New MLS Combat System.
 
s2  untrained.
s4  common soldier or warrior.
s5  sergeant or officer.
s6  champion
s7  hero
s8  master
Skill Levels: Character’s weapons skills can be roughly graded as follows: Turn Definition: Combat is fought in Turns. Each turn consists of three Rounds. Method: Each round both protagonists roll 3d6 and add their skill, plus any modifiers. Roll Results: A roll of 9 or less is a Fumble. 10-14 is a failure. 15-19 is a Normal Success. 20+ is a Critical success. Both Fail: If both combatants Fail then neither hits the other and the Round is over. Success Vs Failure: If one character Fails and the other succeeds then the successful character hits doing normal damage. A character who fails may not block with a shield or parrying weapon. Success Vs Success: If both characters succeed then the one who rolls highest wins and does normal damage. The loser, however, may block with his shield or parrying weapon. If both rolls are the same then the weapons clash together with neither hitting. Criticals: If a character Criticals against a Failure he does double damage with no shield or parrying weapon in the way. A Critical against a normal Success does double damage but the loser may still block with a shield or parrying weapon. A Critical against another Critical means the one who rolls highest wins and does normal damage, but the loser may still block with any shield or parrying weapon he has (i.e. exactly the same as Success Vs Success). If both rolls are the same then the weapons clash together with neither hitting. Fumbles: A Fumble is treated as a failure with one additional effect. A Fumble against an opponent’s Fail or Fumble means he has accidentally dropped his weapon (taking 1 round to pick up). Against a Success his weapon has been knocked out of his hand and away from him (taking 1 round next turn to pick up). Against a Critical the victor can choose where the weapon has been knocked (over a cliff, out the window, back behind him, etc.) thus further limiting the fumbler’s ability to retrieve his weapon. Natural 18s: A 3d6 roll of 18 (i.e. three 6s), regardless of skill, is a hit, a Critical, blocks any enemy attack, and ignores all armor and shields. This is just one of those bum luck hits that are possible regardless of either the player’s skill or the enemy’s roll, and which uncannily finds a gap in the enemy’s armor and hits a vital area. Only an enemy natural roll of 18 can block a Natural 18 attack. Even if the character is unable to do damage (because he failed a Shock Roll or is facing an extra attack) he will do damage in this case (e.g. he threw his sword up to defend himself and accidentally stuck it through the eyeslit of the enemy’s helm). Natural 3s: A 3d6 roll of 3 (i.e. three 1s) is always a Fumble, regardless of skill. Thus even the greatest warriors have a 1 in 216 chance of losing their weapon. Damage Levels: Damage is in levels. For a normal success roll 1d6 damage for every 2 levels, with odd levels adding an extra 1d3. If damage is doubled by a Critical then roll 1d6 for every level. E.g. damage of 5 is 2d6+1d3 for normal damage, or 5d6 for double damage. Hit Points: Damage is subtracted from the character’s current Hit Points. A character begins with a number of hit points termed the Total Hit Points (average human has 6). As damage accumulates his Current Hit Points are reduced, although his original Total Hit Points remains the same. By comparing the CHP to the THP the character’s state of health is determined. Thus 3 points of damage is quite substantial to a character with a THP of 4, but nothing to a monster with a THP of 15. Shock Rolls: When a Shock Roll is required the player rolls 2d6 and adds his character’s Body. If the result is 15 or higher he has succeeded. If the result is 14 or less he has failed. There are no Criticals or Fumbles for Shock Rolls. Below 50%: If the character’s CHP is below half his THP (i.e. damage is greater than half total hit points) when he takes any damage from any source he must make a Shock Roll. If he fails the roll he Reels Back, and is unable to attack next round (although he may dodge or block). Next round the shocked character still rolls, however if he gets higher than the opponent he merely blocks the opponent’s attack, and does no damage (except on a Natural 18). Below 0%: If the character falls below 0 CHP and fails his Shock Roll then he is unable to fight any further and collapses. If it is of interest (e.g. for player characters, lackeys, important NPCs, major villains etc.) a further Shock Roll decides whether he is dead (failed) or just unconscious (success). If the character is minor and insignificant (e.g. one of a bunch of attacking goblins) then the second shock roll is not needed. A character who turns out to be just unconscious may crawl away later, be given first aid or healing potions, or whatever. An unconscious enemy may turn up later (but not in the immediate future - he is badly injured). Below -50%: If a character ever falls below negative half hit points (i.e. damage 1½ times THP) he is definitely dead, no Shock Roll is required. Major and Minor Characters: The various levels of 50%, 0% and -50% differ slightly for major characters (player characters and important NPCs) and minor characters (nameless, faceless members of a mob, generally the enemy). A minor character suffers the appropriate effect when he reaches 50%, 0% or -50%. A major character must drop below these levels. For example, a battle consists of two player character fighters, both with 10 THP, fighting a horde of nameless barbarians, all with 8 THP. If the PCs take 5 damage points (so that CHP drops to 5) they do not have to make a Shock Roll, as their CHP has fallen to 50%, not below 50%. However if the barbarians, who are just faceless members of an NPC horde and therefore minor characters, take 4 damage they must make a Shock Roll, as their CHP has fallen to 50%. Likewise if the PCs drop to 0 CHP they keep fighting, they do not collapse until they drop into the negative. The barbarians, however, are dead at 0 CHP (they may survive in the long run, but they are nobodies so who cares). Position: At the beginning of each turn all characters are declared as being either Forward or Back. Forward is the normal position for fighters, and allows them to both attack and be attacked. Back is the normal position for mages and archers, and allows them to hurl missiles without being attacked. Obstruction: Each character Forward is able to obstruct two enemy characters from getting past or attacking the characters who are Back. Any excess enemy can choose a character Back to attack, effectively making that character Forward. Back characters brought Forward in this way may choose to obstruct 2 enemy characters from the others Back if they wish. New Attackers: During the three rounds of a turn no new characters may move in to the attack on either side. Thus if a character manages to kill or neutralise all opponents in less than three rounds the remaining rounds are lost. Extra Attacks: Characters with a high Dexterity (4-5) may have one extra attack in a turn. Such a character takes his extra attack before the normal three rounds. This is fought like a normal round, however if the defender gets a higher roll he simply blocks the attack and does no damage. If the enemy also has high dexterity and extra attacks these are fought normally (e.g. if both have 4 attacks then 4 normal rounds are fought). Even higher Dexterity (6-7), a rarity, can give 2 extra attacks. Some magical spells or potions may also increase (or decrease) the number of attacks. Multiple Attackers: No more than two characters may attack a single enemy unless they can attack him from both sides (up to the referee as to whether this can happen). If they can surround him up to four characters may attack a single enemy. When fighting multiple enemies a character suffers a penalty to his Combat Roll of -1 for each additional opponent, and may only attack one opponent per round. Similarly if his roll is a success but an opponent rolls higher he may only block one opponent with a shield or parrying weapon (although he may choose which after all rolls have been made). All opponents may attack him, but only those which roll higher than the character’s single roll are able to hit. The character only hits his selected opponent if he rolls higher than ALL his opponents. Note that a Natural 18 in this case automatically blocks all opponents and hits the selected opponent with double damage and no armor or shields, unless at least one opponent rolled a Natural 18, in which case combat is worked out normally.

