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combat [2019/12/08 15:13] davecombat [2019/12/11 17:36] dave
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   * 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.
-  * A rider proficient in Knightly Combat scores double damage when charging with a lance.+  * A rider proficient in Knightly Combat scores double damage when charging with a lance from a Heavy Warhorse.
   * 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.  These mounts will only attack if they are attacked, cannot flee, and have no rider.+  * A riding horse, mule, pony or draft horse must make a morale check before closing with an enemy and every round of combat to avoid bolting away from the fight.  These mounts will only attack if they are attacked, cannot flee, and have no rider.
   * 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.   * 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 ====
 +  * A prone target is attacked with advantage in melee, but with disadvantage in ranged combat.
 +  * An unconscious or incapacitated target is hit automatically in melee (not ranged)
   * 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.
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 ==== Ranged Attacks ==== ==== Ranged Attacks ====
-  * Maximum Range for ranged attacks is 300'. This is essentially the width/length of our table (except on the diagonal).  I thought there was a disadvantage to long-range shots, but can't find it anymore in the text.  Shall we say shots are at disadvantage at 150' (30") on the table?  //Sounds good to me!// 
-  * Base rules have no provision for thrown weapons.  I've put a range of 50' (10") in the gear book. 
-  * 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.  Furthermore, if target is in a roofed area through a window, he is automatically AC 17, and if he's behind an arrow slit, he's AC 21. 
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   * Ranged and thrown weapons are noted as such in their descriptions.    * Ranged and thrown weapons are noted as such in their descriptions. 
   * Thrown weapons have a maximum range of 50' (10") while ranged weapons may reach the entire battlefield.   * Thrown weapons have a maximum range of 50' (10") while ranged weapons may reach the entire battlefield.
combat.txt · Last modified: 2021/01/26 13:13 by dave