Sunday, August 16, 2020

Detailed Combat rules for Fudge

Introduction

brawling.png

Fudge core rules introduce 3 ways to do combat: Story Elements, Simultaneous Combat and Alternating Combat. All these are quite generic and lack a bit of crunch and tactical elements that many other RPG systems provide. These rules resemble Alternating combat the most, and aim to provide the option for GMs who prefer a bit more detail in combat, with special moves and potentially multiple actions etc.

Combat Abilities

Combat Abilities are derived from the Stats. I'm using the following Stats: Strength, Health, Agility, Wit, Will and Senses.

Action Phases

multiple_contestants.png

Combat Rounds are split into Action Phases. A Character has 1 - 3 Action Phases where they can act. See the Action Phases Table to determine how many actions and what the action phases the Character has. The higher the number the sooner in a Combat Round a Character acts. If a Character has a Fair of better Agility they can act more than once per round. The types of actions a Character can take are determined whether the Action is a Primary or Secondary. That is determined by Combat Reflexes (see below).

Table 1: Action Phases Table
Agility Action Phases
Poor or worse 3
Mediocre 6
Fair 8 / 4
Good 10 / 5
Great 12 / 6
Superb 15 / 10 / 5
Amazing 18 / 12 / 6
Legendary or better 20 / 14 / 7

Example: Beowulf has a Great Agility and therefore his Action Phases are: 12 and 6

Combat Reflexes

uc-strike.png

The Combat Reflexes measures the Character's combat awareness. Essentially it tells how many Action Phases are Primary, from all the Actions a Character has. A Character's Primary Actions are the first ones up to the value of Combat Reflexes. The rest are Secondary Actions. If Combat Reflexes is greater than the total number of Actions, all of the Character's actions are Primary; this represents a greater mental combat affinity than the Character's body has. Look up the value for Combat Reflexes using the Combat Reflexes Table below.

Table 2: Combat Reflexes Table
Average Will and Perception Combat Reflexes
Poor 1
Mediocre 1
Fair 2
Good 2
Great 2
Superb 3
Amazing 3
Legendary 3
Table 3: Average Skills Table
  Poor Mediocre Fair Good Great Superb Amazing Legendary
Poor Poor              
Mediocre Poor Mediocre            
Fair Mediocre Mediocre Fair          
Good Mediocre Fair Fair Good        
Great Fair Fair Good Good Great      
Superb Fair Good Good Great Great Superb    
Amazing Good Good Great Great Superb Superb Amazing  
Legendary Good Great Great Superb Superb Amazing Amazing Legendary

Movement Rate

The Movement Rate is used to determine how fast a Character can walk during a Combat Round. It is based on Agility. Look up the value for this Ability in the Movement Rate Table below.

Table 4: Movement Rate Table
Agility Movement Rate (meters) Movement Rate (feet)
Poor or worse 4 12
Mediocre 6 18
Fair 8 24
Good 11 33
Great 13 39
Superb 16 48
Amazing 18 54
Legendary or better 22 66

Combat Rounds

In combat time is split into a number of time slices of about six seconds, called a Combat Round. Each Combat Round is split into a number of Action Phases, starting from the highest Action Phase of a combatant.

Actions

During each Combat Round a combatant has usually 1 - 3 actions available to them. There are three kinds of actions: Full Action, Primary Action and Secondary Action. The Combat Reflexes of the combatant determines what kind of actions they can perform. A combatant can only have as many Primary Actions as their Combat Reflexes. Secondary actions are performed at -2 to the Skill Level.

Example: Bardalf the quick has 3 Actions since his Agility is Superb. His Action Phases are 15,10 and 5. His Combat Reflexes is 2. His first two actions are Primary and his third is a Secondary Action. The first and second actions are at full Skill Level, while the third, secondary, action is at -2. Additionally, he can only pick Primary Actions during his first two Action Phases (15 and 10). If he picks a Full action as his first action, that action takes up a whole Combat Round, and he won't have any other actions available during that Combat Round.