For example, a character with a skill of 5 faces three opponents, and so suffers a penalty of -2 (for 2 extra opponents). He nominates the one opponent he is attacking this round and rolls a 14 on 3d6, thus getting a score of 17 (14 + 5 - 2). The opponent he is attacking gets a combat score of 14, the other two get 18 and 12. Only one opponent, the one who got a score of 18, is higher than he is, so this opponent hits and does normal damage. The character got a Success, and so gets his shield in the way (fortunately only one hit, if a second had hit he could only block one with his shield). The other opponents failed, with 12 and 14, and were lower than he was anyway. However as his 17 is not higher than all three opponents he does not hit his selected opponent.

Smaller Creatures: Smaller creatures may get more characters in to attack. Goblins, Gnomes and Halflings can attack with 3 characters against a normal humanoid. Against each other (e.g. goblins fighting halflings) the size effect is cancelled out and only two may attack. Similarly larger creatures may be reduced to a single character. Thus ogres, trolls and giants may only attack normal humanoids with one character. Conversely normal humanoids may fight large creatures three on one. Even larger creatures such as large giants and small dragons can be fought four on one or even more. If a number of enemies can attack the character, then the character can obstruct the same number of enemies (thus 1 human can block 3 goblins from getting past). Confined Spaces: When fighting in a confined space such as a doorway, corridor or tunnel there may be limitations on how many characters can be Forward. If this many characters are Forward, or enough are forward to obstruct all enemy who can fit, then the passage is completely blocked. For example if a corridor is only wide enough for two normal humanoids then one character can obstruct two enemies (and therefore all, as they can only come through two at a time) from getting past. Likewise two characters can only be fought by two enemies, no more. Thus being attacked by hordes of enemies is not necessarily bad if the party can get into a narrow defensive position. Long Weapons: If a character has a shorter weapon than his opponent he suffers a penalty of -1 to his roll. Length categories are listed below. Any weapon in a lower numbered category that the opponent’s weapon suffers the penalty, which is always -1 no matter what the length difference.  
 
