_PALETTECOLOR 1, _RGB32(255, 255, 255)
COLOR 0, 1
fontpath$ = "DroidSansMono.ttf" 'Find Windows Folder Path.
style$ = "MONOSPACE, BOLD, ITALIC"
font& = _LOADFONT(fontpath$, 22, style$)
_FONT font&

RANDOMIZE TIMER






TRGT = 0
HNDRT = 150
DIM text$(100), count(HNDRT), Group(HNDRT)
DIM name$(HNDRT), loc$(HNDRT), NEGMOD(HNDRT), WEIGHT(HNDRT)
DIM Weapon$(HNDRT), AML(HNDRT), DML(HNDRT), Blunt(HNDRT), Edge(HNDRT), Pointx(HNDRT), WWQ(HNDRT)
DIM Shield$(HNDRT), sAML(HNDRT), sDML(HNDRT), sBlunt(HNDRT), sEdge(HNDRT), sPointx(HNDRT), SWQ(HNDRT)
DIM Missile$(HNDRT), mAML(HNDRT), mDML(HNDRT), mBlunt(HNDRT), mEdge(HNDRT), mPointx(HNDRT), MWQ(HNDRT)
DIM ENDU(HNDRT), DEXT(HNDRT), AGIL(HNDRT)
DIM DODGE(HNDRT), INITIATIVE(HNDRT)
DIM FP(HNDRT), EP(HNDRT), IP(HNDRT), SHOCK(HNDRT)
DIM LOCATIONS(HNDRT), BLEED(HNDRT), BLEED0(HNDRT)
DIM loca$(HNDRT, 20), ARMB(HNDRT, 20), ARME(HNDRT, 20), ARMP(HNDRT, 20), ARMF(HNDRT, 20)
DIM Wound$(HNDRT, 10), wound(HNDRT)

MIS = 11
DIM RMissile$(MIS), MNAME$(MIS)
DIM RSHORT(MIS), PSHORT(MIS)
DIM RMED(MIS), PMED(MIS)
DIM RLONG(MIS), PLONG(MIS)
DIM REXT(MIS), PEXT(MIS)
GOSUB 30000

DIM Aspect$(HNDRT), Aspect(HNDRT)
RESTORE
CLS
PRINT " H O U S E R U L E S"
PRINT
INPUT " Possible to dodge Counterstrike Y/N "; csd$: csd$ = UCASE$(csd$)
PRINT
INPUT " Make your own Die rolls Y/N "; DIE$: DIE$ = UCASE$(DIE$)
PRINT
INPUT " Shock test only with serious or worse wounds Y/N "; SCK$: SCK$ = UCASE$(SCK$)
PRINT
INPUT " D*0 instead of DTA results Y/N "; DTA$: DTA$ = UCASE$(DTA$)



OPEN "ME.dat" FOR INPUT AS #1
I = 0
INPUT #1, name$(I), loc$(I), WEIGHT(I)
INPUT #1, Weapon$(I), AML(I), DML(I), Blunt(I), Edge(I), Pointx(I)
WQ = VAL(RIGHT$(Weapon$(I), 2)): IF WQ > 0 THEN WWQ(I) = WQ: Weapon$(I) = LEFT$(Weapon$(I), LEN(Weapon$(I)) - 3)
INPUT #1, Shield$(I), sAML(I), sDML(I), sBlunt(I), sEdge(I), sPointx(I)
SQ = VAL(RIGHT$(Shield$(I), 2)): IF SQ > 0 THEN SWQ(I) = SQ: Shield$(I) = LEFT$(Shield$(I), LEN(Shield$(I)) - 3)
INPUT #1, Missile$(I), mAML(I), mDML(I), mBlunt(I), mEdge(I), mPointx(I)
SQ = VAL(RIGHT$(Missile$(I), 2)): IF SQ > 0 THEN MWQ(I) = SQ: Missile$(I) = LEFT$(Missile$(I), LEN(Missile$(I)) - 3)


INPUT #1, ENDU(I), DEXT(I), AGIL(I)
INPUT #1, DODGE(I), INITIATIVE(I)
INPUT #1, EP(I), IP(I)
INPUT #1, LOCATIONS(I)
FOR J = 1 TO LOCATIONS(I)
    INPUT #1, loca$(I, J), ARMB(I, J), ARME(I, J), ARMP(I, J), ARMF(I, J)
NEXT
IF LOCATIONS(I) = 1 THEN ARMB(I, 9) = ARMB(I, 1): ARME(I, 9) = ARME(I, 1): ARMP(I, 9) = ARMP(I, 1): ARMF(I, 9) = ARMF(I, 1):
INPUT #1, Acrobat$, ACROBATICS(I)
INPUT #1, climb$, CLIMBING(I)
INPUT #1, fish$, FISHING(I)
INPUT #1, fora$, FORAGING(I)
INPUT #1, herb$, HERBLORE(I)
INPUT #1, hunt$, HUNTING(I)
INPUT #1, jump$, JUMPING(I)
INPUT #1, lock$, LOCKCRAFT(I)
INPUT #1, phys$, PHYSICIAN(I)
INPUT #1, rhet$, RHETORIC(I)
INPUT #1, swim$, SWIMMING(I)
INPUT #1, throw$, THROWING(I)
INPUT #1, throw$, WEATHERLORE(I)

CLOSE #1
FOR I = 1 TO MIS
    IF LEFT$(Missile$(0), 5) = LEFT$(MNAME$(I), 5) THEN MISSILE = I
NEXT

RSHORT = RSHORT(MISSILE)
PSHORT = PSHORT(MISSILE)
RMED = RMED(MISSILE)
PMED = PMED(MISSILE)
RLONG = RLONG(MISSILE)
PLONG = PLONG(MISSILE)
REXT = REXT(MISSILE)
PEXT = PEXT(MISSILE)



GOTO 10
1000 a$ = UCASE$(INKEY$): IF a$ = "" GOTO 1000
'IF a$ = "Q" THEN END
'IF a$ = "R" THEN RUN
IF a$ = "W" THEN CLS: GOSUB 14000: GOTO 1000

RETURN

600 ' DIE rolling
DieRoll = INT(RND * 100) + 1: IF DIE$ <> "Y" THEN RETURN
PRINT " Die Roll ?": PRINT
601 a$ = INKEY$: IF VAL(a$) = 0 AND a$ <> "0" GOTO 601
602 b$ = INKEY$: IF VAL(b$) = 0 AND b$ <> "0" GOTO 602
DieRoll = VAL(a$) * 10 + VAL(b$)
IF DieRoll = 0 THEN DieRoll = 100
RETURN


700 ' Range determination
PRINT " Range to target in foot, enter two numbers?": PRINT
701 a$ = INKEY$: IF VAL(a$) = 0 AND a$ <> "0" GOTO 701
702 b$ = INKEY$: IF VAL(b$) = 0 AND b$ <> "0" GOTO 702
RANGE = VAL(a$) * 10 + VAL(b$)
IF DieRoll = 0 THEN DieRoll = 100
RETURN




10
CLS
PRINT " Your character is "; name$(0): PRINT

PRINT " Choose a group:"
PRINT
PRINT " 1. Animals"
PRINT
PRINT " 2. Generic NPCs"
PRINT
PRINT " 3. Named NPCs"
PRINT
PRINT " 4. Barbarians and Gargun"
PRINT
PRINT " 5. Ivashu"
PRINT


INPUT " "; Group
IF Group = 1 THEN gr$ = "AN"
IF Group = 2 THEN gr$ = "GC"
IF Group = 3 THEN gr$ = "NC"
IF Group = 4 THEN gr$ = "GA"
IF Group = 5 THEN gr$ = "IV"



CLS: PRINT " Choose an enemy:"
PRINT
FOR I = 1 TO HNDRT
    READ name$(I), loc$(I), WEIGHT(I):
    IF LEFT$(name$(I), 2) = gr$ THEN Group(I) = 1: name$(I) = RIGHT$(name$(I), LEN(name$(I)) - 3)


    'PRINT I;name$(I)
    READ Weapon$(I), AML(I), DML(I), Blunt(I), Edge(I), Pointx(I)
    WQ = VAL(RIGHT$(Weapon$(I), 2)): IF WQ > 0 THEN WWQ(I) = WQ: Weapon$(I) = LEFT$(Weapon$(I), LEN(Weapon$(I)) - 3)
    READ Shield$(I), sAML(I), sDML(I), sBlunt(I), sEdge(I), sPointx(I)
    SQ = VAL(RIGHT$(Shield$(I), 2)): IF SQ > 0 THEN SWQ(I) = SQ: Shield$(I) = LEFT$(Shield$(I), LEN(Shield$(I)) - 3)
    READ ENDU(I), DEXT(I), AGIL(I)
    READ DODGE(I), INITIATIVE(I)
    READ EP(I), IP(I)
    READ LOCATIONS(I)
    FOR J = 1 TO LOCATIONS(I): 'PRINT j
        READ loca$(I, J), ARMB(I, J), ARME(I, J), ARMP(I, J), ARMF(I, J)
    NEXT
    IF LOCATIONS(I) = 1 THEN ARMB(I, 9) = ARMB(I, 1): ARME(I, 9) = ARME(I, 1): ARMP(I, 9) = ARMP(I, 1): ARMF(I, 9) = ARMF(I, 1):

    IF name$(I) = "XXX" THEN last = I - 1: I = HNDRT: GOTO 12
12 NEXT


q = 0
FOR jj = 65 TO 90
    FOR I = 1 TO last

        t1$ = LEFT$(name$(I), 1)
        IF LEFT$(t1$, 1) <> CHR$(jj) OR Group(I) = 0 THEN GOTO 1991
        q = q + 1: PRINT USING "##. "; q;: count(q) = I
        PRINT name$(I); SPC(35 - LEN(name$(I)));
        'PRINT USING "##.##"; WEIGHT(0) / WEIGHT(I)
        IF INT(q / 2) = q / 2 THEN PRINT: IF Group <> 2 AND Group <> 4 THEN PRINT

    1991 NEXT
NEXT

IF INT(q / 2) <> q / 2 THEN PRINT


PRINT
INPUT " "; nu: DFNDX = count(nu):
'TARGET = DFNDX:GOSUB 15000
round = 0
ATKR = 0
IF INITIATIVE(0) < INITIATIVE(DFNDX) THEN ATKR = DFNDX: DFND = 0

99
'IF result$ <> "DTA" THEN
round = round + 1
IF BLEED(ATKR) > 0 THEN BLEED0(ATKR) = BLEED0(ATKR) + BLEED(ATKR)
IF BLEED(DFND) > 0 THEN BLEED0(DFND) = BLEED0(DFND) + BLEED(DFND)
ATKR = 0: DFND = DFNDX: IF INT(round / 2) = round / 2 THEN ATKR = DFNDX: DFND = 0
IF RANGED = 1 THEN RANGED = 0: GOTO 99

100 target = ATKR: CLS: GOSUB 15000
LOCATE 22, 2:
PRINT USING "Combat Turn##.#"; round / 2 + .5
NEGMOD(ATKR) = (IP(ATKR) + EP(ATKR)) * 5
NEGMOD(DFND) = (IP(DFND) + EP(DFND)) * 5

bb = 0
PRINT
LOCATE 24, 1: PRINT AML(ATKR) - NEGMOD(ATKR); "%";
IF Blunt(ATKR) > 0 THEN PRINT USING " (B)lunt =##  "; Blunt(ATKR);: a$ = "B"
IF Edge(ATKR) > 0 THEN PRINT USING " (E)dge =##  "; Edge(ATKR);: bb = 1
IF Pointx(ATKR) > 0 THEN PRINT USING " (P)oint =##  "; Pointx(ATKR);: bb = 1
IF mPointx(ATKR) > 0 THEN PRINT USING " (M)issile =##  "; mPointx(ATKR);: bb = 1


IF bb <> 0 THEN GOSUB 1000
IF a$ = " " THEN target = ATKR: CLS: GOSUB 15000: GOTO 100

IF a$ = "B" OR a$ = "E" OR a$ = "P" OR a$ = "M" THEN GOTO 120

a$ = "B"
IF Edge(ATKR) > Blunt(ATKR) THEN a$ = "E"
IF Pointx(ATKR) > Edge(ATKR) THEN a$ = "P"


120 RANGED = 0
IF a$ = "B" THEN aspect$ = "Blunt": act$ = "bludgeons": Aspect(ATKR) = Blunt(ATKR)
IF a$ = "E" THEN aspect$ = "Edge": act$ = "slashes": Aspect(ATKR) = Edge(ATKR)
IF a$ = "P" THEN aspect$ = "Point": act$ = "thrusts": Aspect(ATKR) = Pointx(ATKR)
IF a$ = "M" THEN aspect$ = "Point": act$ = "shoots": Aspect(ATKR) = mPointx(ATKR): RANGED = 1

Aspect$(ATKR) = a$




PRINT: CLS: GOSUB 15000
'aim$ = "High"
IF loc$(DFND) = "H" THEN LOCATE 24, 2: PRINT "Aim (H)igh or (L)ow, any other key Body";: GOSUB 1000
tohit = 0
aim$ = ""
IF a$ = "H" THEN aim$ = "High": tohit = -10
IF a$ = "L" THEN aim$ = "Low": tohit = -10

