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]].
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Your melee attack and defense. 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 your [[dodge]] 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 only after both have been resolved.
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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 your [[dodge]] 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 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]].
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*'''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 may be contested with 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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*'''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 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.
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*'''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 (-2) if you do not have two free hands. If you are in a lock you suffer a penalty (-2) on any check against someone outside the lock, and you may use an 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''' is considered a special parry.
 
*'''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''' is considered a special parry.
*'''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.
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*'''Skirmish.''' You commit to take or hold a location with violence. This 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. 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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*'''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. The maximum range you may throw an object is equal to your strength score, or your stamina if the object has the [[bulky]] keyword. If the object has the balanced keyword you double the normal maximum range. A thrown weapon deals its normal effects, or your [[slam]] if you are throwing a generic small object.
  
 
==Unlock Abilities==
 
==Unlock Abilities==
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[[Category:Skill]]
 
[[Category:Skill]]

Revision as of 05:30, 26 October 2014

Your melee attack and defense. 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 your dodge 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 only 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 (-2) if you do not have two free hands. If you are in a lock you suffer a penalty (-2) on any check against someone outside the lock, and you may use an 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 is considered a special parry.
  • Skirmish. You commit to take or hold a location with violence. This 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. The maximum range you may throw an object is equal to your strength score, or your stamina if the object has the bulky keyword. If the object has the balanced keyword you double the normal maximum range. A thrown weapon deals its normal effects, or your slam if you are throwing a generic small object.

Unlock Abilities

A high fight score is required for some abilities:

See Also

Skill Cost

Template:SkillCost


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