8 \begin{order*
}{To derive to-hit value from AC and THAC0
}
9 \item The basic to-hit is $H =
\textrm{THAC0
} -
\textrm{AC
}$. \\
10 \item If $H <
2$, add up to
4. \\
11 \item If $H >
20$, subtract up to
4. \\
12 \item If $H >
30$ still, subtract up to
4 again; etc. \\
13 \item Conversely, if $H < -
10$, add up to
4, etc. \\
14 \item If $H$ is negative, use $
2$ and add $-H$ bonus to damage. \\
17 \begin{tabular
}{\shade lMr
} \hlx*
{hv
}
18 \tt{Range adjustments
} \\
19 \th{Range
} &
\th{Adj
} \\
\hlx{vhv
}
22 Long & -
1 \\
\hlx*
{vh
}
25 \begin{tabular
}{\shade lMrMr
} \hlx*
{hv
}
26 \tt{Cover adjustments
} \\
27 \th{Cover
} &
\th{Soft
} &
\th{Hard
} \\
\hlx{vhv
}
28 None &
0 &
0 \\
\hlx{+
}
29 Quarter & -
1 & -
2 \\
\hlx{+
}
30 Half & -
2 & -
4 \\
\hlx{+
}
31 Three-quarters & -
3 & -
6 \\
\hlx{+
}
32 Full & -
4 &
\hbox{---
} \\
\hlx*
{vh
}
35 \begin{tabular
}{\shade cccccMr
} \hlx*
{hv
}
37 \multicolumn{4}{c
}{\th{Class/level
}} &
\th{Monster
} & \\
38 \th{M-U
} &
\th{C/T
} &
\th{F
} &
\th{D-H
} &
\th{HD
} &
\th{THAC0
}\\
\hlx{vhv
}
39 \multicolumn{4}{c
}{Normal man
} & &
20 \\
\hlx{+
}
40 1--
5 &
1--
4 &
1--
3 & & Up to
1 &
19 \\
\hlx{+
}
41 & & & &
1+ to
2 &
18 \\
\hlx{+
}
42 \06--
10 &
5--
8 &
4--
6 & &
2+ to
3 &
17 \\
\hlx{+
}
43 & & & &
3+ to
4 &
16 \\
\hlx{+
}
44 11--
15 &
\09--
12 &
7--
9 & A &
4+ to
5 &
15 \\
\hlx{+
}
45 & & & B &
5+ to
6 &
14 \\
\hlx{+
}
46 16--
20 &
13--
16 &
10--
12 & C &
6+ to
7 &
13 \\
\hlx{+
}
47 & & & D &
7+ to
8 &
12 \\
\hlx{+
}
48 21--
25 &
17--
20 &
13--
15 & E &
8+ to
9 &
11 \\
\hlx{+
}
49 & & & F &
\09+ to
11 &
10 \\
\hlx{+
}
50 26--
30 &
21--
24 &
16--
18 & G &
11+ to
13 &
9 \\
\hlx{+
}
51 & & & H &
13+ to
15 &
8 \\
\hlx{+
}
52 31--
35 &
25--
28 &
19--
21 & I &
15+ to
17 &
7 \\
\hlx{+
}
53 & & & J &
17+ to
19 &
6 \\
\hlx{+
}
54 36 &
29--
32 &
22--
24 & K &
19+ to
21 &
5 \\
\hlx{+
}
55 & & & L &
21+ to
23 &
4 \\
\hlx{+
}
56 &
33--
36 &
25--
27 & M &
23+ to
25 &
3 \\
\hlx{+
}
57 & & & &
25+ to
27 &
2 \\
\hlx{+
}
58 & &
28--
30 & &
27+ to
29 &
1 \\
\hlx{+
}
59 & & & &
29+ to
31 &
0 \\
\hlx{+
}
60 & &
31--
33 & &
31+ to
33 & -
1 \\
\hlx{+
}
61 & & & &
33+ to
35 & -
2 \\
\hlx{+
}
62 & &
34--
36 & &
35+ up & -
3 \\
\hlx{vh
}
67 \begin{order*
}{Striking
}
68 \item Attacker must be at least half size of defender. \\
69 \item Damage is $
1 +
\delta S$ (or $
0$ if pulled). \\
70 \item Stunned if $t =
\dice{1d20
} - C' >
0$. (Monster $C =
2\times
72 \item If stunned, SvDR $+
4 -
\delta S$ or knocked out for $t$ rounds. \\
73 \item \emph{Haymaker
}: Lose initiative, $-
5$ to hit: $-
4$ on SvDR, and no
77 \begin{order*
}{Wrestling
}
78 \item Wrestling rating $w =
\lceil L/
2 \rceil +
\delta S +
\delta D +
79 \textrm{basic AC
}$. \\
80 \item Monster $w =
2 \times \mathrm{HD
} +
\textrm{basic AC
}$. \\
81 \item Multiple wrestlers: $+
1$/$+
5$ for each with less/more than
83 \item Compare $
\dice{1d20
} + w$; $
\textrm{grab
} \to \textrm{fall
} \to
85 \item Pinned: SvDR or take $
1 +
\delta S$\,hp damage; WR $-
3$ (or more). \\
90 \begin{order*
}{Naval combat
}
91 \item Magic and giant monsters: usually
1 hull point for each
5 hit
92 points, rounding down. \\
93 \item Each
10\% of damage or
10\% loss of rowers reduces speed by
10\%. \\
94 \item Dead in water at
75\% damage; sinks at
100\%. \\
95 \item Grappling: at $
50'$ or less; successful
2 in
6 or by mutual
97 \item Ramming: THAC0
19; modify for weather, man
\oe uvrability etc. \\
98 \item Boarding: $-
2$ on hit rolls and AC during boarding round. \\
99 \item Repairs: five crewmen required;
1\,hp per turn up to half damage, fails
103 \begin{tabular
}{\shade lMcMc
} \hlx*
{hv
}
104 \tt{Ramming damage
} \\
105 \th{Vessel
} &
\th{Ship
} &
\th{Creature
} \\
\hlx{vhv
}
106 Small galley & (
\d{1d4
} +
4)
\times 10 &
\d{3d8
} \\
\hlx{+
}
107 Large galley & (
\d{1d6
} +
5)
\times 10 &
\d{6d6
} \\
\hlx*
{vh
}