The avoidance valueAs you might notice in the way it is written, this chapter is usually not part of rule book 2, but since it is easy to understand, you might well be interested. In accordance with the full rules you will have the possibility to avoid a strike in any given battle scenario. This avoidance (AV) needs a value, and this is determined similar to the long-range basic value. It is the result of: AV=CO+IN+AG/4. And again you just take the integer, not some rounding procedures to get you value.
In combat - AT and PAThe following is the same thing that you already know from the standard rules, so this will only be an overview.
The offender starts off the fight with an attack. That is, he thrusts or stabs his weapon into the direction of the defender. The success depends on a test he has to undertake, i.e. she rolls a D20 and the result has to be equal to her AT-value or less. Now there are two chances for a defender, if the offender succeeds (if he does not, they swap around and the defender becomes offender and the other way round): she may raise her shield or weapon against the offender's weapon, this is called parade (PA) or she may avoid (AV) the strike by making way. The parade or the avoidance roll is the same as the AT-roll, only she has to roll equal or less than PA or AV to succeed.
If the attack is successive, but the parade or avoidance
is not, than the overall attack succeeds, i.e. the defender is hit and
you have to calculate the damage done. This is the task of the following
passage. Now, only to remind you again, after the strike is over, the right
to attack swaps, i.e. the defender will be offender and the other way around,
no matter, if there was a hit or not. And this procedure repeats itself
after each strike.
Whenever the attacker hits, she has to determine what her weapon can arrange as damage. Most of the times this is a roll of a D6 with a number added according to her weapon. For example, the effect of a sword (HP: 1D+4) will be 5 to 10 hit points. From this amount of hit points you still have to subtract the defender's armour resulting not in the hit points any more, but in the damage points. The damage points are now subtracted from the life energy of the defender, before the battle rages on.
Armour (RP) and handicapArmour is employed in order to reduce the damage done by a lucky attacker. As we already told, after a breakthrough, i.e. successful attack, but failed parade or avoidance, you calculate the hit points. And then you have to subtract the armour points (RP) of the defender from the hit points, before you subtract this value as damage points from the life energy of the defender.
However, armour restricts your agility, so armour does not only give you armour points but also a handicap. This level of handicap must be taken into account for some talent tests, but also in combat. You have to subtract half the handicap from your AT and the other half of the PA-value. If you got an odd number for handicap, the higher value has to be subtracted from PA.