Difference between revisions of "Combat"

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*'''Fend.''' You use a snap and gain a single [[parry]] [[defense]]. You have that parry defense available until you use it or until your next [[turn]].
 
*'''Fend.''' You use a snap and gain a single [[parry]] [[defense]]. You have that parry defense available until you use it or until your next [[turn]].
 
*'''[[Hack]].''' You use an action to strike an opponent within [[reach]]. A hack may be contested with a [[block]], a [[parry]], or a [[dodge]]. If you succeed you deal effects to your target based on the weapon you used. If you make a melee attack without a weapon use your [[slam]] effects. If reach isn't specified then it is always adjacent areas. Your target must be in front of your [[flank]] or inside your area.
 
*'''[[Hack]].''' You use an action to strike an opponent within [[reach]]. A hack may be contested with a [[block]], a [[parry]], or a [[dodge]]. If you succeed you deal effects to your target based on the weapon you used. If you make a melee attack without a weapon use your [[slam]] effects. If reach isn't specified then it is always adjacent areas. Your target must be in front of your [[flank]] or inside your area.
*'''[[Lock]].''' If you are unarmed you may [[lock]] an opponent in place of using your slam. A weapon with the [[grab]] keyword has this option too. Once you have a lock, you may use  [[punishment]]s in place of further effects. A lock is normally [[elaborate]], requiring two hands to maintain. If you are locked you may use an action and make a fight check to break out of the lock.
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*'''[[Lock]].''' You use an action and roll against [[fight]] to grapple a target within [[reach]]. A lock is [[elaborate]], which means you suffer a penalty (-2) if you do not have two free hands to devote to it. If you are in a lock you suffer a penalty (-2) on any check against someone outside the lock. If locked you may use an action and roll a fight check to escape. If you are locking an opponent you may use a defense to parry any check your opponent attempts.
 
*'''[[Parry]].''' You may parry with a normal [[defense]] or a [[guard]] and use your fight score. You can only try to parry any attack forward of your [[flank]] and within your [[reach]]. Note that you may parry a ranged attack if the attacker is within your reach.
 
*'''[[Parry]].''' You may parry with a normal [[defense]] or a [[guard]] and use your fight score. You can only try to parry any attack forward of your [[flank]] and within your [[reach]]. Note that you may parry a ranged attack if the attacker is within your reach.
 
*'''Skirmish.''' You commit to fighting to take or hold a location. This may be rolled as a [[complication]] with trauma as a consequence. You may get caught up in a skirmish that requires participation for a number of exchanges simply to resolve how much damage you suffer crossing a dangerous battlefield.
 
*'''Skirmish.''' You commit to fighting to take or hold a location. This may be rolled as a [[complication]] with trauma as a consequence. You may get caught up in a skirmish that requires participation for a number of exchanges simply to resolve how much damage you suffer crossing a dangerous battlefield.

Revision as of 04:19, 26 September 2014

Your expertise with all forms of melee combat. Almost every attack you attempt against a target inside your reach will use your fight score. Fight is controlled by strength.

  • Counter. A special parry. When hit with a melee attack, you use your guard to strike back with a hack of your own. This attack suffers a Penalty (-2), but if it succeeds there is no contesting it. Aborting the original attack automatically avoids the counter, otherwise it automatically hits. You may still use other defenses (such as a dodge or a block) against the original attack if you have any available. The counter and the original attack are considered simultaneous, so effects rolled from each apply only after both have been resolved.
  • Fend. You use a snap and gain a single parry defense. You have that parry defense available until you use it or until your next turn.
  • Hack. You use an action to strike an opponent within reach. A hack may be contested with a block, a parry, or a dodge. If you succeed you deal effects to your target based on the weapon you used. If you make a melee attack without a weapon use your slam effects. If reach isn't specified then it is always adjacent areas. Your target must be in front of your flank or inside your area.
  • Lock. You use an action and roll against fight to grapple a target within reach. A lock is elaborate, which means you suffer a penalty (-2) if you do not have two free hands to devote to it. If you are in a lock you suffer a penalty (-2) on any check against someone outside the lock. If locked you may use an action and roll a fight check to escape. If you are locking an opponent you may use a defense to parry any check your opponent attempts.
  • Parry. You may parry with a normal defense or a guard and use your fight score. You can only try to parry any attack forward of your flank and within your reach. Note that you may parry a ranged attack if the attacker is within your reach.
  • Skirmish. You commit to fighting to take or hold a location. This may be rolled as a complication with trauma as a consequence. You may get caught up in a skirmish that requires participation for a number of exchanges simply to resolve how much damage you suffer crossing a dangerous battlefield.
  • Throw. You use an action and make a close range attack using your fight score. The maximum range you may throw an object is equal to your strength minus the object's Enc. If the object has the balanced keyword you gain a Bonus (+2) to your strength for determining range. A thrown weapon deals its normal effects. A thrown object simply deals your slam at range.

Unlock Abilities

A high fight score is required for some abilities:

See Also

Skill Cost

Template:SkillCost


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