combat
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
combat [2019/12/01 13:23] – dave | combat [2019/12/08 15:11] – dave | ||
---|---|---|---|
Line 1: | Line 1: | ||
=====COMBAT RULES AND RULINGS===== | =====COMBAT RULES AND RULINGS===== | ||
- | **Mounted Combat**: | + | **IMPORTANT QUESTION: |
- | * You need Knightly Combat proficiency (all Knights and Military Order Zealots | + | |
+ | ==== Mounted Combat ==== | ||
+ | * You need Knightly Combat proficiency (all Knights and Templars | ||
* All characters suffer Disadvantage when making a ranged attack from a moving horse. | * All characters suffer Disadvantage when making a ranged attack from a moving horse. | ||
* Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill. | * Men on foot suffer disadvantage when attacking a mounted man in melee, unless the footmen are using a Long Spear or a Bill. | ||
Line 8: | Line 10: | ||
* A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | * A rider proficient in Knightly Combat attacks a footman in melee with advantage unless that footman is in a shield wall, or is using a long spear or bill. | ||
* A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack. | * A rider proficient in Knightly Combat attacks with advantage against any footman who attacked his horse on his last attack. | ||
+ | * A riding horse, mule, pony or draft horse cannot be used for lance attacks, and must make a morale check before closing with an enemy and every round of combat to avoid bolting away from the fight. | ||
+ | * A warhorse will attack with its hooves (trample) when the rider makes a charge, and will strike out with its hooves any combat round when it does not move. | ||
- | **Tactical Advantages** | + | ==== Tactical Advantages |
* 2 or more attackers gain advantage if they attack a lone footman. | * 2 or more attackers gain advantage if they attack a lone footman. | ||
* 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back. | * 5 or more attackers gain advantage if they attack 2 footmen who are side-by-side or back-to-back. | ||
- | * If footmen make a formation that is at least 4 men wide and 2 men deep, and all of them are wielding round shields, they are said to be in a Shield Wall. All attacks (ranged or melee) made against a Shield wall are made with disadvantage. | + | |
+ | | ||
+ | |||
+ | ==== Ranged Attacks ==== | ||
+ | * Maximum Range for ranged attacks is 300'. This is essentially the width/ | ||
+ | * Base rules have no provision for thrown weapons. | ||
+ | * I propose that any time a target is in cover (behind tree, another guy, horse, wagon, box, fighting from a wall or stockade), the shooter is at disadvantage. | ||
- | **Spiritual Attacks** | + | ------ |
- | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | + | |
+ | | ||
+ | | ||
+ | | ||
+ | * A target in a roofed area through a window, is automatically AC 17. | ||
+ | * A target behind an arrow slit is automatically AC 21. | ||
+ | ==== Spiritual Attacks ==== | ||
+ | * Spirits, such as ghosts, demons, etc. are not corporeal and thus cannot attack or be attacked by physical means. | ||
+ | * Spells that do physical damage | ||
+ | * Divine Magic spells that do points | ||
* When they attack, they attack their target' | * When they attack, they attack their target' |
combat.txt · Last modified: 2021/01/26 13:13 by dave