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combat_maneuvers [2021/02/06 13:08] davecombat_maneuvers [2021/03/10 00:14] (current) dave
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 **CHARGE**:  during a movement phase, a combatant can declare a Charge if he has not yet used his Attack.   He must move at least 15’ and up to Twice his normal movement rating but must end in contact with an enemy.   A combatant may not charge two turns in a row.  If he charges he will gain +1 to his “to hit” roll and +1 on his “damage” roll, on the next melee phase, except if he is using a lance from a medium or heavy horse in which cases he will still get the +1 to hit, but will roll double weapon dice.  If a charging combatant is hit in melee by an opponent using a Spear, Dismounted Lance or Pike on the round his charge bonus would be gained, the opponent will double his rolled weapon damage. You do not gain any benefit from a charge uphill or upslope.  You gain an additional +1 damage and an additional 5' of movement if you charge down a significant slope or hill. **CHARGE**:  during a movement phase, a combatant can declare a Charge if he has not yet used his Attack.   He must move at least 15’ and up to Twice his normal movement rating but must end in contact with an enemy.   A combatant may not charge two turns in a row.  If he charges he will gain +1 to his “to hit” roll and +1 on his “damage” roll, on the next melee phase, except if he is using a lance from a medium or heavy horse in which cases he will still get the +1 to hit, but will roll double weapon dice.  If a charging combatant is hit in melee by an opponent using a Spear, Dismounted Lance or Pike on the round his charge bonus would be gained, the opponent will double his rolled weapon damage. You do not gain any benefit from a charge uphill or upslope.  You gain an additional +1 damage and an additional 5' of movement if you charge down a significant slope or hill.
  
-**FIGHTER RAMPAGE ATTACK** Any time a fighter-classed character drops an enemy to 0 hit points or below in hand-to-hand combat, he may make a bonus melee attack against any opponent in reach.  He may repeat this to a maximum of 1 extra attack per experience level or 8, whichever is lower.  Ogres, Giants, Demons, Angels,Trolls and Vampires can also make such bonus attacks (HD equaling levels).+**FIGHTER RAMPAGE ATTACK** Any time a fighter-classed character drops an enemy to 0 hit points or below in hand-to-hand combat, he may make a bonus melee attack against any opponent in reach.  He may repeat this each time he drops an enemy to a maximum of 1 extra attack per experience level or 8, whichever is lower, in any given round.  Ogres, Giants, Demons, Angels,Trolls and Vampires can also make such bonus attacks (HD equaling levels).
  
 **GETTING UP FROM PRONE, MOUNTING AND DISMOUNTING**:  getting up from a prone position or mounting or dismounting from a horse requires a character to use his entire Movement phase.  A thief or fighter can attempt to get up from prone  or mount/dismount a horse and still move by rolling STR or less (Fighters) or DEX or less (thieves) on a d20.  If they fail the roll, they forfeit all their actions until the next movement phase, if they pass they can make a full movement after standing up or mounting/dismounting. **GETTING UP FROM PRONE, MOUNTING AND DISMOUNTING**:  getting up from a prone position or mounting or dismounting from a horse requires a character to use his entire Movement phase.  A thief or fighter can attempt to get up from prone  or mount/dismount a horse and still move by rolling STR or less (Fighters) or DEX or less (thieves) on a d20.  If they fail the roll, they forfeit all their actions until the next movement phase, if they pass they can make a full movement after standing up or mounting/dismounting.
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 **PARRY--FIGHTERS**  Fighter-classed combatants, only, have several additional parry abilities.  First, if they are currently using a shield, they can apply their parry bonus against missile attacks.  Secondly, their parry defensive bonus increases with level, equaling their damage bonus on the Fighter Progression Table in the Blueholme Book.  So, a level 10 fighter has a -4 Parry instead of a -2. **PARRY--FIGHTERS**  Fighter-classed combatants, only, have several additional parry abilities.  First, if they are currently using a shield, they can apply their parry bonus against missile attacks.  Secondly, their parry defensive bonus increases with level, equaling their damage bonus on the Fighter Progression Table in the Blueholme Book.  So, a level 10 fighter has a -4 Parry instead of a -2.
  
-**SHIELD SACRIFICE** fighter or cleric classed character or NPC who is currently using a shield in his hand, can sacrifice his shield in order to save himself from an attack.  If an attack hits, the shield-user calls “shield sacrifice” in which case he suffers no damage from the attack, but his shield is destroyed, broken to bits.+**SHIELD SACRIFICE** combatant who is currently using a shield in his hand, and is allowed to use it, can sacrifice his shield in order to save himself from an attack.  If an attack hits, the shield-user calls “shield sacrifice” in which case he suffers no damage from the attack, but his shield is destroyed, broken to bits.
  
-**WITHDRAW FROM MELEE**: if an enemy moves out of melee contact with a combatant during the Movement Phase, that combatant is entitled to a bonus Free Attack, with a +2 to hit against the moving enemy.  Most combatants only may make one such Free Attack, which goes against the first enemy to withdraw during the round, but a Fighter-class combatant gets 2 such Free Attacks, one each against the first 2 who leave.   If a combatant has not made an attack by the time the Movement Phase comes, he can make Fighting Withdraw, moving half his movement rate without provoking a Free Attack.+**WITHDRAW FROM MELEE**: if an enemy moves out of melee contact with a combatant during the Movement Phase, that combatant is entitled to a bonus Free Attack, with a +2 to hit against the moving enemy.  Most combatants only may make one such Free Attack, which goes against the first enemy to withdraw during the round, but a Fighter-class combatant gets 2 such Free Attacks, one each against the first 2 who leave.    
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 +If a combatant has not made an attack by the time the Movement Phase comes, he can make Fighting Withdraw, moving half his movement rate without provoking a Free Attack.  
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 +If a combatant has a higher DEX score than an opponent who breaks melee contact in the Movement phase, he cannot move in response to the moving combatant's move.  He may still do a Free Attack. 
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 +**Ganging Up** If a group of 4 or more attackers in melee attack a single target, who is not adjacent to any of his own allies, then the attackers all gain a +2 on their hit rolls.  This does not apply to attacking large creatures like dragons, purple worms, dinosaurs and giants.
  
combat_maneuvers.1612616921.txt.gz · Last modified: 2021/02/06 13:08 by dave