Full Actions

These actions are available to all combatants and take one complete Combat Round to resolve. Since these actions take the whole Combat Round, Characters who choose these options have no other actions available to them, even though they might have more Action Phases. These Actions can also only be selected on the first available Action Phase.

Cast spell / use item

This action covers all magic use, be it spell casting or using a magic item.

Charge
ropemastery.png

This action moves a combatant in a straight line towards their chosen opponent. The combatant is running so they move up to 3 times their Movement Allowance. At the end of the charge the combatant may execute one attack (on phase 2). At least 3 meters (10') must be moved to gain any bonuses to the attack.

Close to Engage

This action allows a free combatant to move up to half their Movement Allowance and execute an attack at the same time. The attack is resolved in the same phase as this option.

Concentrate on spell

This action is required if the magic-user wants to keep their concentration requiring spell active.

Countering Spells

The Spell caster can only counter a single spell each Combat Round.

Dispelling

This action is required if the caster wants to dispel an existing spell or magical effect.

leaping.png
Leap

This action is used for all kinds of jumping and acrobatic maneuvers in combat.

Load Crossbow

This action allows a combatant to load a crossbow. Light crossbows take 1 Combat Round to load, while Heavy Crossbows take 3 Combat Rounds to load.

Long burst

A burst can only be performed with automatic weapons. A long burst lasts a whole Combat Round. A long burst gives +2 to hit and +1 to damage. A long burst uses 30 bullets / shots.

Long spray

A spray is a burst attack, but aimed at an area instead of a single target. Just like a long burst a long spray will empty the magazine. The attacker has to make a Mediocre skill check. A critical success will automatically hit all targets in the area of effect.

The area of effect for the attack is a cone with an angle up to 90 degrees. If the skill roll succeeds any target in the area will have to make an Agility check beating the Rolled Degree of the Spray attack, or they are hit and take normal damage. A long spray uses 30 bullets / shots.

Move

This action allows a combatant to move from one place to another in different ways.

spd.png
Run

This action allows a combatant to move up to 3 times their Movement Rate.

Shooting wild

Shooting wild involves pointing the gun in the direction of the enemies and squeezing the trigger as many times as possible. In general this will release about 10 bullets in one Combat Round. Resolve the attack like a Medium spray (or Short spray if there are less than 6 rounds left in the gun).

A Character without formal training can still blast away at foes, but due to lack of training they are considered to be shooting wild. A trained Character may also shoot wild, however.

Turn and flee

Using this option allows an engaged combatant to disengage and move equal to their Movement Allowance in meters. On the phase that this action is declared the combatant turns about, and on the phase that is halfway between this phase and 1 the combatant starts to move. The full Movement Allowance in meters must be moved, if possible.

Use Long bow
ranger.png

This action allows an archer to use a long-bow. The action includes loading the bow.

Walk

This action allows a combatant to move up to their Movement Rate.

Primary Actions

These actions are available to combatants during their Primary Action Phases.

Aimed shot

By taking this option a Character aims at a target and shoots. In addition, all consecutive shots are at +1 as long as the combatant keeps aiming at their target. Aiming gives a +1 bonus to hit, or +2 if using anything except iron sights. If switching targets, the combatant will be at -1 for the first shot on the new target.

Alter Position

This option allows a combatant to alter their position from prone (lying down) to crouching, or from crouching to standing, or from standing to either crouching or prone. If the combatant is engaged they must make a Speed check in order to succeed.

Combat action

With this action a combatant can use a combat skill to attack a foe. While attacking they can move up to 2 meters (6 feet).

Exchange weapons

This action allows the combatant to change their weapon(s) to different one(s). The weapon(s) will be properly put away in their scabbards or holsters. Up to 2 meter (6 feet) movement is also possible.

Give Orders

This action allows the combatant to tell others what to do, or give feedback on ideas, etc. If the game master is strict about combat this is the only way for combatants to communicate other than one or two words per action. Combatants can move up to their Movement Allowance during this action.

