Bohemian Rhapsody
Current Saga Year
1271 AD
       
Saga Mythic Europe Ordo Hermei Lusus
       
General Rules
  Initiative Staff Load
  Combat Rules from Lords of Men Horse Armor  
     
       
Initiative
 

During a combat sequence, it is possible for a combatant to change the weapon used; in some cases, this should result in a change in Initiative as well. For example, a warrior armed with an axe becomes disarmed during a fight, and he attempts to bash his opponent with his fists. Because fists have slightly reduced Initiative compared to an axe, the warrior's Initiative should drop by one for this next action.

Thus, while the core ArM5 rules state that Initiative "is determined once for the whole combat, and then remains the same", this could lead to some undesirable results. The rule should be stated in a modified fashion, that Initiative is rolled once for the whole combat, and is modified according to the specific action(s) in each round of combat.

This change implies that Initiative should be tracked not as a fixed number, but as a number plus a modifier. Each die roll should be listed, followed by the appropriate modifier for the weapon used, or in some cases, for the spell, power, or other determinant appropriate for that character.

So, for example, Player A, armed with a sword, rolls a 5, Player B, armed with a dagger, rolls a 7, and Player C, armed with a pole arm rolls a 2. The Initiative results would be listed as 'A 5 +1'; 'B 7 +0'; and 'C 2 +3'. If nothing changes, Player B would act first, followed by Player A, and Player C last.

If Player A drops her sword and casts a spell later in the combat, her Initiative would change to '5 +x' where x = her relevant Qui + Finesse - Encumbrance + modifiers total. Let's assume that in this case, x = 3. Player A's Initiative is now an effective 8, and she now acts before Player B.

In many cases, such changes will take effect in the following round, but in some situations, a change could alter Initiative in the current round. In such cases, it is important to remember that Initiative doesn't back up; a character who has a higher Initiative than the current Initiative point in the round can only act at the current Initiative point.


Staff Load
 

The Melee Weapons Table on page 176 of the core rules lists the Load of a Staff as 2: equal to a Pole Arm, Flail, or Great Sword, but twice the Load of a Short Spear (which is essentially the same size and weight). This is absurd. In the Bohemian Rhapsody Saga, the Load of a Staff is 1, the same as for a Short Spear.


Combat Rules from Lords of Men
  Many of the Optional Combat Rules given in Chapter 9 of Lords of Men are quite appropriate, and will be used in the Bohemian Rhapsody Saga. Some of the rules are already, in effect, being used by reason of common sense (many Fast Actions, for example, have always been treated as such in the Saga). The following are the specific rules that will be used, with notes for any modifications or adjustments:
    Combat Rounds and Initiative for non-Combat situations (already in use)
Reactions, Extended Actions, and Fast Actions
Delaying Actions with Option for Interrupting Actions
      Fast Casting as Interruption
Tactical Movement, including obstacles, barriers, difficult terrain, and hazards
Engaging & Disengaging with options
        No Engagement for Missile Combat
No Missiles While Engaged in Melee
Defenders as Interceptors
Reckless Disengagement
    (characters may make a missile attack while engaged using Reckless Disengagement, making the missile attack instead of moving)
    Condensed Notation for Combat Scores (programmed into Saga Scribe)
Attacking, including options:
      Ready Missiles
Constriction Attacks
Interrupting a Charge
    (note that although missile attacks may be used to interrupt a charge, they will not engage the charging character, and thus may not be able to influence the charge)
    Defending, including options:
      Defense When Unarmed and Helpless Characters
No Defense for Missile Weapons
Diceless Defense may be used at the Storyguide's option for NPC characters, including Group Combat
    Evasion (programmed into Saga Scribe)
Lasting Consequences of Serious Damage and Mitigating Deadly Wounds
      (in some cases have already have been used in the Saga)
an additional Saga Rule for these Options will be that one or more Aging Points may be applied to Presence or any Physical Characteristic in lieu of a Minor Flaw (depending on the type of wound)
    Mounted Combat will be used, including options:
      Shock of the Charge
Defensive Bonus for Moving Horses
Vaulting into the Saddle
    Battlefield Situations will be used (and in some cases already have been); but one note is needed: a horseman charging down a steep embankment does not get an additional Higher Ground bonus, he gets an additional Ride roll as a reaction to maintain the horse's movement without tumbling.
    Option: Non-Lethal Combat will be adopted with minor adjustments
    Advanced Group Combat will be used with several significant changes:
     

