| Attacks & Armor Class | |
|---|---|
| Category | Combat Rules |
| Strike roll | d20 + attack bonuses vs AC |
| Repeated attacks | Normal: 0 / −5 / −10 |
| Agile attacks | 0 / −4 / −8 |
Attacks & Armor Class
A melee or ranged Strike rolls a d20 and adds the attacker's bonuses. Compare the total with the target's Armor Class (AC): a total that meets or exceeds AC hits.
Repeated attacks
Further attacks during the same turn take a multiple attack penalty. Agile weapons reduce that penalty. The count resets at the start of the unit's next turn.
| Attack in the turn | Normal weapon | Agile weapon |
|---|---|---|
| First | 0 | 0 |
| Second | −5 | −4 |
| Third and later | −10 | −8 |
Armor and raised shields
Worn armor, Dexterity and applicable bonuses contribute to AC. A shield adds its Shield AC only while raised with Defend. A two-handed weapon leaves no hand for a normal shield; a hero can still use a buckler.
Material Helmet and Bracer AC
Helmet and Bracer are their own bonus types for material AC (steel, magesteel, adamantine, dragonhide, orichalcum and similar). They stack with each other and with Armor because the types differ. Material values are on Helmets, Bracers & Footwear.
Magical Item bonuses
Item is the magical AC and save pool: Bulwark, Bracers of Defense's +1/+2/+3, jewelry, Arcane Coat, and Steadfast on saves. Only the best Item bonus to each defense counts. Bracers of Armor also add their Magesteel Bracer material AC beside that Item bonus — two different types, both apply. Material Helmet or Bracer AC does not collapse into Item.
Cover, Defend and matching-energy dragonhide protection follow the same typed bonus rules. Do not add two bonuses of the same non-stacking type.
Related scrolls
Cover, Flanking & Defend · Typed Bonuses · Melee Weapons · Ranged Weapons & Ammunition · Shields