IF loc$(DFND) = "4L" THEN aim$ = "4leg"
PRINT
125 target = DFND: CLS: GOSUB 15000
LOCATE 24, 1
Dodge = DODGE(DFND) - NEGMOD(DFND)
Block = sDML(DFND) - NEGMOD(DFND)
CS = AML(DFND) - NEGMOD(DFND)
IF Block > Dodge GOTO 126

IF DODGE(DFND) - NEGMOD(DFND) > 0 THEN PRINT " (D)odge"; DODGE(DFND) - NEGMOD(DFND); "%";
IF sDML(DFND) - NEGMOD(DFND) > 0 AND SWQ(DFND) > 0 THEN PRINT " (B)lock"; sDML(DFND) - NEGMOD(DFND); "%";

GOTO 127
126
IF sDML(DFND) - NEGMOD(DFND) > 0 AND SWQ(DFND) > 0 THEN PRINT " (B)lock"; sDML(DFND) - NEGMOD(DFND); "%";
IF DODGE(DFND) - NEGMOD(DFND) > 0 THEN PRINT " (D)odge"; DODGE(DFND) - NEGMOD(DFND); "%";




127
IF RANGED = 1 THEN GOTO 128

IF AML(DFND) - NEGMOD(DFND) > 0 THEN PRINT " (C)ounterstrike"; AML(DFND) - NEGMOD(DFND); "%";

128 PRINT " (I)gnore";





Aspect$(DFND) = "B": Aspect(DFND) = Blunt(DFND)
IF Edge(DFND) > Blunt(DFND) THEN Aspect$(DFND) = "E": Aspect(DFND) = Edge(DFND)
IF Pointx(DFND) > Edge(DFND) THEN Aspect$(DFND) = "P": Aspect(DFND) = Pointx(DFND)


130 GOSUB 1000
IF a$ = " " THEN CLS: GOSUB 15000: GOTO 125
IF a$ <> "B" AND a$ <> "C" AND a$ <> "D" AND a$ <> "I" GOTO 125
eaction$ = "Ignore": dact$ = "ignores the attack."

IF a$ = "B" THEN eaction$ = "Block": dact$ = "tries to block with a " + Shield$(DFND) + "."
IF a$ = "D" THEN eaction$ = "Dodge": dact$ = "tries to dodge the attack."
IF a$ = "C" THEN eaction$ = "Counterstrike": dact$ = "tries a counterstrike with a " + Weapon$(DFND) + "."


response$ = a$
















CLS: PRINT USING " Combat Turn##.#"; round / 2 + .5
PRINT
weapon$ = Weapon$(ATKR): RangeDM = 0
IF RANGED = 0 THEN GOTO 201
weapon$ = Missile$(ATKR)
'Missile to Hit calculation
IF REXT < 70 THEN act$ = "throws"
IF LEFT$(Missile$(0), 4) = "Blow" THEN act$ = "shoots"


GOSUB 700

IF RANGE <= RSHORT THEN RangeDM = 0: Aspect(ATKR) = PSHORT: GOTO 200
IF RANGE <= RMED THEN RangeDM = 20: Aspect(ATKR) = PMED: GOTO 200
IF RANGE <= RLONG THEN RangeDM = 40: Aspect(ATKR) = PLONG: GOTO 200
IF RANGE <= REXT THEN RangeDM = 80: Aspect(ATKR) = PEXT: GOTO 200
RangeDM = 100: Aspect(ATKR) = 0
200
'PRINT RangeDM
weapon$ = weapon$ + " at" + STR$(RANGE) + " feet."



201
PRINT " "; name$(ATKR); " "; act$; " with a "; weapon$: PRINT
IF ATKR = 0 THEN GOSUB 600: attack = DieRoll ELSE attack = INT(RND * 100) + 1
PRINT " "; name$(DFND); " "; dact$: PRINT
IF DFND = 0 THEN GOSUB 600: defense = DieRoll ELSE defense = INT(RND * 100) + 1





ATTAX = AML(ATKR) - NEGMOD(ATKR) - tohit - RangeDM

DEFEND = sDML(DFND) - NEGMOD(DFND)
IF eaction$ = "Dodge" THEN DEFEND = DODGE(DFND) - NEGMOD(DFND)
IF eaction$ = "Counterstrike" THEN DEFEND = AML(DFND) - NEGMOD(DFND)


'TO HIT ROLLS
IF defense <= DEFEND AND INT(defense / 5) = defense / 5 THEN DRS$ = "CS": GOTO 1900
IF defense <= DEFEND AND INT(defense / 5) <> defense / 5 THEN DRS$ = "MS": GOTO 1900
IF defense > DEFEND AND INT(defense / 5) = defense / 5 THEN DRS$ = "CF": GOTO 1900
IF defense > DEFEND AND INT(defense / 5) <> defense / 5 THEN DRS$ = "MF": GOTO 1900
1900
IF attack <= ATTAX AND INT(attack / 5) = attack / 5 THEN ARS$ = "CS": GOTO 2000
IF attack <= ATTAX AND INT(attack / 5) <> attack / 5 THEN ARS$ = "MS": GOTO 3000
IF attack > ATTAX AND INT(attack / 5) = attack / 5 THEN ARS$ = "CF": GOTO 5000
IF attack > ATTAX AND INT(attack / 5) <> attack / 5 THEN ARS$ = "MF": GOTO 4000


2000 'CS
IF Aspect$(ATKR) = "M" THEN GOTO 6000
IF eaction$ <> "Block" THEN GOTO 2100
IF DRS$ = "CF" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*2": GOTO 9000
IF DRS$ = "MS" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = "Block": GOTO 9000
2100
IF eaction$ <> "Counterstrike" THEN GOTO 2200
IF DRS$ = "CF" THEN result$ = "A*4": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "MS" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = "B*2": GOTO 9000
2200
IF eaction$ <> "Dodge" THEN GOTO 2300
IF DRS$ = "CF" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*2": GOTO 9000
IF DRS$ = "MS" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
2300
IF DRS$ = "CF" THEN result$ = "A*4": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*4": GOTO 9000
IF DRS$ = "MS" THEN result$ = "A*4": GOTO 9000
IF DRS$ = "CS" THEN result$ = "A*4": GOTO 9000
GOTO 9000



3000 'MS
IF Aspect$(ATKR) = "M" THEN GOTO 6100
IF eaction$ <> "Block" THEN GOTO 3100
IF DRS$ = "CF" THEN result$ = "A*2": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "MS" THEN result$ = "Block": GOTO 9000
IF DRS$ = "CS" THEN result$ = "DTA": GOTO 9000
3100
IF eaction$ <> "Counterstrike" THEN GOTO 3200
IF DRS$ = "CF" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*2": GOTO 9000
IF DRS$ = "MS" THEN result$ = "B*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = "D*1": GOTO 9000
3200
IF eaction$ <> "Dodge" THEN GOTO 3300
IF DRS$ = "CF" THEN result$ = "A*2": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "MS" THEN result$ = " * ": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
3300
IF DRS$ = "CF" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "MS" THEN result$ = "A*3": GOTO 9000
IF DRS$ = "CS" THEN result$ = "A*3": GOTO 9000
GOTO 9000



4000 'MF
IF Aspect$(ATKR) = "M" THEN GOTO 6200
IF eaction$ <> "Block" THEN GOTO 4100
IF DRS$ = "CF" THEN result$ = "DF": GOTO 9000
IF DRS$ = "MF" THEN result$ = "Block": GOTO 9000
IF DRS$ = "MS" THEN result$ = "DTA": GOTO 9000
IF DRS$ = "CS" THEN result$ = "DTA": GOTO 9000
4100
IF eaction$ <> "Counterstrike" THEN GOTO 4200
IF DRS$ = "CF" THEN result$ = "DF": GOTO 9000
IF DRS$ = "MF" THEN result$ = "Block": GOTO 9000
IF DRS$ = "MS" THEN result$ = "D*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = "D*2": GOTO 9000
4200
IF eaction$ <> "Dodge" THEN GOTO 4300
IF DRS$ = "CF" THEN result$ = "DS": GOTO 9000
IF DRS$ = "MF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MS" THEN result$ = " * ": GOTO 9000
IF DRS$ = "CS" THEN result$ = "DTA": GOTO 9000
4300 'IGNORE
IF DRS$ = "CF" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "MF" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "MS" THEN result$ = "A*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = "A*1": GOTO 9000
GOTO 9000



5000 'CF
IF Aspect$(ATKR) = "M" THEN GOTO 6300
IF eaction$ <> "Block" THEN GOTO 5100
IF DRS$ = "CF" THEN result$ = "BF": GOTO 9000
IF DRS$ = "MF" THEN result$ = "AF": GOTO 9000
IF DRS$ = "MS" THEN result$ = "DTA": GOTO 9000
IF DRS$ = "CS" THEN result$ = "DTA": GOTO 9000
5100
IF eaction$ <> "Counterstrike" THEN GOTO 5200
IF DRS$ = "CF" THEN result$ = "BF": GOTO 9000
IF DRS$ = "MF" THEN result$ = "AF": GOTO 9000
IF DRS$ = "MS" THEN result$ = "D*2": GOTO 9000
IF DRS$ = "CS" THEN result$ = "D*3": GOTO 9000
5200
IF eaction$ <> "Dodge" THEN GOTO 5300
IF DRS$ = "CF" THEN result$ = "BS": GOTO 9000
IF DRS$ = "MF" THEN result$ = "AS": GOTO 9000
IF DRS$ = "MS" THEN result$ = "DTA": GOTO 9000
IF DRS$ = "CS" THEN result$ = "DTA": GOTO 9000
5300 'IGNORE
IF DRS$ = "CF" THEN result$ = "DTA": GOTO 9000
IF DRS$ = "MF" THEN result$ = "DTA": GOTO 9000
IF DRS$ = "MS" THEN result$ = "DTA": GOTO 9000
IF DRS$ = "CS" THEN result$ = "DTA": GOTO 9000









6000 'Missile Results
6001 'CS
IF eaction$ <> "Block" THEN GOTO 6010
IF DRS$ = "CF" THEN result$ = "M*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "MS" THEN result$ = "M*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = "Block": GOTO 9000
6010
IF eaction$ <> "Dodge" THEN GOTO 6020
IF DRS$ = "CF" THEN result$ = "M*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "MS" THEN result$ = "M*1": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
6020
IF DRS$ = "CF" THEN result$ = "M*3": GOTO 9000
IF DRS$ = "MF" THEN result$ = "M*3": GOTO 9000
IF DRS$ = "MS" THEN result$ = "M*3": GOTO 9000
IF DRS$ = "CS" THEN result$ = "M*3": GOTO 9000
GOTO 9000

6100 'MS
IF eaction$ <> "Block" THEN GOTO 6120
IF DRS$ = "CF" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "MF" THEN result$ = "M*1": GOTO 9000
IF DRS$ = "MS" THEN result$ = "Block": GOTO 9000
IF DRS$ = "CS" THEN result$ = "Block": GOTO 9000
6120
IF eaction$ <> "Dodge" THEN GOTO 6130
IF DRS$ = "CF" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "MF" THEN result$ = "M*1": GOTO 9000
IF DRS$ = "MS" THEN result$ = " * ": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
6130
IF DRS$ = "CF" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "MF" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "MS" THEN result$ = "M*2": GOTO 9000
IF DRS$ = "CS" THEN result$ = "M*2": GOTO 9000
GOTO 9000

6200 'MF
IF eaction$ <> "Block" THEN GOTO 6220
IF DRS$ = "CF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MS" THEN result$ = " * ": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
6220
IF eaction$ <> "Dodge" THEN GOTO 6230
IF DRS$ = "CF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MS" THEN result$ = " * ": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
6230
IF DRS$ = "CF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MF" THEN result$ = " * ": GOTO 9000
IF DRS$ = "MS" THEN result$ = " * ": GOTO 9000
IF DRS$ = "CS" THEN result$ = " * ": GOTO 9000
GOTO 9000

6300 'CF
IF eaction$ <> "Block" THEN GOTO 6320
IF DRS$ = "CF" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "MF" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "MS" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "CS" THEN result$ = "Wild": GOTO 9000
6320
IF eaction$ <> "Dodge" THEN GOTO 6330
IF DRS$ = "CF" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "MF" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "MS" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "CS" THEN result$ = "Wild": GOTO 9000
6330
IF DRS$ = "CF" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "MF" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "MS" THEN result$ = "Wild": GOTO 9000
IF DRS$ = "CS" THEN result$ = "Wild": GOTO 9000
GOTO 9000

































9000 'result
IF DTA$ = "Y" AND result$ = "DTA" THEN result$ = "D*0"
PRINT USING "###/##"; ATTAX; attack;
PRINT " "; name$(ATKR);: PRINT USING " rolls### - "; attack;: PRINT ARS$
PRINT
PRINT USING "###/##"; DEFEND; defense;
PRINT " "; name$(DFND);: PRINT USING " rolls### - "; defense;: PRINT DRS$
PRINT
PRINT " Result : "; result$
PRINT
dd = 0: impact = 0: ip = 0
IF VAL(RIGHT$(result$, 1)) > 0 THEN dd = VAL(RIGHT$(result$, 1))


