====== Fumbles in Combat ====== In combat, can fumble an //initiative//, //attack// or //defence// roll. Cannot fumble damage or soak (in both cases, it is treated as a simple '1'). ===== Initiative ===== If fumble //initiative//, cannot make an action that round, though can declare defenses. Since initiative is only done at the start of combat, this only affects the first round of combat. ===== Attack ===== When fumbling an attack roll, one of the following could happen: * Gain a point of fatigue. * Loose weapon (disarmed). * Break weapon (sundered), but only if it is a //weak// weapon. Normally, the attacker chooses one of the above options. If the defender has a greater //skill// (*not* ability), then the defender can choose. In all cases, the attack is a failure. ===== Defence ===== When fumbling a defence roll, one of the following could happen: * Gain a point of fatigue. * Loose weapon (disarmed). * Break weapon (sundered), even if weapon isn't //weak//. * Fail defence. Normally, the attacker chooses one of the above options. If the defender has a greater //skill// (*not* ability), then the defender can choose (yes, this is subtly different from attack fumbles, in that it is not the fumbler that gets to choose by default).