Thick Leather Shirt 1 (0 against impact weapons)
Padded Shirt 1 (3 against impact weapons)
Studded Leather Shirt 2 (0 against impact weapons)
Chainmail Shirt 3 (1 against impact weapons)
Scale Shirt 4 (2 against impact weapons)
Breastplate 5 (4 against impact weapons)
Long Leather 2 (0 against impact weapons)
Long Padded 2 (5 against impact weapons)
Long Studded Leather 3 (0 against impact weapons)
Long Mail 4 (2 against impact weapons)
Partial Plate 6 (5 against impact weapons)
Full Plate 7 (5 against impact weapons)
Leather Helmet +1 (+0 against impact weapons)
Metal Skullcap +1 
Open-Face Helmet +2 (+1 against impact weapons)
Full Face Helm +3 (+1 against impact weapons)
 
    1. Fists and Knives
    2. Short Swords and Parrying Daggers
    3. Most Swords, axes, maces and clubs
    4. Shortspears, halberds, longswords and two-handed swords, axes, maces and clubs
    5. Longer spears and polearms.
Armor Hits: Each type of armor has a specific value. When a hit is made against a character this value is subtracted from the damage before it is applied. As a general rule values are as follows: Missile Attacks: Characters who are Forward but not fighting with the enemy, and characters who are Back may make missile attacks on any enemy who is Back or approaching the combat. Missile attacks may not be made on any enemy who is Forward, unless that enemy is not attacking or being attacked in close combat. Rounds: Missile attacks are treated like normal attacks, one per round. Likewise a higher Dexterity may allow 4 or even 5 attacks. Some weapons require rounds to be spent doing other things, like reloading (e.g. a Medium Crossbow requires one round loading between firing rounds). Defences: The target in a missile attack may defend in one of three ways. He may attempt to Dodge, Block the attack with a shield (parrying weapons are useless), or he may just stand and take the hit, hoping that the attacker will miss or his armor will protect him. Dodging: Dodging is like a normal defensive combat. A character may only Dodge if he is not shooting or attacking in any way, he may not Dodge and attack in the same round. The Dodge roll uses the character’s Dodge skill, although similar skills (Acrobatics, Martial Arts etc.) may be used instead. If it is not any higher Dodge is equal to Agility. If the Dodge roll is equal to or higher than the attack roll then the character has dodged the missile. Blocking: Blocking with a shield is like a normal defensive combat. The target may use his highest Combat skill, excluding any skill that does not allow the use of shields (e.g. 2-handed weapons). If the attacker hits and the Block roll was a success then the target has put his shield up. The missile still hits but the shield is added to the defence. Of course if the attack roll fails the missile doesn’t hit. Small shields are treated as parrying weapons and so are useless against missile attacks. Large shields give greater cover, and so provide a bonus of +1 to the Block roll. Blocking may be done even if the character is shooting or attacking this round. Multiple Attacks: I If shot at more than once a character may Dodge or Block only one of those attacks (he may choose which). Any subsequent attacks only depend on the attacker’s roll, and cannot be dodged or blocked. Standing: Standing requires no roll by the target. The attacker rolls and hits if he succeeds and misses if he fails. Missile Fumbles: A Fumble with a missile attack requires a further 1d6 roll. On a roll of 2-6 the bowstring has broken, the spear hit a wall and split, or some other mishap occurred to make the weapon useless. Of course this is the weapon and not the ammunition, however with javelins, rocks etc. the weapon and the ammunition is the same. On a roll of 1 the weapon is fine, but the nearest friendly character to the line of fire (if any) is hit by mistake (normal damage, armor but no shield). Natural 18s: A missile attack that rolls a Natural 18 (i.e. three 6s) is treated in the same way as a close combat attack. Any defence against a missile attack that rolls a Natural 18 always succeeds (even against an enemy Natural 18). Obviously a defence against a missile attack cannot do damage to the enemy (that’s stretching probability a little too far). Natural 3s: A Natural 3 (i.e. three 1s) is always a Fumble, regardless of skill.
 