Medium burst

A medium burst can be performed with burst capable weapons (like assault rifles). A medium burst will use 10 bullets / shots. A medium burst gives a +1 to hit and +1 to damage.

Medium spray

A medium spray works like a Long spray except that it uses 10 bullets / shots and a maximum of 60 degree angle for the cone.

Mount / Dismount
riding.png

Using this action the combatant may mount / dismount their beast of burden. If the combatant is engaged a Speed Check or Riding Skill Check needs to be successful in order to succeed. A beast of burden is any animal or vehicle they are riding.

Observe Situation

Using this action the combatant looks around themselves and takes in the bigger picture. This allows a Character to make Perception skill check on hiding or stalking foes. The combatant will know where every one is, and how they are doing, in a general sense. The Character can also move up to 2 meters (6 feet) while engaged in this Action.

Reload gun

This action allows a Character to reload a weapon that does not use a magazine or clip (such as a revolver or a shotgun, etc).

Use Short bow

Using this action the combatant can use a short bow. The action includes loading the bow.

Use Sling

Using this action the combatant can attack with a sling. This includes loading it.

Secondary Actions

These actions are available to a combatant during a primary or secondary action phase. If used during a Primary Action Phase the combatant can move 2 meters (6 feet) either before or after the action.

Aimed second shot

With this option the combatant can keep shooting at the target previously aimed at.

Attack

A combatant can use this action to attack a foe that is within reach for their weapon.

Dodge

A combatant can use this action to dodge attacks in the front facing or from the flanks. This action is active until the next action phase of the combatant. A successful Agility check is required. The Rolled Degree of the Agility check is added to the Defensive damage factors of the combatant.

Draw weapon
draw_sword.png

With this action a combatant can draw one weapon, if they have a free hand (or drop whatever is held before).

Feint

A combatant can make a feint attack to draw the defender to defend against a fake attack. The feint is resolved as an opposed action between the skill in feinting versus the skill in the weapon of the defender. If the Feint is successful, the defender loses defense, parry, dodge and shield bonuses to the next attack from the attacker. The attacker must make an immediate second strike with their weapon in order to gain the benefits of the Feint.

Fire crossbow

With this action a combatant can release a bolt from a crossbow.

Half-Parry [Optional rule]

A combatant can spend their action in a ready state, waiting for an opportunity to attack. This works like parry, but with a -1 to the Skill Level, except that the combatant can also make a second-strike at any action phase until their next available action. If a second-strike is made, the parry is no-longer valid.

Parry

A combatant can use this action to parry attacks in the front facing or from the flanks. This action is active until the next action phase of the combatant.

Perform Action

With this action a combatant can perform some complicated action. Such action can take one or many consequent actions, it is up to the GM to decide how many actions it takes to complete the action.

Reload Ammo clip

This action allows a Character to remove an empty ammo clip / energy clip and replace it with another. Different ammo can be held in different clips which allows the user to switch ammo type by switching clips. Furthermore the combatant is also able to place the discarded clip in a clip belt or into their pocket, or simply drop it.

Sheathe weapon

This action allows a combatant to sheathe their weapon, in a proper way.

Shoot with weapon

A single shot is fired from the weapon. This is the standard attack mode used with a firearm (projectile, energy, etc). Roll attack as normal.

Short burst

A short burst fires 5 (or 3, depending on weapon) bullets on a single target. The attack gains a +1 bonus to hit, and is combinable with aiming.

Short Spray

Like Medium burst, except only 5 shots are used and the maximum angle is 30 degrees.

Attacking and defending

In Detailed Combat attacking and defending are separate actions, and an attack consists of two rolls. One roll for the attack and one roll for the defense. Attacks are resolved in the order of Action Phases (highest goes first).

Attack methods

This section describes the different attack methods.

