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revised_combat_manuevers [2021/04/14 18:27] – created daverevised_combat_manuevers [2021/04/14 18:53] (current) dave
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 **CHARGE**: a combatant who is not currently in melee contact with an enemy can declare a Charge, if he is anywhere between 15' and double his maximum move allowance from his target.   He then moves into contact with the declared target and makes an attack.   A combatant may not charge 2 rounds in a row.  Charging gains the attacker +1 to hit and +1 on damage rolls.  If however he is using a lance from a medium or heavy warhorse, he will gain +1 to hit and double the number of rolled damage dice.  If, on the round he charges, a combatant is hit by an enemy using s weapon rated as "RC" (spear, halberd, pike, Lucerne hammer), then the RC weapon will do double number of dice of weapon damage.  Charging uphill gains no charging benefit to hit or damage, but charging down a slope grants an additional +1 damage and 5' movement. **CHARGE**: a combatant who is not currently in melee contact with an enemy can declare a Charge, if he is anywhere between 15' and double his maximum move allowance from his target.   He then moves into contact with the declared target and makes an attack.   A combatant may not charge 2 rounds in a row.  Charging gains the attacker +1 to hit and +1 on damage rolls.  If however he is using a lance from a medium or heavy warhorse, he will gain +1 to hit and double the number of rolled damage dice.  If, on the round he charges, a combatant is hit by an enemy using s weapon rated as "RC" (spear, halberd, pike, Lucerne hammer), then the RC weapon will do double number of dice of weapon damage.  Charging uphill gains no charging benefit to hit or damage, but charging down a slope grants an additional +1 damage and 5' movement.
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 +**DISMOUNT ATTACK** When a combatant uses a glaive/bill, Lucerne hammer or lance against a target mounted on a horse (or similar mount) he can declare he intends to dismount the target.  If he scores a hit, the target suffers no damage, but must make a Saving Throw, or he will be knocked prone to the ground, off his horse.  He must make a second save or he will be stunned, missing his next round, and suffer 1d4 damage.
  
 **FIGHTER RAMPAGE ATTACK** Any time a fighter-classed character drops an enemy to 0 hit points or below in hand-to-hand combat (not missile fire), he may make a Extra 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). **FIGHTER RAMPAGE ATTACK** Any time a fighter-classed character drops an enemy to 0 hit points or below in hand-to-hand combat (not missile fire), he may make a Extra 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).
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 **WITHDRAW FROM MELEE:** if an enemy moves out of melee contact with a combatant, that combatant is entitled to a Extra Attack, with a +2 to hit against the moving enemy. Most combatants only may make one such Extra Attack per round, which goes against the first enemy to withdraw during the round, but a Fighter-class combatant gets 2 such Extra Attacks, one each against the first 2 who leave.\\ **WITHDRAW FROM MELEE:** if an enemy moves out of melee contact with a combatant, that combatant is entitled to a Extra Attack, with a +2 to hit against the moving enemy. Most combatants only may make one such Extra Attack per round, which goes against the first enemy to withdraw during the round, but a Fighter-class combatant gets 2 such Extra Attacks, one each against the first 2 who leave.\\
  
-A combatant can make Fighting Withdraw, moving half his movement rate without provoking a Extra Attack, but this costs the combatant both his Movement and his Attack Action for the round.\\+A combatant can make **Fighting Withdraw**, moving half his movement rate without provoking a Extra Attack, but this costs the combatant both his Movement and his Attack Action for the round.\\
  
revised_combat_manuevers.1618424862.txt.gz · Last modified: 2021/04/14 18:27 by dave