Difference between revisions of "Combat"

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Your expertise with all forms of melee combat. Almost every attack you attempt against a target inside your [[reach]] will use your fight score.  
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Hit your enemies where it hurts. Combat covers all violent clashes, including unarmed combat, close quarters, melee weapons, marksmanship, and even military tactics. Straightforward weapons are usable through the general Ability, but weapons which need familiarity or training to properly use Masteries.
  
==Hack==
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==Combat Checks==
{{Main|Fight Action}}
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{{Battle}}
'''Hack.''' You try to hit 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.
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{{Fight}}
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{{Grapple}}
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{{Shoot}}
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{{Throw}}
  
==Battle==
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==Combat Saves==
{{Main|Fight Project}}
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{{Punish}}
'''Battle.''' You commit to fighting any opponent in your zone for the duration of the project. This may be rolled as a [[complication]] with hits as a consequence, or even one or more encounters.
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{{Hold}}
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{{Parry}}
  
==Block==
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==Combat Masteries==
{{Main|Block}}
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{{Artillery}}
You may use this skill to stop an attack with an object. You may block with a normal [[defense]] or a [[guard]]. You can try to block any attack you are aware of, but only if it isn't from an [[overlap]]ping area and is forward of your [[flank]]. You suffer a Penalty (-2) attempting to block with an item that does not have the [[aegis]] keyword. If you win the contest the item takes the hit from the attack instead of you.
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{{Bow}}
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{{Exotic}}
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{{Firearm}}
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{{Tactic}}
  
==Fend==
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==Build Points==
{{Main|Fight Snap}}
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{{AbilityCost}}
'''Fend.''' You gain a single [[parry]] or [[block]] [[defense]], your choice. You must select which you will gain when you take the snap. Once chosen, you have that defense available until you use it, or until your next [[turn]].
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==Lock==
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{{Main|Lock}}
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'''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.
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==Parry==
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{{Main|Parry}}
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You may use this skill to divert an attack. You may parry with a normal [[defense]] or a [[guard]]. You can try to parry any attack you are aware of as long as it is forward of your [[flank]] and within your [[reach]].
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==Throw==
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{{Main|Throw}}
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'''Throw.''' You use a special fight action and make a [[close]] range attack. 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.
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==Unlock Abilities==
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A high fight score is required for some abilities:
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*[[Bash]]
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*[[Brawl]]
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*[[Grapple]]
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*[[Hurl]]
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*[[Slash]]
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*[[Whirl]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[:Category:Ability|List of general Abilities]]
*[[Explore]]
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*[[Fight Action]]
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*[[Fight Snap]]
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*[[Fight Project]]
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*[[Move]]
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*[[Strength]]
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==Skill Cost==
 
{{SkillCost}}
 
  
{{V250}}
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{{V300}}
  
[[Category:Skills]]
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[[Category:Ability]]

Latest revision as of 18:08, 28 January 2023

Hit your enemies where it hurts. Combat covers all violent clashes, including unarmed combat, close quarters, melee weapons, marksmanship, and even military tactics. Straightforward weapons are usable through the general Ability, but weapons which need familiarity or training to properly use Masteries.

Combat Checks

  • Battle: A skirmish between a large number troops may be resolved as a Mission over a few days. A Bad result results in an Injury to you. Pairs reduce the casualties you suffer. Fighting a Battle uses the Tactics Cascade. Being Outnumbered or facing a more powerful foe incurs Penalties. Being captured by the enemy or losing a friendly Unit are common alternative consequences for a Bad result.
  • Fight: Attack an opponent within Reach. A success deals damage based on the weapon—or Staggers the foe if you are unarmed.
  • 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.
  • Shoot: Use an Action to make a ranged attack with a weapon, and deal its damage on a Good roll. Penalties for the target’s Range and Concealment are common. You also suffer a Penalty if someone you don’t want to hit is adjacent to the target, and a Bad roll which can’t pay off the Pair hits that person instead, so exercise caution!
  • Throw: Use an Action to make a ranged attack with a thrown weapon. A thrown weapon deals its damage. A small object thrown as an improvised weapon uses Close Range and Staggers.

Combat Saves

  • Punish: When an adjacent foe attempts to move away you may Fight to stop them. You roll a Combat Save instead of a Check since this is a reaction. Punishing doesn’t stop opponents from moving, but the threat of it may prevent them from simply running past you. You may attempt to Grapple instead of a Fight if you have your hands free.
  • Hold: When a target you have Locked attempts a roll you may Save Combat to Oppose it even if you aren’t the target of the roll.
  • Parry: Roll Combat Saves against any attacker within Reach. This includes attacks from ranged weapons—they are close enough to bat away or harass. The Block Keyword allows you to Parry attacks outside your Reach.

Combat Masteries

  • Artillery: Covers military cannons, and includes subjects like reloading, estimating ranges, setting fuse timers for shells, and spotting for indirect fire. If a ranged weapon is too large to carry, it usually falls under the Artillery Mastery.
  • Bows: Whether primitive or modern, this Mastery applies to weapons with the Bow Keyword. Note that crossbows usually don’t have the Keyword—they are simpler to aim and fire, and require much less training to use effectively.
  • Exotics (*): Unique weapon types that require specific training to use safely. Exotics have an extra effect on a Bad roll unless you have the appropriate Mastery, possibly even doing damage to yourself. If none is listed, you become Stumped. Each weapon is a separate Mastery, but different specific weapons which share the name are included. For example, if you learn Flails, a Heavy Flail would count as the same Exotic.
  • Firearms: Weapons which use explosive powder to fire bullets. Modern firearms use ammunition, but older weapons require you to load your powder and bullet separately. This Mastery provides familiarity with the firing characteristics of different weapons, quickly reloading them, and clearing jams.
  • Tactics: Represents military drilling and organizational knowledge—such as which signals order an advance and which order a retreat. Units are considered “Regular” troops and may use Formations if all members have Tactics.

Build Points

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.

See Also



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