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. Fight is controlled by [[strength]].
 
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]].
 
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*'''Battle.''' You commit to fighting to take or hold a location. This may be rolled as a [[complication]] with damage as a consequence. The target is based on the number of opponents, and may be cooperative. It is possible that you will be caught up in a battle that requires participation for a number of rounds simply to resolve how much damage you suffer crossing a dangerous battlefield.
==Battle==
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*'''[[Block]].''' 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.
{{Main|Fight Project}}
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*'''[[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.
'''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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*'''[[Fend]].''' You use a snap and 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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*'''[[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.
==Block==
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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. If you are locked you may use an action and make a fight check to break out of the lock.
{{Main|Block}}
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*'''[[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.
'''Block.''' 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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*'''[[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.
 
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==Counter==
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{{Main|Counter}}
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'''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.
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==Hack==
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{{Main|Fight Action}}
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'''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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==Fend==
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{{Main|Fight Snap}}
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'''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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'''Parry.''' 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==
 
==Unlock Abilities==

Revision as of 04:44, 29 March 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.

  • Battle. You commit to fighting to take or hold a location. This may be rolled as a complication with damage as a consequence. The target is based on the number of opponents, and may be cooperative. It is possible that you will be caught up in a battle that requires participation for a number of rounds simply to resolve how much damage you suffer crossing a dangerous battlefield.
  • Block. 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 overlapping 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.
  • 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 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.
  • 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 punishments 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.
  • 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.
  • 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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