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combat_maneuvers

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COMBAT MANEUVERS

CHARGE: during a movement phase, a combatant can declare a Charge if he has not yet used his Attack. He must move at least 15’ and up to Twice his normal movement rating but must end in contact with an enemy. A combatant may not charge two turns in a row. If he charges he will gain +1 to his “to hit” roll and +1 on his “damage” roll, on the next melee phase, except if he is using a lance from a medium or heavy horse in which cases he will still get the +1 to hit, but will roll double weapon dice. If a charging combatant is hit in melee by an opponent using a Spear, Dismounted Lance or Pike on the round his charge bonus would be gained, the opponent will double his rolled weapon damage.

You do not gain any benefit from a charge uphill or upslope.  You gain an additional +1 damage and an additional 5' of movement if you charge down a significant slope or hill.

OPPOSED CHECKS AND OTHER MANEUVERS: when an opposed ability check is called for, the two combatants each roll 1d20. The one whose result is highest, without going over his score in the ability score, is the winner. Combatants can try other maneuvers not listed above, the DM will set conditions, usually a to-hit roll and either a saving throw or opposed ability check, possibly with special equipment being required.

Rolling 20

Any time a fighter, cleric, thief or magic-user classed combatant rolls a modified 20 or above using a melee attack, hurled weapon (if another weapon is in ready reach) or bow (But not crossbow or sling) the character gains a bonus attack against any target in reach.  A character can gain only 1 extra attack per round for rolling 20+.

Fighter Rampage Attack Any time a fighter-classed character drops an enemy to 0 hit points or below in hand-to-hand combat, he may make a bonus melee attack against any opponent in reach. He may repeat this to a maximum of 1 extra attack per experience level or 8, whichever is lower. Ogres, Giants, Demons, Angels,Trolls and Vampires can also make such bonus attacks (HD equaling levels).

12—Shield Sacrifice A fighter or cleric classed character or NPC who is currently using a shield in his hand, can sacrifice his shield in order to save himself from an attack. If an attack hits, the shield-user calls “shield sacrifice” in which case he suffers no damage from the attack, but his shield is destroyed, broken to bits.

13—Mounted Combat Notes  Horses (whether mounted or not) can either move or attack in the same round, never both.  Heavy Warhorses are the only mounts that can attack while mounted by a rider  Lances from a medium or heavy warhorse do double damage on a charge.  A rider gets a +1 to hit when attacking an opponent on foot that is armed with a weapon with a lower SR  Unmounted combatants suffer a -2 to hit when attacking a Fighter-classed opponent mounted on a horse.

14—Getting Up from Prone, Mounting and Dismounting from a Horse: getting up from a prone position or mounting or dismounting from a horse requires a character to use his entire Movement phase. A thief or fighter can attempt to get up from prone or mount/dismount a horse and still move by rolling STR or less (Fighters) or DEX or less (thieves) on a d20. If they fail the roll, they forfeit all their actions until the next movement phase, if they pass they can make a full movement after standing up or mounting/dismounting.

A prone character can make melee attacks but not with Heavy Weapons or 2-handed Normal weapons.  He is at a -4 penalty on those attacks.   Enemies get a +2 to hit him with melee weapons, but minus 2 with ranged attacks.  Certain weapons have an additional +4 when used against a prone target in plate armor.

15—Missiles and Spells in Melee: a combatant in melee contact may not shoot a sling, bow or crossbow (but may throw hurled weapons). A combatant in melee contact may not cast a spell or use a scroll, unless the spell description allows for it. He may, however, use a wand or similar magic device, or use natural inborn magic abilities. If a caster is hit for damage in the Surprise Phase, or earlier in the Magic Phase (by a caster with higher DEX than he) he cannot cast a spell or use a scroll.

If you shoot into a melee containing friendlies, you suffer a minus 2 penalty on your attack roll, and if you roll a natural 1 or 2 you will hit a friendly target instead of your desired target.

16—Withdrawing from Melee Contact: if an enemy moves out of melee contact with a combatant during the Movement Phase, that combatant is entitled to a bonus Free Attack, with a +2 to hit against the moving enemy. Most combatants only may make one such Free Attack, which goes against the first enemy to withdraw during the round, but a Fighter-class combatant gets 2 such Free Attacks, one each against the first 2 who leave. If a combatant has not made an attack by the time the Movement Phase comes, he can make Fighting Withdraw, moving half his movement rate without provoking a Free Attack.

17—Changing Weapons and Picking up Objects: if an object is dropped onto the ground, a combatant must use both his Attack and his Move for the round to pick it up. If he wishes to change weapons or draw a weapon from his belt etc., he must forfeit either his Attack or his Move for the round. If he has the Quick Draw Skill, he can change or draw a weapon without giving up either move or attack on a successful skill roll.

19—Parry Any combatant wielding a weapon or shield can give up his attacks to make a parry, giving the enemy a -2 to hit in melee attack, but Light Weapons cannot parry Heavy Weapons. The parrying combatant can apply this defense against a number of melee attacks in a round equal to his Level or HD. If the defender is using a shield, increase the parry to -3 (doubling shield’s normal effect). Fighter-classed combatants, only, have several additional parry abilities. First, if they are currently using a shield, they can apply their parry bonus against missile attacks. Secondly, their parry defensive bonus increases with level, equallng their damage bonus on the Fighter Progression Table in the Blueholme Book. So, a level 10 fighter has a -4 Parry instead of a -2.

combat_maneuvers.1612540898.txt.gz · Last modified: 2021/02/05 16:01 by dave