Bash

smashing_blow.png

Bash is a special attack that is inherent in some massive weapons, or some large creatures. When this attack causes damage to a combatant, there is a chance of a Bash Special Effect happening. Roll 4dF and add modifiers, if the total is Good or more, a Bash Special Effect occurs. This will drive the victim back 2 meters (6 feet), and eliminate their next available action. In addition, a Strength check is needed to remain standing. If the check fails the victim will fall down and be stunned for one Combat Round.

See the Bash Table for modifiers to the chance of giving a Bash Special Effect. In addition to this, some special circumstances exist that the GM might have to make a ruling on. If a flying combatant is Bashed, they are knocked down from the sky, and take falling damage, in this case the Strength Check may be substituted with a flying skill check. A riding combatant may substitute the Strength Check with a riding skill check, but must also make another riding skill check to see if they can retain control of their mount.

Table 5: Bash Table
Circumstance Modifier
Target is not on sure footing (Treacherous ground, climbing, running, etc) +1
Target is not on the ground at all (leaping, riding, flying, etc) +2
Target is charging the attacker +1
For each 50 kg that the attacker outweighs the target +1
For each 50 kg that the target outweighs the attacker -1
For each 3 points of Bashing Damage +1
For each point of Aggravated Damage +1
Delivering a Hurt wound +1
Delivering a Very Hurt wound +2
Delivering an Incapacitated or worse wound +3

Butt Stroke

halberds.png

The Butt Stroke is an attack available to most pole arms. It consists of striking with the end that does not have the main armament. A butt stroke delivers +2 Bashing Damage. The range for a Butt Stroke is medium. This attack may be made instead of the normal attack at full value, or it can be made at the same time as a Second Strike in addition to the attack with the main “business end" of the weapon.

Disarm

The goal of the Disarm attack is to remove the weapon of the opponent. There are two forms of this attack (which must be specified before resolving the attack): Remove- and Break Weapon. If the Disarm attack succeeds (Opposed Skill check versus the skill of the opponent), the opponent must make a Strength check versus the Relative Degree of the attack, and if this fails the weapon flies 1dF+2 meters (3dF+6 feet) in a random direction.

If the attack was of the Break Weapon kind, the weapon must make a breakage check. An average weapon has a base Strength of Fair. Add any weapon bonus (due to magic or quality) to this. The breakage check is resolved as an unopposed roll with the Strength of the weapon. If the breakage check is worse than Fair, then the weapon breaks and is useless. The target can release the weapon before the breakage check is made, resulting in a successful Disarm (see above).

Weapons allowing a Disarm attack allow a combatant to make a Disarm attack if the parry succeeds (i.e. the attack fails). A critical failure versus a parrying foe gives a +2 to the Disarm attempt.

An unarmed combatant may make Disarm attacks only if they are skilled in any form of unarmed combat, but the Disarm attempt is at -2, and the break weapon form is not available.

Entangle

With the Entangle attack the attacker tries to bind the foe so that they are unable to move. If the attack is successful, the target must make an Agility check or is Entangled. If the check is successful the target suffers Restrictions equal to the Relative Degree of the attack.

An Entangled combatant can try to break free on any Primary Action phase. If a Strength Check is successful the combatant has broken free. Alternatively if the combatant has a cutting weapon, they may attempt to cut their bonds. They can try to do this with a -2 to their skill check versus the Relative Degree of entangle attack. Normal Rope has 1 hit point, silk or hair rope has 2 hit points and a chain has 10. Once the amount of hit points on the entangling material reaches 0 (zero) it is cut apart, and the combatant is free to take any action.

A critical success on the entangling attack results in the target being automatically Entangled.

Grapple

A Grapple attack is an attempt to get a grip on the target that renders them immobile. This is resolved like a normal attack. If the attack succeeds, the attacker has made a successful grip. The Player and GM can agree on a likely location (arm, leg, neck, wait/chest, etc). A chest or abdomen grip may involve nerve-points. Once the attacker has a grip on the target they may try to subdue the defender.