Accelerated Group Training is not available as stated; Group Training accumulates Training Points equal to the Leadership Score of the group leader during each season in which the group trains together (this requires a Season of Work or Forced Practice as a group; Martial Abilities, Brawl, Athletics, or Profession: Soldier are applicable Abilities)

Morale and Discipline checks (and Rally checks) use the Group Training Bonus in place of the Leadership Ability of the Leader. In effect, the bonus could be as high as the Leadership Ability score, for a highly-trained Group, but may be less than that. Even a great leader can only do so much with ill-trained troops. This does mean that untrained groups are more likely to become disordered or even rout, but native Bravery or experience with soldiering may help overcome this limitation.

Inspirational and similar Virtues add a bonus to Morale checks and to Rally checks, but not to Discipline checks. The bonus to Rally checks applies even if the Group is disordered due to a Discipline check failure.

The Profession: Soldier Ability adds to Discipline checks, but not to Morale checks. Use the lowest Ability score in the Group as a bonus. Experienced soldiers will be able to respond to situations that stress Discipline more effectively than inexperienced soldiers, and this is independent of the Leader's skill or Group training.

  Armor & Weapons rules will be used generally, including options for The Clash of Weapons and Complex Armor Design.
  Rules for Complex Armor Design will be modified somewhat because the stats given for helmets are inconsistent with a core principle of Complex Armor Design, which is that putting armor on more critical areas gives a higher Protection Bonus than putting equivalent armor on less critical areas. Since the head is a very critical area to protect, even an iron cap should give some increase in Protection (and should have some load associated; anyone who has ever worn a helmet will realize that).
The following adjustments will be used for head protection:
  Head Armor Protection Load Perception Penalty Cost
  Cap, Iron +0.5 0.5 0 Inexpensive
  Coif/Camail +1 0.5 0 Expensive
  Helmet, Open +1 1 -1 Standard
  Helm +2 +2 -3 Expensive
  Bascinet +2 +1 -2 Expensive, Late
   
 

Although lamellar armor is described as being equivalent to scale armor, that is not historically accurate. Byzantine lamellar armor was equivalent to mail in terms of protection to load ratio, and in some ways superior. So lamellar armor of good quality will use the stats for mail; lesser types of lamellar could be rated as similar to scale armor.

 

Horse Armor
  Since barding may make an appearance in the Saga, and with the addition of Complex Design rules for armor, we will need similar rules for barding.
 
Type Face Mane Neck Chest Sides Croup/Flanks Load Factor
Padded
0
0.5
0
1
0
0.5
1.5
Reinforced
0
0.5
0
1.5
0
1
1
Boiled Leather
0.5
1
0.5
1.5
0.5
1
1
Mail/Lamellar
1
1
1
2
1
1
0.5
Plate & Mail
2
2
1
2
1
1
0.5
Plate
2
2
2
3
1
2
0.5
   
 

Terminology
Caparison: a cloth covering over the horse; caparisons may include cloth over the face and neck (with holes for the eyes and ears of the horse), or may only drape from the withers down. Caparisons are loose below the shoulders and flanks, but sometimes trail close to the ground. The parts around the legs typically descend in strips to allow the legs freedom of movement
Champron/Chanfron: armor protecting the face of the horse
Crinet: armor protecting the mane and possibly neck of the horse; a partial crinet only protects the mane (more common until the Late period)
Crupper: armor protecting the hindquarters and flanks
Flanchards: Late period armor protecting the sides of the horse around the saddle
Poitrel/Pectoral: armor protecting the chest and shoulders of the horse

 

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Guide Icon
Guide for Players
(pdf)
a two-page quck guide to the basic stuff for those who are new to Ars Magica
 
 
Guide Icon
Summary of Hermetic Guidelines
(pdf)
a listing of all guidelines for Hermetic Magic as applicable to the Bohemian Rhapsody Saga