IF LEFT$(result$, 2) = "A*" OR LEFT$(result$, 2) = "M*" THEN ACTIVE = ATKR: PASSIVE = DFND: GOSUB 9500
IF LEFT$(result$, 2) = "D*" THEN csd = 0: ACTIVE = DFND: PASSIVE = ATKR: GOSUB 9500
IF LEFT$(result$, 2) = "B*" THEN csd = 0: PRINT " Both receive damage!": PRINT: ACTIVE = ATKR: PASSIVE = DFND: GOSUB 9500: ACTIVE = DFND: PASSIVE = ATKR: GOSUB 9500

IF result$ <> "Block" THEN GOTO 9010


PRINT " "; name$(DFND); " blocks the attack!": BLM = 0 'Modifier since breaks are to common
'HOMERULE Weapons and shields do not break, they only loose 1 point WQ
IF WWQ(ATKR) >= SWQ(DFND) AND SWQ(DFND) > 0 AND INT(RND * 6) + INT(RND * 6) + INT(RND * 6) + 3 > SWQ(DFND) + BLM THEN PRINT: PRINT " "; Shield$(DFND); " damaged!": SWQ(DFND) = SWQ(DFND) - 1 ' SWQ(DFND) = 0
IF RANGED = 1 AND WWQ(ATKR) < SWQ(DFND) AND INT(RND * 6) + INT(RND * 6) + INT(RND * 6) + 3 > WWQ(ATKR) + BLM THEN PRINT: PRINT " "; Weapon$(ATKR); " damaged!": WWQ(ATKR) = WWQ(ATKR) - 1:


9010
IF result$ = "DTA" THEN PRINT " Miss, "; name$(DFND); " takes advantage!"
IF result$ = " * " THEN PRINT " Miss, Standoff!"
IF result$ = "BF" THEN PRINT " Both fumble!": target = ATKR: GOSUB 12600: target = DFND: GOSUB 12600
IF result$ = "AF" THEN target = ATKR: GOSUB 12600
IF result$ = "DF" THEN target = DFND: GOSUB 12600
IF result$ = "BS" THEN PRINT " Both stumble!": target = ATKR: GOSUB 12500: target = DFND: GOSUB 12500:
IF result$ = "AS" THEN target = ATKR: GOSUB 12500
IF result$ = "DS" THEN target = DFND: GOSUB 12500

'ip = 0: GOSUB 10000: 'Aiming Zone & Injury table
IF MID$(effect$, 2, 1) = "G" THEN effect$ = effect$ + "-B"

PRINT
GOSUB 1000

'END OF ROUND
GOTO 99

9500 'Damage generation
IF LEFT$(result$, 2) = "B*" AND ACTIVE = DFND THEN GOSUB 9600: IF csd = 1 THEN RETURN
IF LEFT$(result$, 2) = "D*" THEN GOSUB 9600: IF csd = 1 THEN RETURN


WDM = WEIGHT(ACTIVE) / WEIGHT(PASSIVE)

SDM = 0
IF WDM < 1 / 32 THEN SDM = -4
IF WDM < 1 / 16 THEN SDM = -3
IF WDM < 1 / 8 THEN SDM = -2
IF WDM < 1 / 4 THEN WDM = -1
IF WDM > 4 THEN SDM = 1
IF WDM > 8 THEN SDM = 2
IF WDM > 16 THEN SDM = 3
IF WDM > 32 THEN SDM = 4


DieRoll = 0: ip = 0:
damage$ = Aspect$(ACTIVE): Aspect = Aspect(ACTIVE)

FOR z = 1 TO dd: DieRoll = DieRoll + INT(RND * 6) + 1 + SDM: NEXT

impact = DieRoll + Aspect

IF damage$ = "B" THEN aspect$ = "Blunt"
IF damage$ = "E" THEN aspect$ = "Edge"
IF damage$ = "P" THEN aspect$ = "Point"


'PRINT name$(PASSIVE), damage$; Aspect

TRGT = PASSIVE
Wound$ = "hit on the armor ": effect$ = ""

GOSUB 10000

resulttext$ = " " + name$(PASSIVE) + " receives a":

PRINT resulttext$; " "; Wound$
PRINT
IF impact < 1 THEN RETURN

PRINT USING "##D"; dd;
IF SDM <> 0 THEN PRINT USING "+#"; SDM;
PRINT " Damage, Roll :"; DieRoll; "+ "; aspect$; Aspect; "- Armor"; armor; "="; impact; " "; effect$
PRINT

target = PASSIVE: GOSUB 13100






IF LEFT$(effect$, 1) = "S" THEN target = PASSIVE: GOSUB 12500

IF LEFT$(effect$, 1) = "F" THEN target = PASSIVE: GOSUB 12600

IF MID$(effect$, 2, 1) = "K" THEN GOSUB 12300

RETURN


9600 'Counterstrike Dodge
IF csd$ <> "Y" THEN RETURN
Mult = VAL(RIGHT$(result$, 1)): IF Mult = 0 THEN Mult = 1
CSDodge = (DODGE(ATKR) - NEGMOD(ATKR)) / Mult:
Dodgeroll = INT(RND * 100) + 1
PRINT USING " - Target### D100 =### "; CSDodge; Dodgeroll;
IF Dodgeroll <= CSDodge THEN PRINT " "; name$(ATKR); " dodges the Counterattack!": csd = 1
RETURN



10000 'Aiming Zone & Injury Table
location = INT(100 * RND) + 1:
IF aim$ = "Low" THEN GOTO 10300
IF aim$ = "High" THEN GOTO 10100
IF aim$ = "4leg" THEN GOTO 10400

GOTO 10200

10100 'High
IF location < 16 THEN location$ = "Skull": GOTO 11000
IF location < 30 THEN location$ = "Face": GOTO 11000
IF location < 46 THEN location$ = "Neck": GOTO 11000
IF location < 58 THEN location$ = "Shoulder": GOTO 11000
IF location < 70 THEN location$ = "Upper Arm": GOTO 11000
IF location < 74 THEN location$ = "Elbow": GOTO 11000
IF location < 82 THEN location$ = "Forearm": GOTO 11000
IF location < 86 THEN location$ = "Hand": GOTO 11000
IF location < 96 THEN location$ = "Thorax": GOTO 11000
location$ = "Abdomen": GOTO 11000
GOTO 11000

10200 'Mid
IF location < 6 THEN location$ = "Skull": GOTO 11000
IF location < 11 THEN location$ = "Face": GOTO 11000
IF location < 16 THEN location$ = "Neck": GOTO 11000
IF location < 28 THEN location$ = "Shoulder": GOTO 11000
IF location < 34 THEN location$ = "Upper Arm": GOTO 11000
IF location < 36 THEN location$ = "Elbow": GOTO 11000
IF location < 40 THEN location$ = "Forearm": GOTO 11000
IF location < 44 THEN location$ = "Hand": GOTO 11000
IF location < 61 THEN location$ = "Thorax": GOTO 11000
IF location < 71 THEN location$ = "Abdomen": GOTO 11000
IF location < 75 THEN location$ = "Groin": GOTO 11000
IF location < 81 THEN location$ = "Hip": GOTO 11000
IF location < 89 THEN location$ = "Thigh": GOTO 11000
IF location < 91 THEN location$ = "Knee": GOTO 11000
IF location < 97 THEN location$ = "Calf": GOTO 11000
location$ = "Foot": GOTO 11000

GOTO 11000

10300 'Low
IF location < 7 THEN location$ = "Forearm": GOTO 11000
IF location < 13 THEN location$ = "Hand": GOTO 11000
IF location < 20 THEN location$ = "Thorax": GOTO 11000
IF location < 30 THEN location$ = "Abdomen": GOTO 11000
IF location < 36 THEN location$ = "Groin": GOTO 11000
IF location < 50 THEN location$ = "Hip": GOTO 11000
IF location < 71 THEN location$ = "Thigh": GOTO 11000
IF location < 79 THEN location$ = "Knee": GOTO 11000
IF location < 93 THEN location$ = "Calf": GOTO 11000
location$ = "Foot": GOTO 11000

10400 '4 legged animal
IF location < 16 THEN location$ = "Skull": GOTO 11000
IF location < 26 THEN location$ = "Neck": GOTO 11000
IF location < 30 THEN location$ = "Foreleg": GOTO 11000
IF location < 50 THEN location$ = "Thorax": GOTO 11000
IF location < 85 THEN location$ = "Abdomen": GOTO 11000
IF location < 95 THEN location$ = "Hindleg": GOTO 11000
location$ = "Tail": GOTO 11000

















11000 effect$ = "": 'PRINT location$

FOR luc = 1 TO LOCATIONS(TRGT)
    IF loca$(TRGT, luc) = location$ THEN zz = luc
NEXT
IF loca$(TRGT, 1) = "All" THEN zz = 1

ARMB = ARMB(TRGT, zz)
ARME = ARME(TRGT, zz)
ARMP = ARMP(TRGT, zz)
ARMF = ARMF(TRGT, zz)

IF aspect$ = "Edge" THEN armor = ARME
IF aspect$ = "Blunt" THEN armor = ARMB
IF aspect$ = "Point" THEN armor = ARMP

impact = impact - armor

IF impact < 1 THEN Wound$ = Wound$ + "(" + location$ + ").": RETURN











IF location$ <> "Skull" THEN GOTO 11010
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the skull.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the skull.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the skull.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "killing bash to the skull.": effect$ = " K4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the skull.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the skull.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the skull.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the skull.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "killing cut to the skull.": effect$ = " K4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the skull.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the skull.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the skull.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the skull.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "killing stab to the skull.": effect$ = " K4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the skull.": effect$ = " K5": GOTO 12000



11010 IF location$ <> "Face" THEN GOTO 11020
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the face.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the face.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the face.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the face.": effect$ = " G4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the face.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the face.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the face.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the face.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the face.": effect$ = " G4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the face.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the face.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the face.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the face.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the face.": effect$ = " G4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the face.": effect$ = " K5": GOTO 12000



11020 IF location$ <> "Neck" THEN GOTO 11030
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the neck.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the neck.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the neck.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "killing bash to the neck.": effect$ = " K4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the neck.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the neck.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the neck.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the neck.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "killing cut to the neck.": effect$ = " K4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the neck.": effect$ = " K5A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the neck.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the neck.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the neck.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "killing stab to the neck.": effect$ = " K4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the neck.": effect$ = " K5A": GOTO 12000



11030 IF location$ <> "Shoulder" THEN GOTO 11040
GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " shoulder.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " shoulder.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " shoulder.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " shoulder.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " shoulder.": effect$ = "FK5": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " shoulder.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " shoulder.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND easpect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " shoulder.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " shoulder.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the" + lr$ + " shoulder.": effect$ = "FK4": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " shoulder.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " shoulder.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " shoulder.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " shoulder.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the" + lr$ + " shoulder.": effect$ = "FK5": GOTO 12000


11040 IF location$ <> "Upper Arm" THEN GOTO 11050
GOSUB 12400
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " upper arm.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " upper arm.": effect$ = "FS2": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " upper arm.": effect$ = "FS3": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " upper arm.": effect$ = "FG4": GOTO 12000

IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " upper arm.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " upper arm.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " upper arm.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " upper arm.": effect$ = "FG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " upper arm.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " upper arm.": effect$ = "FS2": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " upper arm.": effect$ = "FS3": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " upper arm.": effect$ = "FG4A": GOTO 12000

11041 IF location$ <> "Foreleg" THEN GOTO 11050
GOSUB 12400
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " foreleg.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " foreleg.": effect$ = "FS2": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " foreleg.": effect$ = "FS3": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " foreleg.": effect$ = "FG4": GOTO 12000

IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " foreleg.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " foreleg.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " foreleg.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " foreleg.": effect$ = "FG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " foreleg.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " foreleg.": effect$ = "FS2": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " foreleg.": effect$ = "FS3": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " foreleg.": effect$ = "FG4A": GOTO 12000



11050 IF location$ <> "Elbow" THEN GOTO 11060
GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " elbow.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " elbow.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " elbow.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " elbow.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " elbow.": effect$ = "FG5A": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " elbow.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " elbow.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " elbow.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " elbow.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " elbow.": effect$ = "FG4A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " elbow.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " elbow.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " elbow.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " elbow.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " elbow.": effect$ = "FG5A": GOTO 12000



11060 IF location$ <> "Forearm" THEN GOTO 11070
GOSUB 12400
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " forarm.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " forarm.": effect$ = "FS2": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " forarm.": effect$ = "FS3": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash of the" + lr$ + " forarm.": effect$ = "FG4": GOTO 12000

IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " forarm.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " forarm.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " forarm.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " forarm.": effect$ = "FG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " forarm.": effect$ = "FM1": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " forarm.": effect$ = "FS2": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " forarm.": effect$ = "FS3": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " forarm.": effect$ = "FG4A": GOTO 12000