The subduing is resolved like a task, with a Task Turn of 1 Combat Round (resolved on the first Primary Action Phase of the attacker). The Task Value is 5 + the Strength of the defender. The Task Difficulty is equal to the Defenses of the target. When the Task is complete the attacker has managed to subdue the defender who is unable to move. If the Task Points ever fall below 1 the attacker has lost their grip and the defender has broken free.

Multiple combatants may work together to grapple a defender, in that case they all collect Task Points to the same pool.

Once the defender is gripped they may try to break free on each Primary Action phase in one of two ways:

Wait passively
With this option the target waits for the attacker's grip to loosen. They may attempt a Strength Check versus the Relative Degree of the initial Grapple Attack on each Primary action phase. The Relative Degree of this check is reduced from the Task Points gained so far by the attacker.
Attack
They can only attack the grappler and are at -2 to their attack.

If the grip of the attacker is broken the defender must make an Agility Check or they fall prone to the ground. Alternatively the Agility check may be replaced by a an unarmed combat skill or with acrobatics.

Once the defender is subdued either combatant may choose to fall down, by choosing the alter position action. This will of course bring down the other combatant. 4dF is rolled for each combatant to determine who lands on top. The combatant with the highest roll is on the top, all ties are re-rolled. The attacker adds the Relative Degree of the initial Grapple attack to this. This falling can stun the combatants, all must make a Health check to avoid being Stunned.

Hurl Weapon

With this attack the combatant can hurl a weapon at a target. Normally weapons that are not designed as Hurling weapons cannot be hurled, unless a specialized skill for that is developed.

Second Strike

A second strike is an additional attack; there is a -2 penalty to strike, though. The attacker also loses any bonuses to defense, and all attacks against them are at +1 until their next available action phase. Some weapons allow an inherent Second Strike, or the Character can develop a skill which allows a Second Strike.

Strike

This is the basic attack. The attacker attempts to hit a defender with the “business end” of their weapon.

Throw

uc-throw.png

In a Throw attack the attacker tries to throw the defender. If the attack is successful, then check for a Throw Special Effect. To check for a Throw Special Effect, roll 4dF and add half the Relative Degree of the attack roll. On a Good or better, a Throw Special Effect occurs.

If the Throw Special Effect occurs the opponent is thrown 1 meter (3 feet) per Relative Degree in the direction of the attackers choosing. The attacker can also choose to throw down the target at their feet. When thrown, the defender must make a Health check to avoid being Stunned. A critical failure on the Health check renders them unconscious.

If the Attack was successful, but there was no throw, the target still loses their next available action.

Thrust

In a thrust attack, the point of the weapon is used. If the tip of the weapon is not primarily used in the attack, the damage is reduced by 2. If this attack causes damage there is a chance of a Thrust Special Effect. To check for a Thrust Special Effect, roll 4dF and add half the Relative Degree of the attack roll. On a Great or more a Thrust Special Effect occurs.

If a thrust special effect occurs, the defender is driven back 2 meters (6 feet), and loses their next available action. The defender must also make a Will check to avoid being Stunned.

Trip

If the attack is successful the target will suffer from distractions equal to the Relative Degree of the attack. If the defender fails a Speed check they are tripped, and will fall down. At this point a Health check must succeed, in order to avoid being Stunned, and a critical failure results in the defender being knocked out.

Defense methods

This section describes the ways a combatant can avert an attack.

Base defense

Base Defense is the ability to avoid being hit in a fight, it forms the base for Defense. The Base Defense is equal to Agility -1. If the defender is not aware of the attack they have a base Defense of Poor(-2). Defense against missile attacks is at -2.

Dodging

A combatant can choose to try to dodge attacks. They can try to dodge all attacks they are aware of and may dodge up to a number of attacks equal to 2 + Agility.

A defender may use a skill such as Acrobatics to dodge attack. If they don't have a suitable skill they may use their Agility instead.

