, all technique qualities are listed in order of [Name, (AP Cost, Modifier(s) used)]. If a technique has Auto in its qualities, that means it does not need a dice roll to succeed.

Universal Weapon (Basic) Weapon (Advanced) Unarmed (Basic) Unarmed (Advanced)

Ranged Combat

Ranged combat lacks the variety of actions that can be performed when in melee: a fighter can shoot their weapon or throw something. Only thrown projectiles get a bonus to damage, which is equal to the thrower's MGT modifier.

Status Effects

Status effects can be applied to creatures at any time, but are typically applied in combat. They will generally last for only a few turns, and many can be broken earlier through successful skill checks.

Damage Types

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