Difference between revisions of "Combat"

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m (Frameworker moved page Fight to Combat)
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Your melee attack and defense. Fight is controlled by [[strength]].
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Check against combat to attack or defend yourself in [[battle]]. Combat is used for armed or unarmed melee, thrown weapons, and bows. Firearms fall under [[contraptions]] instead.
 
*'''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, but if you succeeds there is no contest. Aborting the original attack automatically avoids the counter, otherwise it automatically hits. You may still use your [[dodge]] or a [[block]] against the original attack if you have a defense available. The counter and the original attack are considered simultaneous, so effects rolled from each apply after both have been resolved.
 
*'''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, but if you succeeds there is no contest. Aborting the original attack automatically avoids the counter, otherwise it automatically hits. You may still use your [[dodge]] or a [[block]] against the original attack if you have a defense available. The counter and the original attack are considered simultaneous, so effects rolled from each apply after both have been resolved.
 
*'''Fend.''' You use a snap and gain a single extra [[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 extra [[parry]] [[defense]]. You have that parry defense available until you use it or until your next [[turn]].
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==See Also==
 
==See Also==
 
*[[Skill]]
 
*[[Skill]]
*[[Move]]
 
*[[Strength]]
 
*[[Survive]]
 
  
==Skill Cost==
 
{{SkillCost}}
 
  
{{V251}}
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{{V252}}
  
 
[[Category:Skill]]
 
[[Category:Skill]]

Revision as of 05:16, 19 October 2015

Check against combat to attack or defend yourself in battle. Combat is used for armed or unarmed melee, thrown weapons, and bows. Firearms fall under contraptions instead.

  • 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, but if you succeeds there is no contest. Aborting the original attack automatically avoids the counter, otherwise it automatically hits. You may still use your dodge or a block against the original attack if you have a defense available. The counter and the original attack are considered simultaneous, so effects rolled from each apply after both have been resolved.
  • Fend. You use a snap and gain a single extra 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 is a physical attack, so it may be contested with a parry or a dodge. If you succeed you deal effects based on the weapon you used, or your slam if you are unarmed. Your target must be in front of your flank or inside your area.
  • Lock. You use an action and roll against fight to grapple with a target within reach. A lock is elaborate, so you suffer a penalty if you do not have two free hands. If you are in a lock you suffer a penalty on any check against someone outside the lock, and you may use a lock action to roll a fight check to escape. If you are locking an opponent you may use a defense to parry any snap or action your opponent attempts.
  • Parry. You check fight to avoid an attack with a defense. 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. A counter and is a special form of parry. The block keyword allows you to parry attacks outside your reach.
  • Skirmish. A quick combat may be rolled as a complication with hits damage as a consequence. You may get caught up in a skirmish that requires participation for a number of exchanges simply to determine how much damage you suffer crossing a dangerous location.
  • Throw. You use an action and make a close range attack using your fight score. A throw is a physical attack, so it may be contested with a dodge or a parry if you are within reach. Subtract the bulky rating of an object from the distance you can throw it. If the object has the balanced keyword you may throw it short range instead of close. A thrown weapon deals its normal effects, or your slam if you are throwing a generic small object.

Associated Abilities

  • Bash: You add +1dE to all physical attacks.
  • Brawl: Your slam attack gains +1dE and you gain a bonus on combat unarmed against an unarmed opponent.
  • Grapple: Use an Action to grab an opponent within Reach. A Good roll Locks the target. A Lock requires two hands and Effort each Turn to maintain. Alternatively, Grapple may be used to break free of a Lock with a Good roll.
  • Hurl: You gain a bonus when throwing a weapon or item, and may equip the weapon as part of your throw action.
  • Slash: You gain a bonus with blade attacks, and blades deal +1dE.
  • Whirl: You gain a bonus with flex weapons and do not strike yourself on a fumble.

See Also



Version 2.5.2
©2014 Frameworks Games

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