Shield Hits: Shields have an intrinsic armor value, just like worn armor. When a shield is used to successfully block or parry an attack this value is subtracted from the damage. All shields except Small Shields may be used to block missile attacks by choosing the Block defence and succeeding in the roll. All shields and parrying weapons may be used to block close combat attacks if the character’s roll is lower than his opponent’s but he still succeeded. Shield Armor Values are as follows: Shield Damage:
 
Wicker Shield 3
Wooden Shield 5
Metal-rimmed Wooden Shield 7
Metal-faced Wooden Shield 8
Metal Shield 10
Parrying Dagger 5
 
Normally a shield has the strength to stop all damage from getting to the character. However this is not always the case. If damage done exceeds the shields armor value (even if the remainder is then stopped by normal armor) its armor value is permanently decreased by 1. If this ever falls to 0 the shield is destroyed.
 
 
 

 

 

 

 

 

Multiple Weapons: Humanoids have two arms, and some monsters have more. It will often occur that two or more attacks will be made at the same time. A two armed humanoid with a weapon in each may either use one weapon as a parrying dagger, blocking an attack if the enemy rolls higher but the character still succeeds, or may make two attacks, both attacks at -1 skill. Any creatures with multiple arms that can hold weapons may make multiple attacks with those weapons or use them to parry. For each additional weapon beyond the first used to parry a temporary bonus of +1 may be added to a losing roll. If the roll is a success with or without this bonus then any one weapon may be used to block the attack. For each additional attack beyond the first there is a penalty of -1 to ALL attacks.

For example, a four armed giant with a weapon in each hand may make four attacks at s-3 to all of them, parry with one weapon and make three attacks at s-2, parry with two weapons and make two attacks at s-1, or parry with three weapons and make one attack at normal skill. If one weapon is used to parry and the opponent rolls higher then a success (roll of 15+) allows one weapon to act as a shield. If two weapons are used to parry then a roll of 14+ will allow one weapon to act as a shield. If three weapons are used to parry then a roll of 13+ will allow one weapon to act as a shield.

Multiple Natural Weapons: Some monsters may attack with more than one natural weapon. In many cases this will be treated as a single attack (e.g. a warhorse kicking and biting). However if there is an option to attack with one weapon or more then the same rules apply as for multiple man-made weapon attacks. Secondary Weapons: Some creatures will have natural weapons such as claws, pincers and tentacles with which they can attack, plus a further weapon which can be brought in if these previous attacks are successful. These are termed Primary weapons and Secondary weapons. For example, a lion can swipe with one paw or attack with both paws making two attacks at -1, its paws being Primary weapons. However it may not use its bite, a Secondary weapon, as a singular attack. In order to use a Secondary weapon a creature must attack with both Primary weapons, and succeed in both those attacks. Only then is the victim firmly in the creature’s grasp to the point where it can use the Secondary weapon. In such a case the Secondary attack is an automatic success and does additional damage to the two Primary attacks. A failure of both or either Primary attacks prevents the Secondary attack from occurring. Another example of this is the giant scorpion, which has two pincer attacks (Primary) and a stinger (Secondary). When a victim is held by Primary weapons the creature may continue to hold the victim, doing damage with a Secondary attack automatically every round, or may release the victim. While holding a victim the Primary weapons cannot be used to attack or defend (including attacking the victim, and may slow down the creature. The victim may not attack the creature while it is held by the Primary weapons, but may attempt to break their hold by struggling, rolling on his Strength against the creature’s Strength (+1 for each limb holding the victim in addition to the first). If the victim rolls higher he takes no damage from the Secondary weapon (or the Primaries) this round, breaks free and can attack normally (and be attacked normally) next round. Weapon Types:
 