11070 IF location$ <> "Hand" THEN GOTO 11080
GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " hand.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " hand.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " hand.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " hand.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " hand.": effect$ = "FG5A": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " hand.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " hand.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " hand.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " hand.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " hand.": effect$ = "FG4A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " hand.": effect$ = "FM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " hand.": effect$ = "FS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " hand.": effect$ = "FS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " hand.": effect$ = "FG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " hand.": effect$ = "FG5A": GOTO 12000


11080 IF location$ <> "Thorax" THEN GOTO 11090
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the thorax.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the thorax.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the thorax.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the thorax.": effect$ = " G4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the thorax.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the thorax.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the thorax.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the thorax.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the thorax.": effect$ = " G4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the thorax.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the thorax.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the thorax.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the thorax.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the thorax.": effect$ = " G4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the thorax.": effect$ = " K5": GOTO 12000










11090 IF location$ <> "Abdomen" THEN GOTO 11100
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the abdomen.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the abdomen.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the abdomen.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "killing bash to the abdomen.": effect$ = " K4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the abdomen.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the abdomen.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the abdomen.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the abdomen.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "killing cut to the abdomen.": effect$ = " K4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the abdomen.": effect$ = " K5": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the abdomen.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the abdomen.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the abdomen.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "killing stab to the abdomen.": effect$ = " K4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the abdomen.": effect$ = " K5": GOTO 12000









11100 IF location$ <> "Groin" THEN GOTO 11110
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the groin.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the groin.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the groin.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the groin.": effect$ = " G4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "grievous crush of the groin.": effect$ = " G5A": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the groin.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the groin.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the groin.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the groin.": effect$ = " G4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the groin.": effect$ = " G5A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the groin.": effect$ = " M1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the groin.": effect$ = " S2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the groin.": effect$ = " S3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the groin.": effect$ = " G4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the groin.": effect$ = " G5A": GOTO 12000








11110 IF location$ <> "Hip" THEN GOTO 11120
GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " hip.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " hip.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " hip.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " hip.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " hip.": effect$ = "SK4": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " hip.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " hip.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " hip.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " hip.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the" + lr$ + " hip.": effect$ = "SK4": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " hip.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " hip.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " hip.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " hip.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the" + lr$ + " hip.": effect$ = "SK4": GOTO 12000









11120 IF location$ <> "Thigh" THEN GOTO 11130
GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " thigh.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " thigh.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " thigh.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " thigh.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " thigh.": effect$ = " K5A": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " thigh.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " thigh.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " thigh.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " thigh.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "killing cut to the" + lr$ + " thigh.": effect$ = "SK4A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " thigh.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " thigh.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " thigh.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " thigh.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "killing stab to the" + lr$ + " thigh.": effect$ = "SK5A": GOTO 12000

11130 IF location$ <> "Knee" THEN GOTO 11140

GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " knee.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " knee.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " knee.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " knee.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " knee.": effect$ = "SG5A": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " knee.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " knee.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " knee.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " knee.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " knee.": effect$ = "SG4A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " knee.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " knee.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " knee.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " knee.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " knee.": effect$ = "SG5A": GOTO 12000



11140 IF location$ <> "Calf" THEN GOTO 11150

GOSUB 12400
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " calf.": effect$ = "SM1": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " calf.": effect$ = "SS2": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " calf.": effect$ = "SS3": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " calf.": effect$ = "SG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " calf.": effect$ = "SM1": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " calf.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " calf.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " calf.": effect$ = "SG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " calf.": effect$ = "SM1": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " calf.": effect$ = "SS2": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " calf.": effect$ = "SS3": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " calf.": effect$ = "SG4A": GOTO 12000


11141 IF location$ <> "Hindleg" THEN GOTO 11150

GOSUB 12400
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " hindleg.": effect$ = "SM1": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " hindleg.": effect$ = "SS2": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " hindleg.": effect$ = "SS3": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "killing bash to the" + lr$ + " hindleg.": effect$ = "SG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " hindleg.": effect$ = "SM1": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " hindleg.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " hindleg.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " hindleg.": effect$ = "SG4A": GOTO 12000

IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " hindleg.": effect$ = "SM1": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " hindleg.": effect$ = "SS2": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " hindleg.": effect$ = "SS3": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " hindleg.": effect$ = "SG4A": GOTO 12000


11150 'Foot
GOSUB 12400
IF impact < 5 AND aspect$ = "Blunt" THEN Wound$ = "minor Bruise to the" + lr$ + " foot.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " foot.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Blunt" THEN Wound$ = "serious fracture of the" + lr$ + " foot.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " foot.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Blunt" THEN Wound$ = "grievous crush of the" + lr$ + " foot.": effect$ = "SG5A": GOTO 12000

IF impact < 5 AND aspect$ = "Edge" THEN Wound$ = "minor cut to the" + lr$ + " foot.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " foot.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Edge" THEN Wound$ = "serious cut to the" + lr$ + " foot.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " foot.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Edge" THEN Wound$ = "grievous cut to the" + lr$ + " foot.": effect$ = "SG4A": GOTO 12000

IF impact < 5 AND aspect$ = "Point" THEN Wound$ = "minor stab to the" + lr$ + " foot.": effect$ = "SM1": GOTO 12000
IF impact < 9 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " foot.": effect$ = "SS2": GOTO 12000
IF impact < 13 AND aspect$ = "Point" THEN Wound$ = "serious stab to the" + lr$ + " foot.": effect$ = "SS3": GOTO 12000
IF impact < 17 AND aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " foot.": effect$ = "SG4": GOTO 12000
IF aspect$ = "Point" THEN Wound$ = "grievous stab to the" + lr$ + " foot.": effect$ = "SG5A": GOTO 12000


12000 ip = VAL(MID$(effect$, 3, 1))

wound(PASSIVE) = wound(PASSIVE) + 1

Wound$(PASSIVE, wound(PASSIVE)) = damage$ + effect$ + " " + Wound$

ITYPE$ = MID$(effect$, 2, 1): IF ITYPE$ = "G" OR ITYPE$ = "K" THEN BLEED(PASSIVE) = BLEED(PASSIVE) + 1

IF RIGHT$(effect$, 1) = "A" THEN ip = VAL(MID$(effect$, 3, 1)): target = PASSIVE: GOSUB 12200
RETURN


12200 ' Amputation
ipd = 0: dice = VAL(MID$(effect$, 3, 1))
PRINT USING " Amputation Roll with##D vs. Weight/10:## ="; dice; WEIGHT(target) / 10;
FOR J = 1 TO dice: ipd = ipd + INT(6 * RND) + 1: NEXT
PRINT ipd;
IF ipd > WEIGHT(target) / 10 THEN PRINT name$(target); "- A M P U T A T I O N !": PRINT ELSE PRINT: PRINT
RETURN

12300 ' Kill
ipd = 0: dice = VAL(MID$(effect$, 3, 1))
PRINT USING " Kill Roll with##D vs. END## ="; dice; ENDU(target);
FOR J = 1 TO dice: ipd = ipd + INT(6 * RND) + 1: NEXT
PRINT ipd;
IF ipd > ENDU(target) THEN PRINT "- "; name$(target); " is K I L L E D!": PRINT ELSE PRINT: PRINT
RETURN

12400 ' Left / Right
lr$ = " right": IF INT(RND * 100) + 1 > 50 THEN lr$ = " left"
RETURN

12500 'stumble
ipd = 0: dice = 3
PRINT USING " Stumble Roll with##D vs. AGI## ="; dice; AGIL(target) - NEGMOD(target) / 5;
FOR J = 1 TO dice: ipd = ipd + INT(6 * RND) + 1: NEXT
PRINT ipd;
IF ipd > AGIL(target) - NEGMOD(target) / 5 THEN PRINT "- "; name$(target); " stumbles!": stumble = 1: PRINT ELSE PRINT: PRINT
RETURN

12600 ' Fumble
IF loc$(target) = "4L" THEN GOTO 12500
ipd = 0: dice = 3
PRINT USING " Fumble Roll with##D vs. DEX## ="; dice; DEXT(target) - NEGMOD(target) / 5;
FOR J = 1 TO dice: ipd = ipd + INT(6 * RND) + 1: NEXT
PRINT ipd;
IF ipd > DEXT(target) - NEGMOD(target) / 5 THEN PRINT "- "; name$(target); " fumbles!": fumble = 1: PRINT ELSE PRINT: PRINT
RETURN


13100 'SHOCK TEST

IP(target) = IP(target) + ip
IF ip < 2 AND SCK$ = "Y" THEN RETURN: 'HOMERULE
ipd = 0
dice = IP(target) '+ EP(target)
PRINT USING " Shock Roll with##D vs. END## ="; dice; ENDU(target);
FOR J = 1 TO dice: ipd = ipd + INT(6 * RND) + 1: NEXT
PRINT ipd;
IF ipd > ENDU(target) THEN PRINT "- "; name$(target); " is in S H O C K !": SHOCK(target) = 1: PRINT ELSE PRINT: PRINT
RETURN




14000 'Healing
PRINT " "; name$(target): PRINT
14100 'Shock
IF SHOCK(target) = 0 GOTO 14200
PRINT USING " Shock recovery H5/##% (repeat 4h) CF=HR-2, MF=HR-1, MS=HR+1, CS=HR+2"; ENDU(target) * 5: PRINT
14200 'Bleeder
IF BLEED(target) = 0 GOTO 14300
PRINT " Tourniquet +50% MS/CS stops bleeding (repeat each minute)": PRINT
14300 'Wounds
FOR z = 1 TO wound(target)
    heal$ = LEFT$(Wound$(target, z), 5): Serious$ = MID$(heal$, 3, 1): IF Serious$ = "K" THEN Serious$ = "G"
    type$ = LEFT$(heal$, 1): grade = VAL(MID$(heal$, 4, 1))

    IF type$ <> "B" THEN GOTO 14310
    IF Serious$ = "M" THEN healing$ = " Swelling.": treatment$ = "Compress": code$ = "+30 H5  H4  H5  H6  EE": GOTO 14350
    IF Serious$ = "S" THEN healing$ = " Simple Fracture.": treatment$ = "Splint": code$ = "+20 H4* H3* H4* H5  H6": GOTO 14350
    IF Serious$ = "G" THEN healing$ = " Compound Fracture, bleeding.": treatment$ = "Surgery & Splint": code$ = "+10 H3* H2* H3* H4  H5": GOTO 14350
    14310
    IF type$ <> "E" THEN GOTO 14320
    IF Serious$ = "M" THEN healing$ = STR$(grade) + " inch long gash.": treatment$ = "Clean & Dress": code$ = "+30 H5  H4  H5  H6  EE": GOTO 14350
    IF Serious$ = "S" THEN healing$ = STR$(grade * 2) + " inch long gash.": treatment$ = "Surgery": code$ = "+20 H4  H3  H4  H5  H6": GOTO 14350
    IF Serious$ = "G" THEN healing$ = STR$(grade * 3) + " inch long, bleeding gash.": treatment$ = "Surgery": code$ = "+10 H3* H2* H3* H4* H5": GOTO 14350
    14320
    IF type$ <> "P" THEN GOTO 14330
    IF Serious$ = "M" THEN healing$ = STR$(grade) + " inch deep.": treatment$ = "Clean & Dress": code$ = "+25 H5  H4  H5  H6  EE": GOTO 14350
    IF Serious$ = "S" THEN healing$ = STR$(grade) + " inch deep.": treatment$ = "Clean & Dress": code$ = "+15 H4  H3  H4  H5  H6": GOTO 14350
    IF Serious$ = "G" THEN healing$ = STR$(INT(grade * 1.5)) + "inch deep, bleeding": treatment$ = "Surgery": code$ = "+05 H3* H2* H3* H4* H5": GOTO 14350

    14330
    'Minor Burn 1st Degree Burn/Blisters Compress +30 H5 H4 H5 H6 EE
    'Serious Burn 2nd Degree Burn/Open Wound Clean & Dress +15 H3 H2 H3 H4 H5
    'Grievous Burn 3rd Degree Burn/Charred Skin Clean & Dress +05 H2 H1 H2 H3 H4