Parrying

If a combatant is parrying, they can use their combat skill instead of Defense. The maximum number of attacks that can be parried is 1 + Weapon Skill. In other words you must be at least Fair with a weapon before you can use it to parry. Additionally different weapons have different inherent parry bonuses.

Shields

There are many types of shields, but for simplicity they are put into one of 3 categories: Small, Medium and Large. A shield can be used to defend against attacks coming from the front or the side on which the shield is.

Table 6: Shield Table
Name Melee Defense Missile Defense Melee Offense
Small +1 0 +1
Medium +1 +2 +1
Large +2 +2 +2

Situational modifiers

Depending on the relative positioning of the attacker and defender, they get a certain amount of bonus or penalty to their attack or defense.

Distractions

Distractions are things that interfere with the senses of a Character in such a way that they hinder them in their effort. To check if a new distraction adds a Distraction Penalty, roll 4dF, add Will and subtract the number of new Distractions. If the total is negative, then increase the Distraction Penalty by 1.

The Distraction Penalty is subtracted from all combat rolls.

Distractions include every friendly combatant within range of the attacker's weapon, something impeding free use of a limb and other things described as distractions in the rules. The GM can of course declare other things to be distractions (like a dog running in the legs of the combatant).

Restrictions

Restrictions are hindrances to combat due to the environment around the combatant, they can not be ignored. They include things like trees, walls, ceilings and anything else that the GM decides. The GM decides the penalty to combat that the Restrictions give.

Circumstances

lancing.png

Circumstances are all the other factors that would affect the combatants. Some affect the defense, others the attack. The situational modifier table describes some sample circumstances, as a guide.

Table 7: Melee attack modifiers
Circumstance Modifier
Treacherous Ground -1 to attack
Kneeling -1 to attack
Prone -2 to attack
Flanking +1 to attack
Rear +2 to attack
Attacking a Flanker -1 to attack
Attacking to the Rear -2 to attack
Blind -3 to track
Partially blinded -1 to attack
Charging +1 to attack, +1 damage
Table 8: Melee defense modifiers
Circumstance Modifier
Surprised -1 to defense
Kneeling -1 to defense
Prone -2 to defense
Passive Poor Defense
Unable to see attacker -3 to defense
Partially blinded -1 to defense
Charging -1 to defense
Table 9: Missile attack modifiers
Circumstance Modifier
Unable to see -4 to attack
Partially blinded -2 to attack
Engaged in melee -2 to attack
Engaged in melee with a Hurling weapon -1 to attack
firing into melee -1 to attack*

*) This will hit the wrong combatant if the attack misses and a Poor or worse situational roll.

Table 10: Missile defense modifiers
Circumstance Modifier
Passive Poor Defense
Prone, Point-blank range -1 to defense
Prone +1 to defense
Moving +1 to defense
Partial Cover +2 to defense

Dazed

A Dazed Character cannot attack in their next available Action Phase. They are also at -1 to all actions for 1 Combat Round i.e. until the same Action Phase the next Combat Round.

Stunned

A Stunned Character cannot attack for 1 Combat Round i.e. until the same Action Phase the next Combat Round. They are also at -2 to all actions.

Engagement

Engagement means that an armed attacker is threatening a (possibly) armed defender. Once the defender is within weapon range, the foe can be engaged. Usually the attacker will want to wait for the optimal distance, though.

To avoid being engaged (e.g. trying to run past an armed guard) the avoider has to make a successful Opposed Agility check versus the blocker (can use weapon skill, or grappling, etc). If the check fails the attacker gets to strike the avoider at their next available Action Phase. This attack is at least to the flank, possibly to the rear of the disengager. The same rules apply when trying to flee from melee.

An Opposed skill check (Weapon skill or Acrobatics) is used when one or both opponents want to alter the engagement distance. The winner can change the engagement distance by one step.

