melee_weapons
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melee_weapons [2018/11/27 16:35] – created dave | melee_weapons [2018/11/30 14:50] (current) – dave | ||
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=====MELEE WEAPONS IN TURN SEQUENCE===== | =====MELEE WEAPONS IN TURN SEQUENCE===== | ||
- | **MELEE WITH WEAPONS VARIANT**: | + | **MELEE WITH WEAPONS VARIANT**: |
+ | |||
+ | **SR: | ||
In the melee attack phase, if it is the first round when combat has been joined by these combatants, then the larger S-R strikes first. | In the melee attack phase, if it is the first round when combat has been joined by these combatants, then the larger S-R strikes first. | ||
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If armed combatants are fighting creatures that don’t use weapons, the armed combatants strike first in the first round of contact, and the subsequent turns rely on DEXTERITY. | If armed combatants are fighting creatures that don’t use weapons, the armed combatants strike first in the first round of contact, and the subsequent turns rely on DEXTERITY. | ||
- | Parry: | + | A combatant who is climbing a ladder or climbing over a rampart or barrier always attacks after a defender at the top or on the other side. |
+ | |||
+ | ** | ||
+ | Damage:** damage for various weapons is not limited to 1d6. As a general principal, light weapons do 1d4, Normal Weapons used in 1 hand do 1d6, and Heavy Weapons and most 2-handed Normal weapons do 1d8. There are some exceptions to this guideline. | ||
+ | |||
+ | **Hands**: | ||
+ | |||
+ | **Parry:** a combatant can give up one of his attacks to make a parry, giving the enemy a -2 to hit, but Light Weapons cannot parry Heavy Weapons. | ||
+ | |||
+ | See the [[other_weapon_notes|OTHER WEAPON NOTES]] and [[reach_weapons|REACH WEAPONS]]and [[charge|CHARGE]] and [[knock_down_and_pin|Knock Down and Pin]] pages for more specific weapon actions. | ||
+ | See this PDF for the details on all of the armor and weapon pieces used in the Thranconia Campaign. {{ :: |
melee_weapons.1543336552.txt.gz · Last modified: 2018/11/27 16:35 by dave