    14340
    'Minor Frost Chilled Flesh/Shivering Warming +50 H5 H4 H5 EE EE
    'Serious Frost 2nd Degree Frostbite Warming +25 H4 H3* H4 H5 EE
    'Grievous Frost 3rd Degree Frostbite Amputate +10 • G5 G4 S3 S2
    14350
    dam$ = ""
    healmod = VAL(LEFT$(code$, 3))
    NT$ = MID$(code$, 5, 3): NT = VAL(MID$(NT$, 2, 1))
    CF$ = MID$(code$, 9, 3): CF = VAL(MID$(CF$, 2, 1))
    MF$ = MID$(code$, 13, 3): MF = VAL(MID$(MF$, 2, 1))
    MS$ = MID$(code$, 17, 3): MS = VAL(MID$(MS$, 2, 1))
    CS$ = MID$(code$, 21, 3): CS = VAL(MID$(CS$, 2, 1))
    Wound$ = Wound$(target, z): Wound$ = RIGHT$(Wound$, (LEN(Wound$) - 5))
    PRINT USING "##. "; z;: PRINT Wound$; healing$
    PRINT USING " Improvement chance without treatment : H#=##%"; NT; NT * ENDU(target);
    IF MID$(code$, 7, 1) = "*" THEN PRINT " but permanent damage..." ELSE PRINT
    PRINT " Recommended treatment: "; treatment$; ' code$;
    PRINT USING " for Bonus of +##%"; healmod
    PRINT " "; treatment$; " treatment:";
    PRINT USING " CF/H#=##%"; CF; CF * ENDU(target);: IF MID$(code$, 11, 1) = "*" THEN PRINT "*";: dam$ = "*"
    PRINT USING " MF/H#=##%"; MF; MF * ENDU(target);: IF MID$(code$, 15, 1) = "*" THEN PRINT "*";: dam$ = "*"
    IF MS = 0 THEN PRINT " MS+CS/Heals on its own...": GOTO 14355
    PRINT USING " MS/H#=##%"; MS; MS * ENDU(target);: IF MID$(code$, 19, 1) = "*" THEN PRINT "*";: dam$ = "*"
    IF CS = 0 THEN PRINT " CS/Heals on its own...": GOTO 14355
    PRINT USING " CS/H#=##%"; CS; CS * ENDU(target)
    14355
    IF dam$ = "*" THEN PRINT " * = permanent damage..." ELSE
    PRINT
NEXT

RETURN














15000 'Charcter Depiction
NEGMOD(target) = (IP(target) + EP(target)) * 5
PRINT " "; name$(target);: IF SHOCK(target) <> 0 THEN PRINT " in S H O C K !" ELSE PRINT

PRINT "                                 B  E  P"

PRINT " "; Weapon$(target); SPC(13 - LEN(Weapon$(target)));
PRINT USING "WQ## "; WWQ(target);
PRINT USING "A:### /###"; AML(target); AML(target) - NEGMOD(target);: PRINT USING "   ## ## ##"; Blunt(target); Edge(target); Pointx(target)
IF sDML(target) < 1 GOTO 15010
IF Shield$(target) <> Weapon$(target) THEN PRINT " "; Shield$(target); SPC(13 - LEN(Shield$(target)));: PRINT USING "WQ## "; SWQ(target); ELSE PRINT SPC(19);

PRINT USING "D:### /###"; sDML(target); sDML(target) - NEGMOD(target);: PRINT USING "   ## ## ##"; sBlunt(target); sEdge(target); sPointx(target)
15010
IF mDML(target) < 1 GOTO 15020
PRINT " "; Missile$(target); SPC(13 - LEN(Missile$(target)));: PRINT USING "WQ## "; MWQ(target);
PRINT USING "M:### /###"; mDML(target); mDML(target) - NEGMOD(target);: PRINT USING "   ## ## ##"; mBlunt(target); mEdge(target); mPointx(target)



15020
PRINT
PRINT USING " Encumbrance / Wounds ## / ##"; EP(target); IP(target)
IF BLEED(target) > 0 THEN PRINT USING " Bleeding             ## /###%"; BLEED(target); BLEED0(target) / ENDU(target) * 100

PRINT
PRINT USING " Initiative          ###"; INITIATIVE(target)
PRINT USING " Dodge               ### /###"; DODGE(target); DODGE(target) - NEGMOD(target)
PRINT
PRINT USING " Endurance           ### / ##"; ENDU(target); ENDU(target) - EP(target) - IP(target)
PRINT USING " Agility             ### / ##"; AGIL(target); AGIL(target) - EP(target) - IP(target)
PRINT USING " Dexterity           ### / ##"; DEXT(target); DEXT(target) - EP(target) - IP(target)
PRINT
FOR t = 1 TO wound(target)
    IF Wound$(target, t) <> "" THEN PRINT " "; Wound$(target, t)
NEXT


spac = 0: spax = 69
LOCATE 2, spax: PRINT "B  E  P  F"
FOR J = 1 TO LOCATIONS(target)
    IF J = 4 THEN spac = 1
    IF J = 9 THEN spac = 2
    IF J = 13 THEN spac = 3
    LOCATE J + 3 + spac, spax - 12
    IF ARMB(target, J) > 0 THEN PRINT " "; loca$(target, J); SPC(10 - LEN(loca$(target, J)));: PRINT USING "## ## ## ##"; ARMB(target, J), ARME(target, J), ARMP(target, J), ARMF(target, J)
NEXT
REM:LOCATE 15, 2
'GOSUB 1000
RETURN
































20000


DATA "NC Esharel Ranals","H",180
DATA "Broadsword   12",102,97,3,5,3
DATA "Round Shield 13",87,102,2,0,0
DATA 15,15,12
DATA 80,99
DATA 3,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",5,8,6,5
DATA "Upper Arm",2,2,2,2
DATA "Elbow",2,2,2,2
DATA "Forearm",2,2,2,2
DATA "Hand",2,4,3,3
DATA "Thorax",5,8,6,5
DATA "Abdomen",5,9,6,5
DATA "Groin",2,2,2,2
DATA "Hip",2,2,2,2
DATA "Thigh",2,2,2,2
DATA "Knee",3,5,4,4
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4

DATA "NC Zoe Alleyne Fiorfohd","H",180
DATA "Battleaxe 12",105,95,6,9,0
DATA "Battleaxe 12",105,95,6,9,0
DATA 14,14,12
DATA 75,90
DATA 3,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",4,6,5,5
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",2,4,3,3
DATA "Thorax",4,6,5,5
DATA "Abdomen",4,6,6,5
DATA "Groin",2,2,2,2
DATA "Hip",2,2,2,2
DATA "Thigh",1,1,1,1
DATA "Knee",1,1,1,1
DATA "Calf",7,11,7,3
DATA "Foot",3,5,4,4

DATA "NC Eryla Cobb","H",119
DATA "Battle Axe 15",107,97,8,13,0
DATA "Battle Axe 15",107,97,8,13,0
'DATA "Round Shield 13",86,101,2,0,0
DATA 15,12,12
DATA 75,90
DATA 3,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",4,7,5,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",5,6,5,4
DATA "Hand",0,0,0,0
DATA "Thorax",4,7,5,4
DATA "Abdomen",4,7,5,4
DATA "Groin",2,2,2,2
DATA "Hip",2,2,2,2
DATA "Thigh",1,1,1,1
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4



DATA "GA Barbarian Hunter","H",160
DATA "Spear 11",98,88,0,0,7
DATA "Round Shield 13",79,94,2,0,0
DATA 15,15,15
DATA 75,72
DATA 2,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",2,4,3,3
DATA "Upper Arm",2,4,3,3
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",2,4,3,3
DATA "Abdomen",2,4,3,3
DATA "Groin",2,4,3,3
DATA "Hip",2,4,3,3
DATA "Thigh",2,4,3,3
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",2,4,3,3




DATA "NC Drughu Chieftain","H",174
DATA "Stone Club  9",124,114,6,0,0
DATA "Stone Club  9",124,114,6,0,0
DATA 16,17,16
DATA 115,82
DATA 5,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",0,0,0,0
DATA "Upper Arm",0,0,0,0
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",0,0,0,0
DATA "Abdomen",0,0,0,0
DATA "Groin",2,4,3,3
DATA "Hip",0,0,0,0
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",0,0,0,0

DATA "NC Feudal Knight (HF)","H",192
DATA "Bastard Sword 12",131,121,4,6,4
DATA "Knight Shield 13",117,132,2,0,0
DATA 14,18,12
DATA 69,92
DATA 9,0
DATA 16
DATA "Skull",13,21,13,7
DATA "Face",6,10,6,2
DATA "Neck",13,21,13,7
DATA "Shoulder",8,12,8,6
DATA "Upper Arm",7,11,7,5
DATA "Elbow",7,11,7,5
DATA "Forearm",7,11,7,5
DATA "Hand",7,11,7,5
DATA "Thorax",8,12,8,6
DATA "Abdomen",8,12,8,6
DATA "Groin",8,12,8,6
DATA "Hip",8,12,8,6
DATA "Thigh",8,12,8,6
DATA "Knee",7,11,7,5
DATA "Calf",7,11,7,5
DATA "Foot",7,11,7,5


DATA "NC Khuzdul (MF)","H",145
DATA "Hammer Axe 15",112,102,6,6,0
DATA "Round Shield 17",87,102,2,0,0
DATA 15,13,15
DATA 93,80
DATA 2,0
DATA 16
DATA "Skull",15,17,12,10
DATA "Face",10,14,10,6
DATA "Neck",5,3,2,4
DATA "Shoulder",12,16,12,10
DATA "Upper Arm",12,16,12,10
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",12,16,12,10
DATA "Abdomen",12,16,12,10
DATA "Groin",12,16,12,10
DATA "Hip",12,16,12,10
DATA "Thigh",2,2,2,2
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "NC Laranian Knight (HF)","H",165
DATA "Broadsword 12",106,101,3,5,3
DATA "Knight Shield 13",101,116,2,0,0
DATA 14,16,15
DATA 79,105
DATA 6,0
DATA 16
DATA "Skull",11,13,8,6
DATA "Face",0,0,0,0
DATA "Neck",5,3,2,4
DATA "Shoulder",8,12,8,6
DATA "Upper Arm",7,11,7,5
DATA "Elbow",7,11,7,5
DATA "Forearm",7,11,7,5
DATA "Hand",2,4,3,3
DATA "Thorax",8,12,8,6
DATA "Abdomen",8,12,8,6
DATA "Groin",8,12,8,6
DATA "Hip",8,12,8,6
DATA "Thigh",8,12,8,6
DATA "Knee",5,3,2,4
DATA "Calf",5,3,2,4
DATA "Foot",7,7,5,7


DATA "GC Lia-Kavair","H",149
DATA "Dagger 11",83,83,1,4,3
DATA "Sickle 09",72,72,1,4,3
DATA 14,17,18
DATA 90,78
DATA 1,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Groin",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Thigh",1,1,1,1
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4


DATA "GC Man at Arms","H",216
DATA "Spear 11",105,95,4,0,7
DATA "Round Shield 13",85,100,2,0,0
DATA 13,14,13
DATA 66,86
DATA 5,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",6,4,3,5
DATA "Upper Arm",6,4,3,5
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",6,4,3,5
DATA "Abdomen",6,4,3,5
DATA "Groin",6,4,3,5
DATA "Hip",6,4,3,5
DATA "Thigh",1,1,1,1
DATA "Knee",1,1,1,1
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4


DATA "NC Melas Renier","H",135
DATA "Long Knife 18",124,129,4,6,9
DATA "Dagger 14",121,121,1,2,5
DATA 14,14,18
DATA 108,105
DATA 1,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",6,14,11,4
DATA "Upper Arm",6,14,11,4
DATA "Elbow",2,2,2,2
DATA "Forearm",2,2,2,2
DATA "Hand",4,8,6,6
DATA "Thorax",6,14,11,4
DATA "Abdomen",6,14,11,4
DATA "Groin",6,14,11,4
DATA "Hip",6,14,11,4
DATA "Thigh",2,2,2,2
DATA "Knee",2,2,2,2
DATA "Calf",2,2,2,2
DATA "Foot",6,10,8,8

DATA "GC Feudal Squire","H",123
DATA "Short Sword",49,44,2,4,4
DATA "Dagger",36,36,1,2,5
DATA 12,13,17
DATA 55,60
DATA 2,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",6,4,3,5
DATA "Upper Arm",6,4,3,5
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",6,4,3,5
DATA "Abdomen",6,4,3,5
DATA "Groin",6,4,3,5
DATA "Hip",6,4,3,5
DATA "Thigh",1,1,1,1
DATA "Knee",1,1,1,1
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4

DATA "GC Thug","H",150
DATA "Club 09",65,55,4,0,0
DATA "Club 09",65,55,4,0,0
DATA 13,12,11
DATA 66,55
DATA 0,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",2,4,3,3
DATA "Shoulder",2,4,3,3
DATA "Upper Arm",2,4,3,3
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",2,4,3,3
DATA "Abdomen",2,4,3,3
DATA "Hip",4,8,6,6
DATA "Groin",4,8,6,6
DATA "Thigh",2,4,3,3
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6

'Leather Calfboots, Cowl, Leggings and Tunic



DATA "NC Viking (MF)","H",119
DATA "Warhammer",101,91,6,0,5
DATA "Round Shield 13",81,96,2,0,0
DATA 14,14,12
DATA 70,84
DATA 3,0
DATA 16
DATA "Skull",7,11,7,3
DATA "Face",0,0,0,0
DATA "Neck",1,1,1,1
DATA "Shoulder",3,9,6,2
DATA "Upper Arm",3,9,6,2
DATA "Elbow",0,0,0,0
DATA "Forearm",6,10,6,2
DATA "Hand",2,4,3,3
DATA "Thorax",3,9,6,2
DATA "Abdomen",3,9,6,2
DATA "Groin",3,9,6,2
DATA "Hip",3,9,6,2
DATA "Thigh",1,1,1,1
DATA "Knee",3,5,4,4
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4