Table 11: Engagement distance table
Engagement Distance Short Weapon Medium Weapon Long Weapon
Contact (Grappling) 0 -2 N/A
Short (< 1m) 0 -1 -2
Medium (1-2m) -1 0 -1
Long (> 2m) N/A -1 0

Weapon Specializations

Skill specializations are like regular weapon skills except that they unlock some special move or other combat ability. When using this special attack the Character uses the specialization Skill Level. Each specialization needs to be trained separately for each weapon skill. These skills cannot be used untrained and they are hard to learn (start at Terrible).

The Skill Level in a Weapon Specialization cannot be higher than the Skill with the weapon.

Aimed shot

With this technique the Character can aim for a specific part of the target. Thus they can perform a Disarm attack, or give an extra +1 damage. Applicable to Archery and modern and futuristic ranged weapons.

Blind Fighting

blind_fighting.png

With this technique a Character can fight even if they are blind, or if they can not see their foe (due to invisibility or similar). When using this technique, the situational modifiers for being Blinded or Partially Blinded are ignored. This technique can be applied to any melee weapon skill.

Curved Shot

With this technique the Character can change the fletching of the arrow in such a way that the arrow will actually fly at an angle depending on the Skill Level. The target will not gain any Defense because the archer seems to be aiming at something else. The target has to be at least at Medium Range for this technique to work. This technique can be applied to archery only.

Table 12: Curved Shot Table
Skill Level Maximum Deflection
Terrible 5 degrees
Poor 10 degrees
Mediocre 15 degrees
Fair 25 degrees
Good 45 degrees
Great 60 degrees
Superb 90 degrees
Amazing 90 degrees
Legendary 120 degrees

Disarm

This technique allows a Character to make a Disarm attack even with a weapon that does not normally allow Disarm attacks. If the weapon allows a Disarm attack a break weapon Disarm attack is allowed. This technique can be applied to any melee weapon skill.

Far shot

With this technique a Character can shoot their arrows further. See the Far Shot Table to see by how much further the archer can fire. This technique is only applicable to archery.

Table 13: Far Shot Table
Skill Level Extra range
Terrible 5%
Poor 10%
Mediocre 15%
Fair 20%
Good 25%
Great 50%
Superb 75%
Amazing 100%
Legendary 125%

Feinting

This style allows a Character to make a feint attack. The Feinting Skill Level is used only for the Feinting attack, and the regular weapon skill is used for the Second Strike. This technique can be applied to any weapon skill.

Fire and stones

ss.png

This special combat technique is used with Two-weapon combat. Both weapons are used offensively, though only one skill check is made. In essence the Character using this technique entraps the opponent's weapon in a scissor-like blow, seeking to break it. This allows a break weapon Disarm. This technique can be applied to any melee weapon skill.

This special combat technique can not be used against natural weapons (teeth, claws, fists…). It is designed for use against artificial weapons only. This technique is applicable to any Two-weapon skill.

Hipshot

With this technique the Character can shoot from the hip without penalty. This technique is applicable to firearms only.

Hurling Strike

This technique allows the Character to Hurl a weapon that is not normally Hurled, such as a sword. Any weapon may be Hurled, doing its normal damage. Ranges are determined using the Hurling Strike Table below. This technique can be applied to any melee weapon skill.

Table 14: Hurling Strike Table
Range class Range (m) Attack mod. Damage mod.
Short 3 + Strength +0 +0
Medium 9 + Strength -1 +0
Long 15 + Strength -2 -1

Lightning strike

This technique can be applied to any weapon skill. If an attack misses, a Second Strike may immediately be made. Another Second Strike cannot be used with the same weapon during this Action Phase. This technique can be applied to any weapon skill.

Piercing thrust

This is used with any combat skill allowing a thrust attack. It allows full damage to be done by the attack, and adds a +2 to the chance for a Thrust Special Effect. This technique can be applied to any melee weapon skill as long as the weapon in question allows a Thrust.

Pummeling attack

In addition to a normal attack this technique allows for a Second Strike using the pommel, shaft, etc of the weapon to deliver damage. The pommel delivers +1 Bashing Damage. This technique can be applied to any melee weapon skill.