Swords A standard weapon, generally s+0, d+0.
Axes Heavier and so harder to use, but doing more damage. s-1, d+1.
Club As difficult to use as axes, but doing no more damage. s-1, d+0, Impact damage.
Spear Long weapons that can be used to Fend Off an opponent. s+0, d+0. Two-handed, and so shields cannot be used.
Two-handed Sword Large weapons that prevent the use of shields but do more damage. s+0, d+1.
Two-handed Axe Large weapons that prevent the use of shields but do more damage. s-1, d+2.
Halberd Heavy two-handed axe that can also be used for thrusting, and thus Fending Off. If used as an axe s-1, d+2, if used to fend off s+0, d+0. Shields may not be used.
Knives or Daggers s+1, d-1. Because they are short any longer weapon may be used to Fend Off the knife-wielding character.
Parrying Dagger Used on its own treat as a normal dagger. Used in conjunction with a longer weapon such as a sword the character has two options per round. He may roll one attack using the parrying dagger as a shield (i.e. if he loses but still succeeds his roll the parrying dagger’s armor value is subtracted from damage), OR he may roll two attacks, one for the sword and one for the dagger, both with an additional -1 penalty to skill (the dagger still suffers d-1, but does not get its ordinary skill bonus, so both weapons will be at s-1).
 
Missile Weapon Types:
Bows: All bows require two hands to use, so no shield can be used in the same round. Ordinary bows generally do a damage of 2 with no skill penalty. Longbows are harder to use than normal bows (s-1), but generally have a greater damage and/or armor penetration (damage of 3, OR d2 and AP5).

Crossbows: Crossbows, or Arbalests, can be carried into battle loaded (although they cannot be carried loaded while travelling). Light crossbows can be loaded by hand and so effectively count the same as bows (d2). Medium Crossbows require mechanical aids to reload, so a round must be spent before firing to load the weapon, but their damage is greater (d3). Heavy Crossbows require two rounds to load and have a damage of 4. These reloading rounds do carry over from one turn to the next, although the two loading rounds for heavy crossbows must be continuous.

Javelins: All throwing spears are heavy weapons that will do a damage of at least 3, however they are slow in flight and awkward to reaim, and so suffer a skill penalty of -1 against Dodge or Block defences.

 Miscellaneous Characters: Non-Player Characters (NPCs) are encountered regularly, and unless they are specifically relevant to the plot of the adventure they tend to be much the same. below is a list of standard miscellaneous characters. All common characters will usually count as minor characters, although a leader (e.g. a sergeant) with several of his men will probably qualify as a major character. The relevance of any character, and thus his major or minor status, is up to the referee, although player characters are always major characters.

Each weapon used by the character is given two values, skill and damage. Thus the Bandit has a skill of 2 and does damage of 2 with a bow (Bow s2 d2). Where no weapon is specified it is because only one weapon is used, or because a missile weapon is also being used (the missile weapon is named and in italics). The character’s THP are listed, as is his Body for the purposes of Shock Rolls. Thus the Bandit has 6 hit points and a Body of 2. Finally all weapons being used by the character are noted, including any armor values.

 
 