DATA "NC Weylund","H",237.6
DATA "Bastardsword 18",113,103,4,7,4
DATA "Bastardsword 18",113,103,4,7,4
DATA 17,17,16
DATA 65,30
DATA 2,0
DATA 16
DATA "Skull",10,13,7,5
DATA "Face",3,2,1,2
DATA "Neck",4,3,1,3
DATA "Shoulder",8,10,6,7
DATA "Upper Arm",5,4,2,4
DATA "Elbow",4,3,1,3
DATA "Forearm",4,3,1,3
DATA "Hand",3,2,1,2
DATA "Thorax",8,10,6,7
DATA "Abdomen",8,10,6,7
DATA "Groin",8,10,6,7
DATA "Hip",8,10,6,7
DATA "Thigh",4,3,1,3
DATA "Knee",4,3,1,3
DATA "Calf",4,3,1,3
DATA "Foot",4,3,1,3

DATA "GA Barbarian, Adaenum","H",160
DATA "Trident 11",70,65,4,0,5
DATA "Trident 11",70,65,4,0,5
DATA 10,12,12
DATA 50,37
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Anoa","H",160
DATA "Spear 11",70,65,4,0,8
DATA "Spear 11",70,65,4,0,8
DATA 13,13,12
DATA 60,49
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Bujoc","H",160
DATA "Spear 9",75,65,4,0,8
DATA "Spear 9",75,65,4,0,8
DATA 13,13,12
DATA 60,49
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4


DATA "GA Barbarian, Chelni","H",160
DATA "Spear 11",80,75,4,0,8
DATA "Leather Shield 11",75,65,2,0,0
DATA 13,13,12
DATA 60,64
DATA 4,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Chymak","H",160
DATA "Trident 11",70,65,4,0,5
DATA "Trident 11",70,65,4,0,5
DATA 10,12,12
DATA 60,37
DATA 4,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Equani","H",160
DATA "Javelin 10",75,65,2,0,7
DATA "Leather Shield 12",65,80,2,0,0
DATA 13,13,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Gozyda","H",160
DATA "Spear 11",75,65,4,0,8
DATA "Spear 11",75,65,4,0,8
DATA 12,13,12
DATA 60,48
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Hodiri","H",160
DATA "Spear 11",80,75,4,0,8
DATA "Leather Shield 12",65,80,2,0,0
DATA 13,13,12
DATA 60,64
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Kabloqui","H",160
DATA "Spear 10",75,65,4,0,8
DATA "Leather Shield 12",60,75,2,0,0
DATA 12,13,12
DATA 60,49
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Kamaki","H",160
DATA "Spear 10",70,60,4,0,8
DATA "Spear 10",70,60,4,0,8
DATA 10,12,12
DATA 60,37
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Kath","H",160
DATA "Spear 11",80,70,4,0,8
DATA "Spear 11",80,70,4,0,8
DATA 13,12,12
DATA 60,49
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Kubora","H",160
DATA "Spear 11",80,70,4,0,8
DATA "Roundshield 13",80,65,2,0,0
DATA 13,13,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Pagaelin","H",160
DATA "Spear 11",80,70,4,0,8
DATA "Spear 11",80,70,4,0,8
DATA 13,12,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Solori","H",160
DATA "Spear 11",75,65,4,0,8
DATA "Spear 11",75,65,4,0,8
DATA 12,13,12
DATA 60,49
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GA Barbarian, Taelda","H",160
DATA "Spear 11",80,70,4,0,8
DATA "Spear 11",80,70,4,0,8
DATA 13,13,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Tulwyn","H",160
DATA "Spear 11",80,70,4,0,8
DATA "Spear 11",80,70,4,0,8
DATA 13,13,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Tulwyn-Turenkemri","H",160
DATA "Heavy Spear 11",90,80,6,0,10
DATA "Heavy Spear 11",90,80,6,0,10
DATA 13,13,12
DATA 60,59
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Urdu","H",160
DATA "Spear 11",80,70,4,0,8
DATA "Leather Shield 12",80,65,2,0,0
DATA 13,13,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GA Barbarian, Ymodi","H",160
DATA "Spear 12",90,80,4,0,7
DATA "Leather Shield 12",70,85,2,0,0
DATA 13,13,12
DATA 60,47
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6



DATA "GA Gargu-Khanu","H",105
DATA "Mang 11",70,65,3,6,0
DATA "RoundShield 13",60,75,2,0,3
DATA 12,12,9
DATA 45,72
DATA 2,0
DATA 16
DATA "Skull",10,13,7,5
DATA "Face",3,2,1,2
DATA "Neck",4,3,1,3
DATA "Shoulder",8,10,6,7
DATA "Upper Arm",5,4,2,4
DATA "Elbow",4,3,1,3
DATA "Forearm",4,3,1,3
DATA "Hand",3,2,1,2
DATA "Thorax",8,10,6,7
DATA "Abdomen",8,10,6,7
DATA "Groin",8,10,6,7
DATA "Hip",8,10,6,7
DATA "Thigh",4,3,1,3
DATA "Knee",4,3,1,3
DATA "Calf",4,3,1,3
DATA "Foot",4,3,1,3

DATA "GA Gargu-Arak","H",72
DATA "Mankar 11",55,00,2,5,0
DATA "Shield 13",45,55,2,0,0
DATA 09,13,10
DATA 50,50
DATA 2,0
DATA 16
DATA "Skull",6,7,4,6
DATA "Face",3,2,1,2
DATA "Neck",6,7,4,6
DATA "Shoulder",7,8,5,7
DATA "Upper Arm",5,4,2,4
DATA "Elbow",4,3,1,3
DATA "Forearm",4,3,1,3
DATA "Hand",3,2,1,2
DATA "Thorax",7,8,5,7
DATA "Abdomen",7,8,5,7
DATA "Groin",5,4,2,4
DATA "Hip",5,4,2,4
DATA "Thigh",4,3,1,3
DATA "Knee",4,3,1,3
DATA "Calf",4,3,1,3
DATA "Foot",4,3,1,3

DATA "GA Gargu-Hyeka","H",98
DATA "Mankar 11",55,00,2,5,0
DATA "Shield 13",45,55,2,0,0
DATA 10,12,9
DATA 45,50
DATA 2,0
DATA 16
DATA "Skull",6,7,4,6
DATA "Face",3,2,1,2
DATA "Neck",4,3,1,3
DATA "Shoulder",7,8,5,7
DATA "Upper Arm",5,4,2,4
DATA "Elbow",4,3,1,3
DATA "Forearm",4,3,1,3
DATA "Hand",3,2,1,2
DATA "Thorax",7,8,5,7
DATA "Abdomen",7,8,5,7
DATA "Groin",5,4,2,4
DATA "Hip",5,4,2,4
DATA "Thigh",4,3,1,3
DATA "Knee",4,3,1,3
DATA "Calf",4,3,1,3
DATA "Foot",4,3,1,3

DATA "GA Gargu-Kyani","H",96
DATA "Mankar 11",55,00,2,6,0
DATA "Shield 13",45,55,2,0,0
DATA 10,12,10
DATA 50,55
DATA 2,0
DATA 16
DATA "Skull",9,6,3,7
DATA "Face",3,2,1,2
DATA "Neck",9,6,2,7
DATA "Shoulder",6,7,4,6
DATA "Upper Arm",6,7,4,6
DATA "Elbow",4,3,1,3
DATA "Forearm",4,3,1,3
DATA "Hand",3,2,1,2
DATA "Thorax",6,7,4,6
DATA "Abdomen",6,7,4,6
DATA "Groin",12,11,7,11
DATA "Hip",10,7,4,8
DATA "Thigh",10,7,4,8
DATA "Knee",5,4,2,4
DATA "Calf",5,4,2,4
DATA "Foot",5,4,2,4





DATA "AN Bear, black","4L",260
DATA "Claw",65,0,0,4,0
DATA "Claw",65,0,0,4,0
'DATA "Bite",52,0,0,0,4
DATA 14,13,13
DATA 65,65
DATA 0,0
DATA 1
DATA "All",5,2,2,0


DATA "AN Bear, brown","4L",650
DATA "Claw",70,0,0,5,0
DATA "Claw",70,0,0,5,0
'DATA "Bite",48,0,0,0,7
DATA 18,12,12
DATA 60,60
DATA 0,0
DATA 1
DATA "All",6,4,3,0

DATA "AN Bear, Snow","4L",1000
DATA "Claw",60,0,0,8,0
DATA "Claw",60,0,0,8,0
'DATA "Bite",48,0,0,0,8
DATA 22,11,11
DATA 55,70
DATA 0,0
DATA 1
DATA "All",7,5,3,6

DATA "AN Mastiff","4L",100
DATA "Bite",70,0,0,0,5
DATA "Bite",70,0,0,0,5
DATA 10,14,14
DATA 70,65
DATA 0,0
DATA 1
DATA "All",4,3,1,3

DATA "AN Wolfhound","4L",110
DATA "Bite",65,0,0,0,6
DATA "Bite",65,0,0,0,6
DATA 12,13,13
DATA 65,70
DATA 0,0
DATA 1
DATA "All",4,3,1,3

DATA "AN Wolf","4L",80
DATA "Bite",75,0,0,0,6
DATA "Bite",75,0,0,0,6
DATA 13,14,14
DATA 70,75
DATA 0,0
DATA 1
DATA "All",4,3,1,3

DATA "AN Snowwolf","4L",110
DATA "Bite",70,0,0,0,8
DATA "Bite",70,0,0,0,8
DATA 13,13,13
DATA 70,75
DATA 0,0
DATA 1
DATA "All",4,3,1,3

DATA "IV Ivashu, Aklash","H",400
DATA "Claw",50,0,0,5,0
DATA "Claw",50,0,0,5,0
'DATA "Bite",40,0,0,0,5
DATA 17,10,8
DATA 40,60
DATA 0,0
DATA 1
DATA "All",10,8,7,7

DATA "IV Ivashu, Hru","H",6500
DATA "Trample",40,0,14,0,0
DATA "Trample",40,0,14,0,0
DATA 37,8,6
DATA 30,55
DATA 0,0
DATA 1
DATA "All",12,11,10,10

DATA "IV Ivashu, Nolah","H",200
'DATA "Fist",70,0,4,0,0
DATA "Club 09",65,65,4,0,0
DATA "Club 09",65,65,4,0,0
DATA 15,12,17
DATA 85,65
DATA 0,0
DATA 1
DATA "All",9,7,5,6

DATA "IV Ivashu, Vlasta","4L",20
DATA "Claw",80,0,0,2,0
DATA "Claw",80,0,0,2,0
'DATA "Bite",64,0,0,0,2
DATA 08,17,19
DATA 95,65
DATA 0,0
DATA 1
DATA "All",2,1,1,2

DATA "AN Dejekra","4L",70
DATA "Bite",90,0,0,0,3
DATA "Bite",90,0,0,0,3
'DATA "Claw",72,0,0,3,0
DATA 12,19,19
DATA 95,80
DATA 0,0
DATA 1
DATA "All",3,3,1,3


DATA "AN Cheetah","4L",90
DATA "Bite",82,0,0,0,2
DATA "Bite",82,0,0,0,2
'DATA "Claw",68,0,0,2,0
DATA 10,19,19
DATA 95,75
DATA 0,0
DATA 1
DATA "All",3,2,1,3

DATA "AN Cougar","4L",110
DATA "Claw",90,0,0,3,0
DATA "Claw",90,0,0,3,0
'DATA "Bite",72,0,0,0,3
DATA 13,18,18
DATA 90,90
DATA 0,0
DATA 1
DATA "All",4,3,1,3

DATA "AN Dracofelas","4L",480
DATA "Bite",95,0,0,0,10
DATA "Bite",95,0,0,0,10
'DATA "Claw",76,0,0,8,0
DATA 19,19,19
DATA 95,90
DATA 0,0
DATA 1
DATA "All",5,3,2,3

DATA "AN Lion","4L",400
DATA "Bite",85,0,0,0,6
DATA "Bite",85,0,0,0,6
'DATA "Claw",68,0,0,5,0
DATA 16,18,18
DATA 90,85
DATA 0,0
DATA 1
DATA "All",4,4,1,3

DATA "AN Tiger","4L",500
DATA "Bite",85,0,0,0,8
DATA "Bite",85,0,0,0,8
'DATA "Claw",68,0,0,6,0
DATA 18,18,18
DATA 90,80
DATA 0,0
DATA 1
DATA "All",4,3,1,3

DATA "NC Bogen of Rysten","H",150
DATA "Club 09",95,85,4,0,0
DATA "Roundshield 13",57,72,2,0,0
DATA 14,13,12
DATA 60,70
DATA 3,0
DATA 16
DATA "Skull",3,6,4,3
DATA "Face",0,0,0,0
DATA "Neck",3,6,4,3
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",1,1,1,1
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Groin",3,5,4,4
DATA "Hip",3,5,4,4
DATA "Thigh",3,5,4,4
DATA "Knee",3,5,4,4
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4