Quick shot

With this technique the Character can fire more than once per Combat Round. Quick shot is a Full Action which allows a Character to fire again in the same Combat Round during any additional available action phase. These Additional Shots are at -2. If more than one foe is targeted then each additional target will receive a cumulative -1 penalty. This technique is only applicable to archery.

Reverse Cut

reverse_cut.png

This technique allows the Character to make attacks to any direction without any penalty. This technique can be applied to any weapon skill.

Running Shot

With this technique the Character can use a ranged weapon with the Walk or Run Actions. This technique can be applied to any ranged weapon skill. If the Character is running there is a -1 to the attack.

Shield bash

With this technique a Character can use their shield to deliver a Bash attack. The chance roll of a Bash Special Effect is increased by the Relative Degree of the Shield Bash Attack.

A small shield is a +1 Bashing Damage weapon, Medium and Large shields are +2 Bashing Damage weapons. This technique can be applied to any Two-weapon skill when one of the weapons is a shield. Mass Scale of the Character is added to the total damage of the Shield Bash attack.

Smashing blow

Increases the chance to receive a Bash Special Effect. If the weapon normally has a chance to deliver a Bash Special Effect, add the Relative Degree of the attack to the chance of delivering a Bash Special Effect. Otherwise there is a standard chance of delivering a bash special effect. This technique can be applied to Axes, Maces and Unarmed Strikes.

Two-weapon combat

twc.png

The use of two weapons. The Character must have a skill in both weapon types used, and this skill may not have a greater rank than either one of those skills. When using Two-weapon combat this skill is averaged with the actual weapon skill, and the average will be used as long as the combatant is using both weapons. The average cannot be greater than the skill in Two-weapon combat.

One weapon will be used as the primary, and the other as the secondary. The secondary weapon is at -1 for being used in an off-hand. Normally the secondary weapon is used for defense – the Character is allowed to make a parry (with the secondary weapon) in addition to a normal attack (using the primary weapon). The roles of the weapons can also be reversed, i.e. the primary weapon may be used to parry (at full Skill Level), while the secondary weapon is used to attack (at -1 to Skill Level).

A Character may also make a double attack. In this case the attack is rolled for both weapons. The secondary weapon should be treated as a Second Strike, thus it is at an additional -2. Both attacks are made at the same foe. If two different foes are chosen, the attacker is at an additional -1 in both attacks.

Both weapons may also be used to parry. In this case both parry results are added to the total defense, i.e. both parries are cumulative. Alternatively the parrier can double the number of attacks they can parry. Remember, the secondary weapon is still at -1.

Example: Beowulf is Good at Two-weapon Combat with primary axe (Superb) and secondary sword (Fair). His effective Skill Level is Mediocre with the sword (Average of Fair and Good, max Fair, and a -1 for being the secondary weapon). His effective Skill Level with the axe is Good (Average of Superb and Good, max Good).

If he attacks normally he attacks with the axe at Good, and uses the sword to defend with a Mediocre skill. He could also use the axe to parry at Good and the sword to attack with Mediocre. If he chooses to make a double attack he will attack with his axe at Good and with his sword at Terrible (not really worth it). If he would attack 2 foes the attacks would be at Fair with the axe and Terrible-1 with the sword. Only to be done is desperation. If pressed hard, Beowulf could use both weapons to parry at Good with the axe and Mediocre with the sword. He can combine both for an increased Parry, or double the number of attacks he can parry (four in this case).

Whirlwind Attack

whirlwind_attack.png

With this technique the Character rotates and whirls while they attack. Due to the motion they gain +1 to Defense and can attack any foe within Movement Rate. This attack is a Full Action, and the attacker must make a successful Fair Will check every Combat Round to keep going. If the Will check fails, then the Character is Stunned for a number of Combat Rounds equal to the Relative Degree.

Shamir is doing a Whirlwind attack. At the 4th round he rolls a Poor Will check and is Stunned for 2 Combat Rounds, since he missed the check by 2 Levels.

No comments: