Skip to content
The Well of Daliath
Menu
Menu

CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 07 Combat Q&A pages 206-225

Official Answers by Chaosium

This covers Chapter 7, pages 206-225

Contents
  • Part 1: Chapter 07 Combat Q&A pages 191-206
  • Part 2: Chapter 07 Combat Q&A pages 206-225
  • Weapons (page 206-216)
    • Explanation of Headings (page 207)
      • Correction
    • Weapon Types (page 207)
      • Questions
    • Hammers, Maces, & Clubs table (page 209)
      • Correction
    • Axes (page 210)
      • Questions
    • Swords and Daggers (page 210)
      • Questions
    • Hammers, Maces, and Clubs (page 210)
      • Correction
    • Spears (page 211)
      • Questions
      • Tridents
    • Missile Weapons
      • Thrown & Melee skills for same Weapon
    • Rates of Fire (page 211)
      • S/MR rates of fire by DEX SR (unengaged)
      • Questions
      • Range (page 213)
    • Bows and Crossbows (page 213)
      • Questions
    • Javelins, Spears, and Darts (page 213)
      • Questions
      • Thrown & Missile Weapons Damage Bonus (page 213)
      • Clarification
      • Questions
  • Armor (page 215-219)
    • Armor Table, page 215
      • Part of Second printing corrections
      • corrections
    • Armor (page 216)
      • Clarification
  • Shields (page 217)
    • Explanation of Headings (page 218)
      • Correction
    • Shields as passive armor
    • Shield size vs Missiles
    • Notes on Shield Use (page 218)
      • Correction
    • Shield Attacks (page 219)
      • Questions
      • Shield & Weapon Attack
      • Dodge & Shield Attack
  • Mounted Combat (page 219-220)
    • The Lance (page 219)
      • Correction
  • Fighting in Phalanx Formation (page 222-223)
    • Questions
  • Other Combat Rules (page 223-225)
    • Closing
      • Questions
    • Subduing
      • Part of Rune Fixes 1
    • Disarm
      • Part of Rune Fixes 1
    • Attacking From Advantage or Disadvantage (page 223)
      • Other Situations
      • Positioning Bonuses
      • Attacking from behind
      • Attacking from higher ground, not mounted
      • Attacking in [semi] darkness?
    • Grappling (page 224)
      • Questions
    • Knockback (page 224)
      • Dodging or Parrying Knockback
    • Two Weapon Use (page 224)
      • Part of Second printing corrections
      • Part of Rune Fixes 2
      • Cumulative Parry Penalty
      • Why would anyone use a two-handed weapon vs two weapons? 
    • Intervening in attacks
  • Notes on Combat (page 225)

See also
  • RuneQuest: Roleplaying in Glorantha Quickstart – Q&A
  • RuneQuest: Roleplaying in Glorantha – Q&A by Chapter
  • RuneQuest Gamemaster Screen Pack – Q&A
  • RuneQuest Glorantha Bestiary – Q&A
  • The Red Book of Magic – Q&A
  • The Smoking Ruin & Other Stories – Q&A
  • Pegasus Plateau & Other Stories – Q&A
  • RuneQuest Starter Set – Q&A by Book
  • Weapons & Equipment – Q&A
  • The Prosopaedia – Q&A
  • The Lightbringers – Q&A
  • Earth Goddesses – Q&A
  • Mythology – Q&A
  • The Lunar Way – Q&A
  • The Glorantha Sourcebook – Q&A
  • Dragon Pass – Q&A

Part 1: Chapter 07 Combat Q&A pages 191-206

Part 2: Chapter 07 Combat Q&A pages 206-225


Weapons (page 206-216)

Explanation of Headings (page 207)

Change
Correction

STR/DEX: The minimum necessary STR and DEX required to handle the weapon. An excess of STR makes up for a lack of DEX, on a 2 for 1 basis. Thus, an adventurer with a 10 STR and a 12 DEX can use a rapier (which requires a 7 STR and a 13 DEX). If either/or STR and DEX are below the requirements, all attacks and parries with the weapon are performed at half skill.

*


Weapon Types (page 207)
Questions

On page 203 Weapon types listed are Thrusting, Cutting, Cut and Thrust and Blunt.

On page 207 the Weapon types are listed as Crushing, Cut-and-Thrust, Hand-to-Hand, Impaling and Slashing. Which is correct?

Blunt= Crushing
Thrust= Impaling
Cut= Slashing
Hand-to-hand= Fist / Kick / Grapple / Headbutt

Hammers, Maces, & Clubs table (page 209)
Change
Correction
Hammer,
One-handed (1H)
Hammer, War101191D6+21010.83C or I

Axes (page 210)
Questions

Axe, small (page 210), It refers to its use in both melee and as a hurled weapon, no mention of a separate skill. Axe, Throwing even refers back to Axe, Small.

Separate skills. 


Swords and Daggers (page 210)
Questions

Is the Parrying Dagger (page 210), a different skill than the dagger (melee)?

Yes.

Why is the bastard sword missing from Runequest in Glorantha? It was present in both my RQ2 and RQ3 weapon lists. Bronze greatswords exist, so the issue can’t be one of metallurgy. Why the deletion?

Bastard Swords (hand-a-half swords) were dropped as they are pretty much a rules construct. 1D10+1 damage instead of 1D8+1. Greg was never particularly happy with them. Originally we were going to drop greatswords (or two-handed swords), but they were far more popular with players and writers (and much easier to justify). So that’s fine – at some point in the Second Age, the Shadowlands had their human bronze workers make two-handed swords for their great troll slaves. Some humans use the weapon, although it is nobody’s cultural weapon.


Hammers, Maces, and Clubs (page 210)

Mace, Heavy (page 210)

Add
Correction

Mace, Heavy: A haft with a heavy weight at one end; the weight may be spiked or flanged. Price: 20 L.

*


Spears (page 211)
Questions

There is no mention, in the Javelin description on p.211, of the Throwing Javelin skill, I would have expected the same comment as the above quote in that context. Does someone with a javelin use the same skill for both melee and throwing then?

Separate skills.

Spear, Long or Short (page 211) refers to its use in both melee and as a thrown weapon, no mention of a separate skill.

Separate skills.

Tridents

What are the rules for Tridents?

See Weapons & Equipment, pages 62 & 67.

Would it just be a shortspear? or should it be different to that?

They are treated as 1H (2D3+db) or 2H spears (2D3+1+db) each with their own skill.


Missile Weapons
Thrown & Melee skills for same Weapon

So, in general, are there separate skills for throwing and for melee with the same weapon?

Yes. It’s not explicit.

Cultural bonuses. Some weapons receive separate cultural bonuses as melee and missile weapons, they don’t receive both.

eg Sartarites get a Cultural bonus of 1H Spear +10% and Javelin +10%, So (Thrown) Javelin (10) +10% = 20%, and 1H Spear (Javelin) (5%) +10% = 15%.

Note that a Throwing Axe is the same weapon as 1H Axe, small (not a Battle axe). Only Sable riders can receive a cultural bonus to 1H Axe, and if they choose small axe, add the bonus to thrown axe as well.

Occupation or Cult skill bonuses. With these, you add the bonus to the melee and thrown weapon value.

Customizing your adventurer. Assign those points to either the melee or thrown ability (you may add points separately to both).

If it is the case, do you get half-skill with the other method (say if you have 80% with the melee skill, do you get 40% with the throwing skill)?

Yes.


Rates of Fire (page 211)

S/MR rates of fire by DEX SR (unengaged)
DEX SRReloadFirst AttackReloadSecond AttackReloadThird AttackNext Round
DEX SR0
PreparedDEX SR0 so
SR1
SR1+5SR =
SR6
SR6+DEX SR0 =
SR6
SR6+5SR =
SR11
SR11+DEX SR0 =
SR11
Unprepared
(DEX 19+)Unprepared +5SRSR5+DEX SR0 =
SR5
SR5+5SR =
SR10
SR10+DEX SR0 =
SR10
No reload possibleNo 3rd Attack possibleUnprepared
DEX SR1PreparedDEX SR1 so
SR1
SR1+5SR =
SR6
SR6+DEX SR1 =
SR7
SR7+5SR =
SR12
No 3rd Attack possiblePrepared
(DEX 16–18)Unprepared +5SRSR5+DEX SR1 =
SR6
SR6+5SR =
SR11
SR11+DEX SR1 =
SR12
No 2nd reload possibleUnprepared
DEX SR2PreparedDEX SR2 so
SR2
SR2+5SR =
SR7

SR7+DEX SR2 =
SR9
No 2nd reload possibleUnprepared
(DEX 13–15)Unprepared +5SRSR5+DEX SR2 =
SR7
SR7+5SR =
SR12
No 2nd Attack possiblePrepared
DEX SR3PreparedDEX SR3 so
SR3
SR3+5SR =
SR8
SR8+DEX SR3 =
SR11
No 2nd reload possibleUnprepared
(DEX 9–12)Unprepared +5SRSR5+DEX SR3 =
SR8
No reload possibleUnprepared
DEX SR4PreparedDEX SR4 so
SR4
SR4+5SR =
SR9
No 2nd Attack possiblePrepared
(DEX 6–8)Unprepared +5SRSR5+DEX SR4 =
SR9
No reload possibleUnprepared
DEX SR5PreparedDEX SR5 so
SR5
SR5+5SR =
SR10
No 2nd Attack possiblePrepared
(DEX 1–5)Unprepared +5SRSR5+DEX SR5 =
SR10
No reload possibleUnprepared
Unengaged rates of fire per DEX SR for S/MR

Questions

Considering Vasana’s DEX SR 3 and Composite Bow. How many times can Vasana fire her bow over multiple rounds of combat?

If prepared 2 shots in the first round, then 1 thereafter. However most GMs and players would not do two shots in the first round, so that they reload and be ready to fire on SR3 next round. DEX SR0 & SR3 are problematic as at the end of each round, if you start prepared or unprepared, you always end unprepared.

See the S/MR rates of fire table above.


Range (page 213)

Is there a minimum range for thrown weapons or missile weapons, or can you attack an opponent in melee with a ready weapon?

This is a GM call at your table depending on the current situation. All of this should be covered in a statement of intent.

Realistically there is a minimum – when is jabbing with a javelin more effective than throwing it? A Javelin is 1.5m long and given arm lengths I’d say it would be hard to throw at less than 3m (and you would have lost your weapon). How close does someone have to be before throwing stones at them is ineffective? (Slings do have a minimum range.)

If you can, does this count as shooting into a melee?

This is a GM call at your table depending on the current situation, but If the target is in front of you, no. 


Bows and Crossbows (page 213)
Questions

Crossbow, Repeating: How long does it take to replace/refill the clip of a repeating crossbow, once it has been spent?

Quote

Prepare a new weapon, reload a missile weapon, spell, or ready a missile (arrow, sling stone, crossbow bolt, etc.). +5 SR

RQG, Strike Rank Modifiers table, page 193.

A mostali takes +5 SR.

For the whole clip, or per new bolt into the clip?

(I’m not sure whether it has replaceable clips or whether you load bolts into the clip.)

Quote

5-round clip

RQG, Crossbow, Repeating, page 213

Don’t confuse clip with magazine, a clip is a group of ready assembled ammunition, that is a way of quickly loading a magazine. They are likely similar to en bloc clips for firearms, however mostali are smart so there could well be stripper clips too. Either way it’s +5 SR to load a clip into a Repeating Crossbow magazine. Some versions may allow the magazine to be filled with individual bolts, but that would be slower.


Javelins, Spears, and Darts (page 213)
Questions

It states “Using an atlatl makes a javelin slower to use (it must be reloaded)”.

Yes.

This is not reflected in the actual rules (same speed for Javelin and Atlatl, 1/MR).

The Javelin category also includes darts which are S/MR, becoming 1/MR.

Actual Javelins are slower as you would attack later in the round: DEX SR + 5 SR to load.

Is this an oversight?

No. An Atlatl is better (longer range, more damage, but harder to wield (different skill, need to get ready). Atlatl skill is not transferable to Javelins and vice-versa.


Thrown & Missile Weapons Damage Bonus (page 213)
Clarification

Can you clarify which Thrown & Missile Weapons receive half Damage Bonus?

  • Bows & Crossbows do not receive any Damage Bonus
  • Javelins, Spears get half Damage Bonus
  • Thrown Weapons get half Damage Bonus
  • Slings, get half Damage Bonus

Also clarified in Weapons and Equipment, page 70.

Questions

What about Atlatls? They are in the “Javelins, spears, darts” section, but so is Blowgun and I don’t think that it would. Is the +1D6 instead of a half damage bonus, or in addition to it? I would assume that if it’s added to the Javelin damage, which is D10+½db, then it would be in addition.

This is clarified in RuneQuest – Weapons and Equipment, page 70: This is an extra damage bonus.

So for a Javelin & Atlatl D10+½db+1D6


Armor (page 215-219)

Armor Table, page 215
Change
Part of Second printing corrections
Chest12CuirassLeather **11100
Abdomen & Chest9–11, 12HauberkLeather **1(2)200
Abdomen9–11SkirtsLeather **1(2)100
Abdomen & Legs9–11, 1–4, 5–8Pants/TrewsLeather **1(2)100
Legs1–4, 5–8Greaves Leather **1(2)150

Change
corrections
Arms13–15, 16–18Vambraces Leather **1(2)100

*

Abdomen & Chest9–11, 12LinothoraxQuilted **21200

*

Armor (page 216)
Clarification
Clarification

Any armor listed with a ** on the Armor table (pages 80–81) can be so layered. Combine the benefits and any penalties from both armor types, no matter which is worn atop the other.

Weapons & Equipment, Armor, page 77


Shields (page 217)

Explanation of Headings (page 218)

Change
Correction
  • Damage: The amount of damage the shield does when used offensively. Damage bonus is added to this.

*

Shields as passive armor

Can you bear a shield with a Great Axe or a Bow, although you can not parry, in order to get some kind of “passive defense” against missiles, or, otherwise,  what is the meaning of the expression “A shield may not be ready for use when the adventurer is using a two-handed weapon” in p. 219

Here’s where we get into some crunch, based on how realistic you want to go. In the real world, shields usually require a hand to hold onto an interior strap or handle so they don’t get in the way or slip around. Part of a shield’s virtue is being mobile enough that it doesn’t take hits directly, angling them away from the defender when possible. 

These straps not like Captain America’s magical shield that has grips tight enough for him to wield it like a weapon AND then slip over his shoulder with backpack like straps. (Comics version Captain America, in the movie he has some sort of magnetic harness.) That’s not super-fun, though, and fantasy art and fiction is full of characters with a shield slung over one arm loosely while using a two-handed weapon like a bow or great axe. 

So if as a GM you want to allow it, we suggest using this ruling: 

  • The adventurer will receive no benefit from the shield unless against melee or missile fire that happens to strike that or an adjacent hit location (see p219) AND comes from a direction that would reasonably have a chance of hitting (gamemaster discretion). In this case, the shield will protect for half its usual armor points (as per the rules for a slung shield on the back, p219). 

For example, an adventurer is using a bow, holding it with their left hand and drawing the string with the right hand. The shield is affixed to the back of the left arm. An attack comes from the adventurer’s left and rolls the left arm hit location. The shield, being between the attacker and the arm in question, protects for half its normal value. Later in the same combat, an attack comes from the right/front or back and rolls the left arm hit location. The gamemaster decides that the arm is exposed and that the shield isn’t between the attack and the arm, so the shield is useless.

Does a shield protect the left arm passively in a melee ?

No. Although your GM may rule otherwise. 

I mean: the defender fails the shield parry, the attacker hits the left arm. What is the damage ?

Looking at the Attack & Parry Results table on page 199

Assuming a normal attack and a failed parry: Attacker rolls normal damage. Defender takes damage.

Roll for damage location, gets left arm. Defender takes damage to the left arm, armour protects.

A successful parry puts the shield between the Attacker and the Defender’s weapon.

A failed parry does the opposite, it puts the shield in a place where it cannot protect the Defender, in this case their left arm. 

same for missile weapons?

Missile weapon cannot be parried, thrown weapons can.

Shields can protect against missiles: 

However, a shield can be used to provide coverage against projectile weapons, if it is not used to parry that round.

An adventurer may specify in their Statement of Intent (page 192) that they are holding their shield in one place, covering specific hit locations instead of parrying.  Use of Shield Against Missile Weapons, page 219

For example a player states that they are not parrying with a large shield, but using their shield against incoming arrows, and protecting their left arm, chest and head. If an arrow successfully hits, and when hit location is rolled, strikes one of those three locations, they get the full value of the shield’s armour

So if I want to actively protect myself with a shield,  do I get 100% of its hit points as protection?

Yes if it strikes the stated protected location.

when it is a “passive” protection it provides half its points…but only if it is slung on the back ?

Yes, and only against chest hits.

For example, if an adventurer is riding away from an archer, with a slung shield on their back, and the archer makes a successful attack and rolls chest, the shield acts as 50% of its armour.

what about the arm for example (and the loop to the “passive” protection in my melee question)

Your GM may rule this possible in a specific case of an adventurer presenting their back to an attacker and happening to have a slung shield.


Shield size vs Missiles

Why does it make sense that a large shield can cover shield arm and 2 other hit locations against missiles, but then in formation fighting the same shield can cover not only your shield arm, but also 3 hit locations of the guy to your left. Shouldn’t the large shield then also cover arm + 3 locations when covering against missiles?

By their nature, these rules cannot represent all real world situations. If you need to, change the rules to cover your specific needs needs. If you think the large shield an adventurer is using will cover three contiguous locations, then allow it. Note that an extra large Wicker Shield can cover a whole person.

To clarify,

Quote
An adventurer may specify in their Statement of Intent that they are holding their shield in one place,covering specific hit locations instead of parrying.

Large Shield – Shield arm and two other hit locations contiguous with each other (player’s choice).

Use of Shield Against Missile Weapons (RQG 219)

and

Quote
Defense in Formation

The adventurer’s left arm is protected by their own shield.

Areas Protected by Person to the Right

Large Shield – Chest, abdomen, and right leg

Fighting in Phalanx Formation (RQG 222)

Note that these rules cover two different situations. The first is specifically against a missile attack. The second is a style of fighting with interlocking shields not specific to missile attacks.

In the first case the adventurer can choose the two contiguous locations as they can move their shield. In the second, the adventurer is covered by the soldier on the right’s shield giving effectively larger coverage and the soldier on the right is not protecting themselves (note that row ends are treated differently) They cannot move their shield to cover.


Notes on Shield Use (page 218)
Change
Correction

Any damage taken by the shield above what the shield can absorb in one blow is inflicted on the arm holding the shield hit location originally rolled in the attack.

*


Shield Attacks (page 219)
Questions

If you make an attack with a shield, do you only loose the parry of  the shield, or do you also loose the ability to parry with a weapon held in the other hand?

You only lose your shield parry, having shifted it into an offensive position vs. a defensive one.


Shield & Weapon Attack

Can you make an attack with a shield and a weapon held in the other hand in the same round? RAW – weapon and shield use appear to be excluded from Two Weapon Use rulings page 225.

If you decide to give up any parries with the shield that round, you can use it as if in two-weapon fighting. Basically your shield is now an ungainly disk-shaped club.


Dodge & Shield Attack

Is dodge restricted (like parry) if you make an attack with a shield? 

No. And again, only shield parrying is eliminated. 

Why would anyone use a shield? 

You can’t parry missile weapons with a hand weapon, though your GM may decide to let you try at some astronomically low chance of success. (Maybe a Martial Arts roll?) Shields are also more durable than most weapons, and offer passive defense, even when slung. You can also do mass combat formations with shields. 

If you choose to attempt a knockback attack with your shield, you attack on SR 12 and can’t parry with it that round.


Mounted Combat (page 219-220)

The Lance (page 219)
Delete
Correction

The Lance: A lance can be used in a charge, a straight run of 20 meters or more. If a target is hit during a charge, the damage bonus of the animal ridden is used, not that of the rider. If the adventurer using the lance has had no training in its use, they can use it at 1/2 their normal attack chance with a one-handed spear, unless their Ride skill is below that. It can also be used as a one-handed spear if the adventurer has the necessary STR and DEX to use a long spear one-handed.

*


Fighting in Phalanx Formation (page 222-223)

Questions

If you get a (Enc 2) weapon impaled in a shield, the shield becomes useless. But what exactly does “useless” mean here? Simply that the guy to your left doesn’t get the shield cover from it? If you drop from six people to five in a (very small) shield wall, does that means the formation breaks up as it’s no longer legal?

You no longer get the passive bonus from the shield for the purpose of phalanx formation, as you now have a big long heavy pointy thing sticking out of the shield, making it difficult to maneuver to keep in line with other shields.

As the GM you can adjudicate whether this breaks up the shield wall or just makes it less effective.

If you get a javelin (Enc 1) impaled in your shield has no effect when you’re in a phalanx, as it halves your skill, which is immaterial while in a phalanx.

Combat is full of crazy events, and the rule about half-skill applies if additional guidance is needed. 

Supposedly, two ENC 1 weapons lodged in your shield should count as ENC 2 for shield purposes?

Use your best judgement. Clearly two daggers (ENC 1 each) are not equal to a two-handed sword or battleaxe (ENC 2), they don’t stack unless they really begin to add up.

Regarding attacking from the second rank in phalanx formation with long weapons, would you say it applies in similar situations that are not strictly phalanx combat? E.g., when defending a narrow space such as a doorway, might a spearman attack from behind the combatants standing in the doorway?

Yes. This is the kind of situational activity for the GM to adjudicate. The overall issue in this situation – is how crowded is the doorway.


Other Combat Rules (page 223-225)

Closing
Questions

I can’t find anything on Closing, as in moving in on a longer weapon with a shorter one. Not in the Core Rules. So is it the same as RQ3, or not a thing because of RQ2 roots?

The Close Combat and Closing Against a Long Weapon rules from RQ3 are not part of RQG. However as usual, GMs are welcome to include them their games.

Quote

The longer-weapon user may take his normal strike rank, and allow the other to close on him, or his player may state his adventurer’s intention to step away from the attack, and thereby add one to his strike rank as well. The latter means that the two combatants end up in the same relationship in which they started the melee round. A long-weapon user can always keep a short-weapon user at a distance. as long as the former is capable or moving.

RuneQuest Deluxe (1984), Book 1, Close Combat, page 59


Add
Subduing
Part of Rune Fixes 1

At times, adventurers will want to subdue, rather than slay, their opponents. There are two principle ways to do this. A target can be immobilized using the grapple rules in the core rules.
An adventurer may use a weapon to stun an opponent if the player states that the adventurer is using the flat of blade or the haft/hilt of the weapon to make an aimed blow to the head at the end of the melee round. Subtract the value of any protective armor (including magical protection) from the rolled damage and use a resistance roll to attack the number of hit points in the head with the remaining damage. If the resistance roll succeeds, the target is stunned and unconscious. During the Bookkeeping Phase of each subsequent melee round, that character’s player must make a successful CON×1 roll to recover consciousness. Successful or not, the target takes 1 point of damage to the head location.

Example: Vasana wants to subdue a Lunar nobleman. She has 45% to succeed with an aimed blow to the head and rolls a 37, a success. She does 9 points of damage and the Lunar has 6 hit points in the head (but is unarmored). She has a 65% chance on the Resistance Table and rolls a 22, a success. The nobleman is stunned, unconscious, and has lost 1 hit point to his head. Each round he will be able to make a CON×1 roll to wake up.


Add
Disarm
Part of Rune Fixes 1

In a combat, an adventurer may at any time declare that they are striking at their opponent’s weapon instead of the opponent. If the opponent is parrying with the designated weapon, they will automatically parry if the attacker succeeds in the attack.
The attacker has the normal chance of success if the target weapon is a Strike Rank 0 weapon. The chance is reduced by –10% if it is a SR 1 weapon, –20 percentiles if it is a SR 2 weapon, and by –30% if it is a SR 3 weapon.
If the attacker hits the target weapon, they may attempt one of the following actions:

  • Strike to damage the weapon. In this case, the weapon loses hit points equal to the amount by
    which the damage exceeds the hit points of the weapon. Such damage cannot be done with a
    weapon meant only for thrusting, such as a spear or dagger.
    • For example, Vasana tries to damage the spear of a Unicorn Maiden. She does 12 hit points of damage; the spear has only 10 hit points, and so it is reduced to 8 hit points. The next round, she tries again and gets a special success doing 16 points of damage—breaking the spear!
  • Hit with the flat of the weapon and match the rolled damage against the STR of the target weapon’s user (or STR×1.5 if the weapon is held with both hands) on the Resistance Table. If the attack succeeds, the target weapon is knocked from the user’s hand and flies away a distance in meters equal to the difference between the damage done and the STR of the user. If the STR is greater than the damage done, the weapon lands at the target’s feet. If the attack is unsuccessful, there is no effect on the struck weapon. This attack cannot be attempted with a short weapon meant only for thrusting (such as a dagger), but it can be used with spears, clubs, or quarterstaves to slap away an opponent’s weapon.
  • Attempt to entangle the target weapon with a flexible weapon. On a special success some
    weapons (whips, lassos, etc.) can wind around a defending weapon to disarm an opponent. In
    such an event, the attacker pits their STR against the STR of the opponent on the Resistance Table; if successful, the attacker wrenches the target weapon out of the defender’s hand.

If the resistance roll is unsuccessful, the target may then attempt a STR vs. STR roll against the attacker. On a success, the defender takes the entangling weapon out of the attacker’s hand!


Attacking From Advantage or Disadvantage (page 223)
Other Situations

What are the SIZ bonus/penalties in combat. We just had a fight with a really giant boar (SIZ 50) and ended-up using RQ3 rules. What about other modifiers? Attacking from rear, for example?

There is a noted bonus for attacking prone opponents (“Anyone attacking a prone opponent adds +40% to their attack chance.” p147), but I don’t notice many others.

Use bonuses or penalties along the lines of augmenting ability rolls (core rules, page 145) for appropriate conditions or situations.

Positioning Bonuses

My players are always trying to take advantage of positioning (side or back attacks bonuses) every time they outnumber the enemy, and just because of their superior numbers, even if it is by a minimal margin

RuneQuest does not have positioning bonuses.

My players claim that just their superior numbers allow them to get the bonuses, even without a previous stealth approach.

RuneQuest does not have superior number bonuses.

The only relevant bonuses are detailed in Attacking From Advantage or Disadvantage (page 223):
Defenseless or Unaware Opponent. To attack an unaware opponent from the back needs at least a Move Quietly (note armour mods) vs a Scan or Battle roll.

This is a tricky judgement call, as in reality this would not be that straightforward. What can I do? I resist to concede that they get the bonuses just because the enemy is outnumbered, without further tactical efforts. What do you think?

If you are using miniatures or a VVT tactical map, it up to the GM to adjudicate. Otherwise just say no.

Attacking from behind

Attacking from behind is part of Attacking From Advantage or Disadvantage (RQG 223) +40%

Attacking from higher ground, not mounted

No modifier, but changes the hit locations per mounted combat (RQG 220)

Attacking in [semi] darkness?

If you want granularity, have a look at Create Shadow for some guidance on Darkness. The spell gives 4 levels with Dark Walk working at level 1 and total darkness at level 4. If you match this to the Darkness rules you get roughly:

0 Daylight (No penalty)
1 Hazy shadows (Dalk Walk works)
2 Dark (-5 to 25% darkness penalty)
3 Moonlit night (-25 to 75% darkness penalty)
4 Pitch black (-75% darkness penalty)


Grappling (page 224)
Questions

If you want to parry someone’s grapple attack with a grapple parry, do you need to have your hand or hands free?

yes. It’s about grasp.


Knockback (page 224)
Dodging or Parrying Knockback

Can knockback attacks be dodged or parried?

Yes

Quote

The adventurer must then make an attack with the weapon, shield, or part of their body they are intending use for the knockback attempt. If the attack is successful… 

Knockback, page 224

The initial attack can be dodged or parried. Use the Attack & Parry Results as usual, with any level of attacker damage allowing an attempt at knockback. Note that the knockback does not cause damage.


Two Weapon Use (page 224)
Change

First bullet changed to “…may use them for two attacks or attacking with one and parrying with the other, as desired.”

Part of Second printing corrections

Please note that this has been superseded below.

Two-Weapon Fighting
Part of Rune Fixes 2

Two-weapon fighting (dual wielding) is another of those issues that seems clear enough on paper to the designers and yet confounds many players and gamemasters. Here are the rules for two-weapon fighting (RuneQuest, pages 224–225).

Can you fight with a weapon in each hand?

Yes, assuming all the following are true:

  • Each weapon is a one-handed weapon.
  • The adventurer is trained in its off-hand use. (Adventurers are assumed right-handed but can favor either hand, at the player’s discretion.)
  • The adventurer has adequate strike ranks for both attacks (add the strike ranks of each together).
  • The adventurer meets the STR/DEX requirements for each weapon. Pay attention to the note about the secondary weapon’s required DEX being 1.5 times (round up) what is normally needed (RuneQuest, page 225).

Do I keep track of off-hand skills separately?

Indeed! That’s what those blank lines on the adventurer sheet are for (among other things). The off-hand chance begins at either half its normal chance (if the adventurer has that skill) or the weapon’s base chance plus the skill category modifier.

What if my adventurer uses their off-handed weapon in their primary hand?

The chance is either the default skill with the weapon in their primary hand, or half the off-handed skill, rounded up.

What if my adventurer has more than 100% in a skill and wants to make multiple attacks with multiples of the same weapons?

There is nothing preventing an adventurer from doing so, assuming all the following are true:

  • The adventurer is armed in each hand with the same weapon (two daggers, two shortswords, etc.).
  • The weapon (primary and/or off-hand) is 100+%.
  • The STR/DEX requirements are met (see above for DEX in the off hand).
  • There are enough strike ranks for multiple attacks.

Should these all be true, the adventurer can attack at full skill chance for each weapon, once on the weapon’s normal strike rank and again on the off-hand weapon’s strike rank.

Or the adventurer can split attacks even further: perhaps making two attacks with a divided skill and the other at full; or even splitting each skill to make four separate attacks at the divided skill rating. The only real limit to this is strike ranks, as each attack requires its own strike ranks.

What if my adventurer wants to use a melee weapon in one hand and a missile weapon in the other, or two missile weapons?

If the missile weapon is one-handed (none of the bows or crossbows are, so this will inevitably be a thrown weapon), then figure the strike ranks and rate of fire accordingly (one at SIZ+DEX and the missile at DEX) and act as guided above. Keep in mind the higher DEX requirement for the off hand and the requirement for a separate skill.

If trying to throw two weapons in the same round, one held in each hand, use the rate of fire rules. The adventurer can always try to draw and throw another weapon in this time, if the strike ranks and rate of fire permit.

Isn’t this too much of an advantage?

Far from it! Unless the second weapon is a shield, the adventurer is forsaking the chance to parry missile weapons and must instead Dodge them. Not great against arrows!

The increased number of attacks in a round also increases the chance of a fumble or a result that ends in damaging or breaking one of the two-weapon user’s weapons with a devastating parry. As weapons are generally more fragile than shields, they will thus break with more regularity.

End of Rune Fixes 2.

Missing word added in second sentence.

Cumulative Parry Penalty

With two weapons, one in each hand you can attack with both (subject to strike ranks), and parry with both (though only 1 parry allowed per attack) and subsequent parries (in a combat round) are subject to the -20% cumulative penalty, regardless of which weapon is used to parry.

Quote

Any adventurer using a weapon in each hand may use them for two attacks or attacking with one and parrying with the other, as desired.

Two Weapons Use, page 224

I can figure out that two weapons allow for two attacks if you have the strike ranks for them, that two parries allow to avoid the 20% penalty on the second parry. But one attack and one parry? Maybe I am mistaken (possibly so and then it will solve all my problems) but a parry doesn’t require SR if the weapon is ready, so you can parry with an attacking weapon (maybe that’s where I am wrong) so you could still get one attack and one parry with only one weapon. Or do you get a malus if you attacked already? Otherwise what would be the benefit? A second parry without malus? But then that would fall into two parries because you could still attack.

What is the real meaning of one parry and one attack as opposed to one weapon fighting.

Rune Fixes 2 addresses two-weapon fighting in some detail and hopefully addresses your questions adequately. 

But ultimately you still take a cumulative -20% penalty to multiple parries after the first, even if using two weapons. 

What is the disadvantage of using 2 weapons? I feel like it’s way more advantageous to dual wield 2 weapons and have the option to attack twice (plus defend normally) than carrying a shield, where all you get is maybe some passive defense for missiles? 

Hand weapons can’t parry missile / thrown weapons, and they have lower HP than shields.


Why would anyone use a two-handed weapon vs two weapons? 

Two-handed weapons do more damage on average, have low SRs, have more HP, and are much more likely to penetrate armor. 

I hope that clarifies everything. For those who want more grit in the system, you can blame Jason. The subdivision of weapon skills into attack/parry and RH/LH is, to me, a overly crunchy level of detail that adds nothing to the facilitation of gameplay. 

By all means, if those are desired details, add them right back in. Your RuneQuest will vary.


Intervening in attacks

If an adventurer is being attacked by an enemy, and they have already engaged, and another PC wants to get in the middle to avoid his friend getting attacked, does the adventurer originally being attacked needs to disengage first (page 195 of the rules), or the only effect of his friend getting in the middle would be supporting the original adventurer in combat but without freeing the PC from the attacks, correct?

This very much situalitional. If the player says in the statement of intent (SoI), that they want their adventurer to be between the two to prevent further attacks that fine. If the GM says in their SoI that their attacker will move to continue attacking the same target. What happens now, I usually get them to roll DEX vs. DEX to position themselves, however to avoid this, my players always cast Distraction first, then attack. It’s a great screening spell.


Notes on Combat (page 225)

Change

Armor saves lives. Heavy scale completely protects against the average arrow damage; but even light scale greatly increases an adventurer’s chance of survival. Don’t forget defensive magic can increase armor points. Casting 3 points of the Shield spell is the equivalent of wearing bronze plate!

*

Related Pages

  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 01 Introduction Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 02 Glorantha Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Adventurers Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Pregenerated Adventurers Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 04 Homelands Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 05 Game System Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 06 Skills Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 07 Combat Q&A pages 191-206
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 08 Runes Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 09 Passions & Reputation Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 10 Magic Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 11 Spirit Magic Spells Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 12 Rune Cults The Cults Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 13 Rune Magic Spells Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 14 Shamans Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 15 Spirits & the Spirit World Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 16 Sample Sorcery Spells Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 16 Sorcery Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 17 Equipment & Wealth Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 18 Between Adventures Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 19 Adventurer Sheets Q&A
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 20 Conversion Guide
  • CHA4028 RuneQuest: Roleplaying in Glorantha – Index Q&A

Combat, Q&A

Page Last updated: 2025-04-20 14:41:13

Sections

  • Search Tips
  • Current RuneQuest Glorantha Publications
  • RuneQuest Glorantha Corrections and Q&A
  • Catalogue
  • References for Glorantha
    • Gloranthan Canon
  • Gloranthan Documents
  • RPG Systems & Versions
  • Gallery
  • About This Site
  • Get involved!

Latest Posts

  • The Grasslands of Prax

    Something to keep in mind about Prax. The grasslands of …
  • Praxian Kinship Groups

    Praxian tribes are divided into smaller kinship groups or clans, …
  • Lunar Resettlement of Tarsh after 1460 ST

    After 1460, large sections of Peloria (especially east of the …
  • The Spread of the Lunar Way

    In the Lunar Provinces, about 26% of the total population …
  • Gods of Fire and Sky and the Lunar Way

    The Gods of Fire and Sky co-exist alongside the Lunar …
  • How Much Land is a Hide?

    So in RQ, a “hide” is a unit of accounting …
  • Agricultural Data for RuneQuest

    Back in the late 70s and early 80s, Greg‘s only …
  • Farming in Dara Happa

    In anticipation of the Fire/Sky Book, here’s a few notes …
  • Farming in the Big Rubble

    There are some 1600 humans in the Big Rubble, with …

Links

  • Chaosium
  • Chaosium’s RuneQuest RPG Wiki
  • Glorantha on BRP Central
  • RuneQuest on BRP Central
  • RuneQuest on Discord
  • Prince of Sartar Webcomic
  • Glorantha G+ Archives on Tapatalk
  • Search mailing list archive

Latest from BRP Central

  • control entity spirit spell question
  • spell matrix cost
  • Treasure and Rewards
  • Stat modifiers for Perception skills
  • Core Glorantha and Jonstown Compendium
  • Bullstitches - Distribution
  • Which Cults are the hardest for players to play as?
  • Sartar Sun Dome Temple participation in battles, 1619-25?
  • Prey for Hunter Cult members
  • Dara Happa Character Creation Flowchart

Popular Tags

Boldhome (large city) Chaosium Colymar (Sartar tribe) Contents Cult demographics Cults of Runequest (preview) Ernalda Esrolia (homeland) FRA Furthest (large city) G+ post Gods Wall Greg Stafford Guide to Glorantha (preview) Humakt Jar-eel Lunar Empire Lunar Pantheon Magazine Malkioni pantheon Map Michael O’Brien Mongoose MRQ1 New Pavis (small city) Old Glorantha Q&A Orlanth Orlanthi pantheon Photo reference Population demographics Prax (homeland) RQ3 RQG Sandy Petersen Sartar (homeland) Spirit Cult Star Subcult Tapatalk post Tarsh (homeland & Lunar province) Troll Pantheon Yelm Yelmalio Yelm Pantheon Youtube

Recently added or updated

  • Some Fronelan Population And Cultural Details

  • Notes on Fronela III

  • Notes on Fronela II

  • Notes on Fronela I

  • Spirit Magic by Cult and Associate Cult

  • Hon-eel Temples and Shrine

  • Seven Mothers Temples and Shrines

  • Ernalda Temples and Shrines

  • Barntar Temples and Shrines

  • Babeester Gor Temple and Shrines

  • Voria Shrines

  • Ty Kora Tek Temples and Shrines

  • Asrelia Temples and Shrines

  • Maran Gor Temple, Shrines and Site

  • Odayla Shrines

  • Humakt Temples, Shrines and Sites

  • Orlanth Rex Temples, Shrines and Sites

  • Hippoi Shrines

  • Green Bow (Temple and Shrine)

  • Issaries Temples, Shrines and Site

©2025 The Well of Daliath | Design: Newspaperly WordPress Theme