Combat
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Check against combat to attack or defend yourself in battle. Combat is used for armed or unarmed melee, or thrown weapons. Firearms fall under contraptions instead.
- Fend. 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.
- Fight. You use an action to strike an opponent within reach. 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 combat 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. A lock action may also be used 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 combat to contest 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. The block keyword allows you to parry attacks outside your reach. A counter and is a special form of parry that requires your guard. You attack with a penalty. If you succeed your attack hits, and if you win the contest you also avoid the original attack. The attacker may contest your attack normally.
- Skirmish. A quick battle 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 in a dangerous location.
- Throw. You use an action and make a close range attack. 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
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