DATA "NC Brunis of Kressen","H",168
DATA "Shortsword",60,55,2,4,4
DATA "Roundshield",55,65,2,0,0
DATA 15,11,12
DATA 60,65
DATA 3,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",0,0,0,0
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",3,9,6,2
DATA "Abdomen",3,9,6,2
DATA "Groin",3,9,6,2
DATA "Hip",3,9,6,2
DATA "Thigh",3,5,4,4
DATA "Knee",3,5,4,4
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4

DATA "NC Buell of Rinda","H",157
DATA "Broadsword",85,80,3,5,3
DATA "Roundshield",80,100,2,0,0
DATA 13,15,16
DATA 80,0
DATA 0,0
DATA 16
DATA "Skull",3,6,4,3
DATA "Face",0,0,0,0
DATA "Neck",3,6,4,3
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",1,1,1,1
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Groin",3,5,4,4
DATA "Hip",3,5,4,4
DATA "Thigh",3,5,4,4
DATA "Knee",3,5,4,4
DATA "Calf",3,5,4,4
DATA "Foot",3,5,4,4

DATA "NC Garal of Stas","H",165
DATA "Spear 11",104,94,4,0,7
DATA "Roundshield 13",89,104,2,0,0
DATA 14,14,12
DATA 60,78
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",6,4,3,5
DATA "Upper Arm",6,4,3,5
DATA "Elbow",6,4,3,5
DATA "Forearm",6,4,3,5
DATA "Hand",1,1,1,1
DATA "Thorax",6,4,3,5
DATA "Abdomen",6,4,3,5
DATA "Groin",6,4,3,5
DATA "Hip",6,4,3,5
DATA "Thigh",1,1,1,1
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",1,1,1,1


DATA "GC Feudal, landed Knight","H",150
DATA "Bastard Sword 12",95,85,4,8,4
DATA "Kite Shield 14",85,105,3,0,0
DATA 14,11,12
DATA 55,90
DATA 9,0
DATA 16
DATA "Skull",13,21,13,7
DATA "Face",7,11,7,5
DATA "Neck",7,11,7,5
DATA "Shoulder",7,11,7,5
DATA "Upper Arm",7,11,7,5
DATA "Elbow",5,3,2,4
DATA "Forearm",5,3,2,4
DATA "Hand",3,6,4,3
DATA "Thorax",7,11,7,5
DATA "Abdomen",7,11,7,5
DATA "Groin",9,15,10,8
DATA "Hip",9,15,10,8
DATA "Thigh",9,15,10,8
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6


DATA "GC Feudal, Knight Bachelor","H",150
DATA "Broadsword 12",85,80,3,6,3
DATA "Knight Shield 13",80,95,2,0,0
DATA 13,12,11
DATA 55,86
DATA 7,0
DATA 16
DATA "Skull",7,11,7,3
DATA "Face",6,10,6,2
DATA "Neck",3,9,6,2
DATA "Shoulder",3,9,6,2
DATA "Upper Arm",3,9,6,2
DATA "Elbow",1,1,1,1
DATA "Forearm",7,11,7,3
DATA "Hand",2,4,3,3
DATA "Thorax",3,9,6,2
DATA "Abdomen",3,9,6,3
DATA "Hip",5,13,9,5
DATA "Groin",5,13,9,5
DATA "Thigh",4,12,8,4
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6



DATA "GC Feudal, Yeoman Scout","H",150
DATA "Spear 11",80,70,4,0,7
DATA "Roundshield 13",65,80,2,0,0
DATA 12,12,11
DATA 55,66
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GC Feudal, Yeoman Spearman","H",150
DATA "Spear 11",85,75,4,0,7
DATA "Roundshield 13",60,75,2,0,0
DATA 12,12,11
DATA 55,62
DATA 4,0
DATA 16
DATA "Skull",4,5,4,3
DATA "Face",4,5,4,3
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6



DATA "GC Viking Huscarl, Sword","H",165
DATA "Broadsword 12",85,80,3,6,3
DATA "Roundshield 13",75,90,2,0,0
DATA 13,12,11
DATA 55,52
DATA 5,0
DATA 16
DATA "Skull",4,5,4,3
DATA "Face",4,5,4,3
DATA "Neck",0,0,0,0
DATA "Shoulder",5,3,2,4
DATA "Upper Arm",5,3,2,4
DATA "Elbow",5,3,2,4
DATA "Forearm",5,3,2,4
DATA "Hand",0,0,0,0
DATA "Thorax",5,3,2,4
DATA "Abdomen",5,3,2,4
DATA "Hip",7,7,5,7
DATA "Groin",7,7,5,7
DATA "Thigh",7,7,5,7
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6


DATA "GC Viking Huscarl, Battleaxe","H",165
DATA "Battleaxe 12",95,85,7,10,0
DATA "Battleaxe 12",95,85,7,10,0
DATA 13,12,11
DATA 55,57
DATA 5,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",6,10,6,2
DATA "Neck",0,0,0,0
DATA "Shoulder",4,7,5,4
DATA "Upper Arm",4,7,5,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",2,4,3,3
DATA "Thorax",4,7,5,4
DATA "Abdomen",4,7,5,4
DATA "Hip",6,11,8,7
DATA "Groin",6,11,8,7
DATA "Thigh",5,10,7,6
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6

DATA "GC Viking Clansman, Regular","H",165
DATA "Spear 11",100,90,4,0,7
DATA "Roundshield 13",70,85,2,0,0
DATA 12,12,11
DATA 55,52
DATA 4,0
DATA 16
DATA "Skull",4,5,4,3
DATA "Face",4,5,4,3
DATA "Neck",0,0,0,0
DATA "Shoulder",5,3,2,4
DATA "Upper Arm",5,3,2,4
DATA "Elbow",5,3,2,4
DATA "Forearm",5,3,2,4
DATA "Hand",0,0,0,0
DATA "Thorax",5,3,2,4
DATA "Abdomen",5,3,2,4
DATA "Hip",7,7,5,7
DATA "Groin",7,7,5,7
DATA "Thigh",7,7,5,7
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6

DATA "GC Viking Clansman, Reserve","H",165
DATA "Spear 11",85,75,4,0,7
DATA "Roundshield 13",55,70,2,0,0
DATA 12,12,11
DATA 55,54
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GC Fighting Order, Scout","H",165
DATA "Spear 11",90,80,4,0,7
DATA "Roundshield 13",75,90,2,0,0
DATA 13,12,11
DATA 66,65
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6


DATA "GC Fighting Order, Infantry, Elite","H",165
DATA "Spear 11",115,105,4,0,7
DATA "Roundshield 13",90,105,2,0,0
DATA 14,12,11
DATA 55,54
DATA 5,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",6,10,6,2
DATA "Neck",0,0,0,0
DATA "Shoulder",4,7,5,4
DATA "Upper Arm",4,7,5,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",2,4,3,3
DATA "Thorax",4,7,5,4
DATA "Abdomen",4,7,5,4
DATA "Hip",6,11,8,7
DATA "Groin",6,11,8,7
DATA "Thigh",5,10,7,6
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6

DATA "GC Fighting Order, Infantry, Regular","H",165
DATA "Spear 11",105,95,4,0,7
DATA "Roundshield 13",75,90,2,0,0
DATA 13,12,11
DATA 55,66
DATA 5,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",6,10,6,2
DATA "Neck",0,0,0,0
DATA "Shoulder",4,7,5,4
DATA "Upper Arm",4,7,5,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",2,4,3,3
DATA "Thorax",4,7,5,4
DATA "Abdomen",4,7,5,4
DATA "Hip",6,11,8,7
DATA "Groin",6,11,8,7
DATA "Thigh",5,10,7,6
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6

DATA "GC Fighting Order, Knight Commander","H",165
DATA "Bastard Sword 12",105,95,4,8,4
DATA "Kite Shield 14",85,105,3,0,0
DATA 15,12,11
DATA 55,57
DATA 9,0
DATA 16
DATA "Skull",13,21,13,7
DATA "Face",7,11,7,5
DATA "Neck",7,11,7,5
DATA "Shoulder",7,11,7,5
DATA "Upper Arm",7,11,7,5
DATA "Elbow",5,3,2,4
DATA "Forearm",5,3,2,4
DATA "Hand",3,6,4,3
DATA "Thorax",7,11,7,5
DATA "Abdomen",7,11,7,5
DATA "Hip",7,11,7,5
DATA "Groin",7,11,7,5
DATA "Thigh",14,22,14,10
DATA "Knee",7,11,7,5
DATA "Calf",9,15,10,8
DATA "Foot",2,4,3,3

DATA "GC Gladiator, Elite","H",165
DATA "Trident 12",110,105,4,0,5
DATA "Buckler 12",90,100,1,0,2
DATA 15,13,12
DATA 60,71
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GC Gladiator, Elite, unarmored","H",165
DATA "Trident 12",110,105,4,0,5
DATA "Buckler 12",85,95,1,0,2
DATA 14,13,12
DATA 60,71
DATA 1,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4

DATA "GC Gladiator, unarmored","H",165
DATA "Trident 12",95,90,4,0,5
DATA "Buckler 12",75,85,1,0,2
DATA 13,13,12
DATA 60,71
DATA 1,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4


DATA "GC Brigand, Leader","H",165
DATA "Falchion 11",65,55,4,6,1
DATA "Falchion 11",65,55,4,6,1
DATA 12,12,11
DATA 55,31
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6

DATA "GC Brigand, common","H",165
DATA "Morningstar 11",85,75,0,0,5
DATA "Morningstar 11",85,75,0,0,5
DATA 11,12,11
DATA 55,33
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GC Brigand, poor","H",165
DATA "Staff 11",70,65,4,0,0
DATA "Staff 11",70,65,4,0,0
DATA 11,12,11
DATA 55,33
DATA 3,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4

DATA "GC Lia-Kavair, Thug","H",165
DATA "Spiked Club 08",85,75,4,0,3
DATA "Spiked Club 08",85,75,4,0,3
DATA 11,12,10
DATA 50,38
DATA 2,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4

DATA "GC Lia-Kavair, Thief","H",165
DATA "Taburi 10",60,55,0,0,4
DATA "Taburi 10",60,55,0,0,4
DATA 8,12,10
DATA 60,46
DATA 2,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4

DATA "GC Lia-Kavair, Beggar","H",165
DATA "Club 09",60,50,0,0,4
DATA "Club 09",60,50,0,0,4
DATA 8,12,11
DATA 60,42
DATA 2,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4

DATA "GC Lia-Kavair, Assassin","H",165
DATA "Dagger 9",75,75,1,2,5
DATA "Dagger 9",75,75,1,2,5
DATA 10,13,13
DATA 65,49
DATA 2,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4

DATA "GC Priest, Agrik","H",165
DATA "Mace 12",65,70,6,0,0
DATA "Mace 12",65,70,6,0,0
DATA 10,12,11
DATA 55,55
DATA 2,0
DATA 16
DATA "Skull",1,1,1,1
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",2,4,3,3

DATA "GC Priest, Larani","H",165
DATA "Broadsword 13",65,60,3,5,3
DATA "Knightshield 14",55,70,2,0,0
DATA 10,12,11
DATA 55,55
DATA 3,0
DATA 16
DATA "Skull",1,1,1,1
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",2,4,3,3

DATA "GC Monk","H",165
DATA "Staff 12",65,60,4,0,0
DATA "Staff 12",65,60,4,0,0
DATA 8,13,12
DATA 55,34
DATA 2,0
DATA 16
DATA "Skull",1,1,1,1
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",2,4,3,3

DATA "GC Priest, Naveh","H",165
DATA "Dagger 10",80,80,4,0,0
DATA "She-Kri",75,90,0,0,0
DATA 11,14,15
DATA 75,83
DATA 1,0
DATA 16
DATA "Skull",0,0,0,0
DATA "Face",0,0,0,0
DATA "Neck",0,0,0,0
DATA "Shoulder",1,1,1,1
DATA "Upper Arm",1,1,1,1
DATA "Elbow",0,0,0,0
DATA "Forearm",0,0,0,0
DATA "Hand",0,0,0,0
DATA "Thorax",1,1,1,1
DATA "Abdomen",1,1,1,1
DATA "Hip",1,1,1,1
DATA "Groin",1,1,1,1
DATA "Thigh",0,0,0,0
DATA "Knee",0,0,0,0
DATA "Calf",0,0,0,0
DATA "Foot",3,5,4,4









'"CHARACTER NAME","Hit Matrix",weight in p
'"Attack Weapon",AML,DML,Blunt,Edge,Point
'"Defense Weapon",AML,DML,Blunt,Edge,Point
'Constitution,Dexterity,Agility
'Dodge,Iniatitive
'Number of armoured bodyparts
'"Loation",Blunt,Edge,Point,Frost/Fire

DATA "GC Sindarin Knight","H",165
DATA "Broadsword 15",100,95,3,5,3
DATA "Longknife 15",95,100,1,3,5
DATA 15,14,14
DATA 55,51
DATA 6,0
DATA 16
DATA "Skull",8,12,8,4
DATA "Face",8,12,8,4
DATA "Neck",0,0,0,0