NPC
Ranged Weapon
Hand Weapon
Total Hit Points
Body
Equipment
Bandit: Bow s2 d2
s2 d2
THP 6
B2
Bow and Shortsword
Bandit Leader: Bow s3 d2
s3 d2
THP 8
B3
Bow and Shortsword
Barbarian Leader:  
s4 d3
THP 10
B3 
Sword Mail Shirt and Helmet (5) and Medium Shield (7)
Barbarian Warrior:  
s3 d3
THP 8
B3 
Sword and Medium Shield (7)
Centipede Giant:  
Bite s2 d1*
THP 12
B4 
chitinous armor (3)
City Bowman: Bow s4 d2
s2 d2
THP 6
B2 
Bow Padded Shirt (1/3)
City Guard:  
s3 d2
THP 6
B2 
Halberd Mail Shirt and Helmet (5) and Medium Shield (7)
City Sergeant:  
s4 d2
THP 8
B2 
Halberd Mail Shirt and Helmet (5) and Medium Shield (7)
Dark Elf Archer: Crossbow s5 d2
s3 d2
THP 5
B2 
Dark Elf Arbalest Long Elven Chain and Helmet (7)
Dark Elf Leader:  
s6 d2
THP 6
B2 
Spear Long Elven Chain and Helmet (7) and Large Shield (8)
Dark Elf Warrior:  
s5 d2
THP 5
B2 
Spear Long Elven Chain and Helmet (7) and Large Shield (8)
Dark Knight:  
s4 d3
THP 8
B3 
Lance Axe Full Plate and Helm (10) and Large Shield (8).
Dark Knight Leader:  
s5 d3
THP 10
B3 
Lance Axe Full Plate and Helm (10) and Large Shield (8)
Dark Knight Sergeant:  
s3 d3
THP 6
B2 
Lance Axe Partial Plate and Helmet (8) and Medium Shield (8)
Dwarf Crossbowman: Crossbow s4 d3
s3 d3
THP 10
B3
Crossbow and Long Dwarf Mail and Helmet (7)
Dwarf Fanatic:  
s4 d3
d+1
THP 10
B3 
B+2
Passion: Love of Battle s+2 Sword or Axe
Dwarf Leader:  
s5 d3.
THP 12
B4 
Axe Long Dwarf Mail and Helmet (7) and Medium Shield (8)
Dwarf Miner:  
s4 d3
THP 10
B3 
Pick
Dwarf Warrior:  
s4 d3
THP 10
B3 
Axe Long Dwarf Mail and Helmet (7) and Medium Shield (8)
Wood Elf Archer: Bow s5 d2
s3 d2
THP 5hp
B2 
Elf Bow
High Elf Archer: Bow s5 d2
s3 d2
THP 5
B2 
Elf Bow Long Elven Chain and Helmet (7)
Elf Leader:  
s6 d2
THP 6
B2 
Spear Long Elven Chain and Helmet (7) and Large Shield (8)
Elf Warrior:  
s5 d2
THP 5
B2 
Spear Long Elven Chain and Helmet (7) and Large Shield (8)
Giant Large (18ft):  
s1 d8
THP 21
B7 
Club or Fist
Giant Medium (12ft):  
s2 d7
THP 18
B6 
Club or Fist
Giant Small (8ft):  
s2 d6
THP 15
B5 
Club or Fist
Gnome Arbalester: Crossbow s4 d4
s2 d2
THP 8
B3 
Gnome Arbalest
Gnome Engineer:  
s3 d3
THP 8
B3 
Hammer
Goblin Archer: Bow s4 d1
s2 d1
THP 3
B1 
Goblin Bow
Goblin Boss:  
s5 d1
THP 5
B2 
Sword Mail Shirt (3) and Medium Shield (5)
Goblin Warrior:  
s4 d1
THP 3
B1 
Spear Medium Shield (5)
Goblin 
Wolfrider:
 
s5 d1
THP 4
THP 8
B1 
B2
Lance Medium Shield (5) - plus Wulf s3 d3
Halfling Archer: Bow s5 d2  
THP 7
B3 
Bow
Halfling Sergeant:  
s4 d2
THP 9
B3 
Halberd Long Mail and Helmet (6) and Medium Shield (5)
Halfling Warrior:  
s3 d2
THP 7
B3 
Shortsword Long Leather and Leather Helmet (3) and Medium Shield (5)
Knight:  
s4 d3
THP 8
B3 
Lance Sword Full Plate and Helm (10) and Large Shield (8).
Knight Leader:  
s5 d3
THP 10
B3 
Lance Sword Full Plate and Helm (10) and Large Shield (8)
Knight’s Sergeant:   s3 d3
THP 6
B2 
Lance Sword Partial Plate and Helmet (8) and Medium Shield (8)
Ogre:  
s3 d5
THP 12
B4 
Club
Ork Archer: Bow s4 d2
s2 d2
THP 7
B2 
Bow Padded Shirt (1/3)
Ork Sergeant:  
s5 d3
THP 9
B3 
Sword Mail Shirt and Helmet (5) and Medium Shield (7)
Ork Warrior:  
s4 d3
THP 7
B2 
Sword Leather Shirt and Helmet (3) and Medium Shield (5)
Ork 

Boar-rider:

 
s4 d3
THP 7
THP 10
B2 
B3
Lance Sword Mail Shirt and Helmet (5) and Medium Shield (7) + Boar s3 d4
Regular Sergeant:  
s5 d2
THP 8
B2
Halberd Long Mail and Helmet (6) and Medium Shield (7)
Regular Soldier: s4 d2  
THP 6
B2 
Spear Mail Shirt and Helmet (5) and Medium Shield (7)
Scorpion Giant:  
2 claws s3 d1 
THP 12
B4 
chitinous armor (5)
Troll:  
s4 d4
THP 12
B4 
Club. Trolls regenerate 1 hit point each turn unless dead.
 
**Sting (if both claws hit) auto hit d3*
* Poison Damage +1 HP per turn thereafter

 

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