DATA "Shoulder",8,15,12,8
DATA "Upper Arm",8,15,12,8
DATA "Elbow",6,13,10,6
DATA "Forearm",6,13,10,6
DATA "Hand",0,0,0,0

DATA "Thorax",8,15,12,8
DATA "Abdomen",8,15,12,8
DATA "Hip",12,21,17,13
DATA "Groin",12,21,17,13

DATA "Thigh",8,15,12,8
DATA "Knee",6,13,10,6
DATA "Calf",6,13,10,6
DATA "Foot",8,12,10,10


DATA "GC Sindarin Guardian","H",165
DATA "Spear 12",105,95,4,0,7
DATA "Roundshield 14",75,90,3,0,0
DATA 13,14,14
DATA 70,56
DATA 5,0
DATA 16
DATA "Skull",6,7,6,5
DATA "Face",6,7,6,5
DATA "Neck",0,0,0,0

DATA "Shoulder",8,15,12,8
DATA "Upper Arm",6,8,7,7
DATA "Elbow",4,6,5,5
DATA "Forearm",4,6,5,5
DATA "Hand",0,0,0,0

DATA "Thorax",8,15,12,8
DATA "Abdomen",8,15,12,8
DATA "Hip",10,14,12,12
DATA "Groin",10,14,12,12

DATA "Thigh",6,8,7,7
DATA "Knee",4,6,5,5
DATA "Calf",4,6,5,5
DATA "Foot",8,12,10,10



DATA "GC Imperial Legionnaire, Scout","H",165
DATA "Spear Sword 11",90,80,4,0,7
DATA "Tower Shield 14",85,105,3,0,0
DATA 13,12,11
DATA 55,46
DATA 4,0
DATA 16
DATA "Skull",2,4,3,3
DATA "Face",2,4,3,3
DATA "Neck",2,4,3,3
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",1,1,1,1
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6


DATA "GC Imperial Legionnaire, Red Guard","H",165
DATA "Spear 12",120,110,4,0,7
DATA "Tower Shield 14",90,110,3,0,0
DATA 15,12,11
DATA 55,57
DATA 5,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",6,10,6,2
DATA "Neck",0,0,0,0
DATA "Shoulder",6,10,5,6
DATA "Upper Arm",6,10,5,6
DATA "Elbow",1,1,1,1
DATA "Forearm",7,11,7,3
DATA "Hand",2,4,3,3
DATA "Thorax",6,10,5,6
DATA "Abdomen",6,10,5,6
DATA "Hip",8,14,8,9
DATA "Groin",8,14,8,9
DATA "Thigh",7,13,7,8
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6

DATA "GC Imperial Legionnaire, Spearman","H",165
DATA "Spear 12",105,95,4,0,7
DATA "Tower Shield 14",75,95,3,0,0
DATA 13,12,11
DATA 55,57
DATA 5,0
DATA 16
DATA "Skull",6,10,6,2
DATA "Face",6,10,6,2
DATA "Neck",0,0,0,0
DATA "Shoulder",6,10,5,6
DATA "Upper Arm",6,10,5,6
DATA "Elbow",1,1,1,1
DATA "Forearm",7,11,7,3
DATA "Hand",2,4,3,3
DATA "Thorax",6,10,5,6
DATA "Abdomen",6,10,5,6
DATA "Hip",8,14,8,9
DATA "Groin",8,14,8,9
DATA "Thigh",7,13,7,8
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6


DATA "GC Imperial Legionnaire, Reserve","H",165
DATA "Spear 12",85,75,4,0,7
DATA "Tower Shield 14",60,80,3,0,0
DATA 11,12,11
DATA 55,42
DATA 4,0
DATA 16
DATA "Skull",4,5,4,3
DATA "Face",4,5,4,3
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",5,9,7,7
DATA "Groin",5,9,7,7
DATA "Thigh",4,8,6,6
DATA "Knee",2,4,3,3
DATA "Calf",4,8,6,6
DATA "Foot",4,8,6,6


DATA "GC Imperial Militia","H",165
DATA "Spear 12",70,60,4,0,7
DATA "Roundshield 14",55,70,3,0,0
DATA 10,11,11
DATA 55,57
DATA 3,0
DATA 16
DATA "Skull",5,3,2,4
DATA "Face",5,3,2,4
DATA "Neck",0,0,0,0
DATA "Shoulder",3,5,4,4
DATA "Upper Arm",3,5,4,4
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0
DATA "Thorax",3,5,4,4
DATA "Abdomen",3,5,4,4
DATA "Hip",4,6,5,5
DATA "Groin",4,6,5,5
DATA "Thigh",3,5,4,4
DATA "Knee",1,1,1,1
DATA "Calf",1,1,1,1
DATA "Foot",3,5,4,4

DATA "GC Khuzdul, Elite High Guard","H",165
DATA "Poleaxe 15",130,115,7,11,7
DATA "Poleaxe 15",130,115,7,11,7
DATA 17,12,10
DATA 50,68
DATA 6,0
DATA 16
DATA "Skull",10,14,10,4
DATA "Face",10,14,10,4
DATA "Neck",6,10,8,6

DATA "Shoulder",10,14,9,10
DATA "Upper Arm",10,14,9,10
DATA "Elbow",11,15,11,5
DATA "Forearm",11,15,11,5
DATA "Hand",6,10,8,6

DATA "Thorax",10,14,9,10
DATA "Abdomen",10,14,9,10
DATA "Groin",11,15,10,11

DATA "Hip",11,15,10,11
DATA "Thigh",19,27,17,19
DATA "Knee",10,14,9,10
DATA "Calf",12,18,12,14
DATA "Foot",3,5,4,4

DATA "GC Khuzdul, High Guard","H",165
DATA "Poleaxe 15",110,95,7,11,7
DATA "Poleaxe 15",110,95,7,11,7
DATA 16,12,10
DATA 50,56
DATA 6,0
DATA 16
DATA "Skull",10,14,10,4
DATA "Face",10,14,10,4
DATA "Neck",6,10,8,6

DATA "Shoulder",10,14,9,10
DATA "Upper Arm",10,14,9,10
DATA "Elbow",11,15,11,5
DATA "Forearm",11,15,11,5
DATA "Hand",6,10,8,6

DATA "Thorax",10,14,9,10
DATA "Abdomen",10,14,9,10
DATA "Groin",11,15,10,11

DATA "Hip",11,15,10,11
DATA "Thigh",19,27,17,19
DATA "Knee",10,14,9,10
DATA "Calf",12,18,12,14
DATA "Foot",3,5,4,4

DATA "GC Khuzdul, Low Guard Elite","H",165
DATA "Battleaxe 15",130,120,7,10,0
DATA "Battleaxe 15",130,120,7,10,0
DATA 15,12,10
DATA 50,56
DATA 5,0
DATA 16
DATA "Skull",10,14,10,4
DATA "Face",10,14,10,4
DATA "Neck",0,0,0,0

DATA "Shoulder",7,11,9,7
DATA "Upper Arm",7,11,9,7
DATA "Elbow",7,11,9,7
DATA "Forearm",7,11,9,7
DATA "Hand",0,0,0,0

DATA "Thorax",7,11,9,7
DATA "Abdomen",7,11,9,7
DATA "Groin",13,21,7,13

DATA "Hip",13,21,7,13
DATA "Thigh",6,10,8,6
DATA "Knee",6,10,8,6
DATA "Calf",8,14,11,9
DATA "Foot",8,14,11,9

DATA "GC Khuzdul, Low Guard","H",165
DATA "Battleaxe 15",110,100,7,10,0
DATA "Battleaxe 15",110,100,7,10,0
DATA 14,12,10
DATA 50,56
DATA 5,0
DATA 16
DATA "Skull",10,14,10,4
DATA "Face",10,14,10,4
DATA "Neck",0,0,0,0

DATA "Shoulder",7,11,9,7
DATA "Upper Arm",7,11,9,7
DATA "Elbow",7,11,9,7
DATA "Forearm",7,11,9,7
DATA "Hand",0,0,0,0

DATA "Thorax",7,11,9,7
DATA "Abdomen",7,11,9,7
DATA "Groin",13,21,7,13

DATA "Hip",13,21,7,13
DATA "Thigh",6,10,8,6
DATA "Knee",6,10,8,6
DATA "Calf",8,14,11,9
DATA "Foot",8,14,11,9

DATA "GC Khuzdul, Low Guard Spear","H",165
DATA "Spear 13",105,95,4,0,8
DATA "Roundshield 15",70,85,2,0,0
DATA 13,12,10
DATA 50,42
DATA 4,0
DATA 16
DATA "Skull",10,14,10,4
DATA "Face",10,14,10,4
DATA "Neck",0,0,0,0

DATA "Shoulder",7,11,9,7
DATA "Upper Arm",7,11,9,7
DATA "Elbow",1,1,1,1
DATA "Forearm",1,1,1,1
DATA "Hand",0,0,0,0

DATA "Thorax",7,11,9,7
DATA "Abdomen",7,11,9,7
DATA "Groin",9,15,12,10

DATA "Hip",9,15,12,10
DATA "Thigh",2,4,3,3
DATA "Knee",2,4,3,3
DATA "Calf",2,4,3,3
DATA "Foot",4,8,6,6


DATA "XXX","4L",500
DATA "Bite",85,0,0,0,8
DATA "Claw",68,0,0,6,0
DATA 18,18,18
DATA 90,80
DATA 0,0
DATA 1
DATA "All",4,3,1,3



30000
RESTORE 30000:
FOR I = 1 TO MIS: READ RMissile$(I): NEXT
REM Weapon Short Medium Long Extreme
REM            1  1  1   0 2 2   2 0   3
REM            0  3  6   2 2 4   8 3   4
DATA "Shortbow    20/6  40/5  80/4 160/3"
DATA "Longbow     25/8  50/7 100/6 200/5"
DATA "Hartbow     30/9  60/8 120/7 240/6"
DATA "Crossbow    20/8  40/7  80/6 160/5"
DATA "Blowgun      5/0  10/0  20/0  40/0"
DATA "Sling       15/4  30/3  60/2 120/2"
DATA "Staff Sling 25/5  50/4 100/3 200/3"
DATA "Taburi       4/4   8/3  16/2  32/2"
DATA "Shorkana     3/5   6/4  12/3  24/3"
DATA "Javelin      8/7  16/6  32/5  64/4"
DATA "Spear        6/8  12/7  24/6  48/5"

FOR I = 1 TO MIS
    MNAME$(I) = LEFT$(RMissile$(I), 11)
    RSHORT(I) = VAL(MID$(RMissile$(I), 13, 2))
    PSHORT(I) = VAL(MID$(RMissile$(I), 16, 1))
    RMED(I) = VAL(MID$(RMissile$(I), 19, 2))
    PMED(I) = VAL(MID$(RMissile$(I), 22, 1))
    RLONG(I) = VAL(MID$(RMissile$(I), 24, 3))
    PLONG(I) = VAL(MID$(RMissile$(I), 28, 1))
    REXT(I) = VAL(MID$(RMissile$(I), 30, 3))
    PEXT(I) = VAL(MID$(RMissile$(I), 34, 1))
NEXT
RETURN
FOR I = 1 TO MIS
    PRINT MNAME$(I),

    PRINT RSHORT(I);
    PRINT PSHORT(I),
    PRINT RMED(I);
    PRINT PMED(I),
    PRINT RLONG(I);
    PRINT PLONG(I),
    PRINT REXT(I);
    PRINT PEXT(I)
NEXT
INPUT a$
RETURN











19999 ' Druckausgabe
FOR i2 = 0 TO 10: text$(i2) = "": NEXT

tabu0 = 1000: tabu = tabu0: tx = 0:
text$(0) = text$: IF LEN(text$(0)) <= tabu THEN GOTO 10004

10001 IF tabu > 1 AND MID$(text$(tx), tabu, 1) <> " " THEN tabu = tabu - 1: GOTO 10001
leng = LEN(text$(tx)): l1 = leng - tabu
text$(tx + 1) = RIGHT$(text$(tx), l1)
text$(tx) = LEFT$(text$(tx), tabu)
tx = tx + 1
tabu = tabu0
IF LEN(text$(tx)) > tabu THEN GOTO 10001
' IF tx < 2 THEN GOTO 10004

' GOTO 10004
10002 FOR i2 = 0 TO tx - 1: space0 = tabu0 - LEN(text$(i2)): work1$ = ""

    10003 work$ = text$(i2): work1$ = "":
    FOR zz = 1 TO LEN(work$): space0$ = MID$(work$, zz, 1)
        IF space0$ = " " AND space0 > 0 THEN space0$ = "  ": space0 = space0 - 1
        work1$ = work1$ + space0$
    NEXT
    text$(i2) = work1$
    IF space0 > 0 AND tx <> i2 THEN GOTO 10003

NEXT

10004 FOR i2 = 0 TO tx: IF i2 = 0 THEN PRINT #nnn, " ";
    PRINT #nnn, text$(i2)
NEXT
RETURN
10005
IF LEFT$(text$, 1) = " " THEN text$ = RIGHT$(text$, LEN(text$) - 1): GOTO 10005
RETURN



