Sunday, October 19, 2008

Melee Combat Maneuvers

During combat there are a variety of options available to each combatant. Maneuvers describe each of these in their simplest form. Each maneuver is described with a skill modifier and a description of the maneuver and its effects. Some descriptions say that the maneuver must be resolved immediately. These are maneuvers that can change who has initiative or force the combat to end prematurely. Certain maneuvers have limitations on when or how they are used. A successful block, parry or dodge, counts as any basic or advanced maneuver that includes that action in which the attacker does not succeed in hitting the defender.

Basic Maneuvers
Melee Dodge (-2): This basic maneuver is jumping backwards out of the way of an attack. Because no weapon is used to dodge the character does not receive any force bonus. Conversely, because no weapon is used, a melee dodge does not count toward the maximum maneuver limit of a weapon. Characters can only melee dodge once per combat turn.

Parry (0): A parry is simply stepping back and deflecting an opponent’s weapon, the basic defense against an attack. The attacker’s skill check that register is reduced by the parry’s MT. If facing multiple opponents, more than one parry can be used in a register, but not against the same attacker. Note that each parry does count against the weapon’s maximum maneuvers.

Attack (0): A character must have the initiative to attack. The most basic maneuver, a character steps forward and attacks his opponent. An attack can be prevented with a parry, dodge or block.

Block (0): A character uses his shield or buckler to block an attack. See shields and parrying daggers below for more information on how to use shields in combat.

Complex Maneuvers
Offensive Disengage (-4): Resolve immediately. A character must have the initiative to offensively disengage. This is an attack followed by a quick retreat. The purpose of this maneuver is to use one’s weapon to push the opponent out of the way and end combat. If the offensive disengage is successful the defender takes no damage but combat ends immediately. Next round the characters are not in combat and can behave normally (their range has increased by 2). An offensive disengage can be prevented with a successful parry or block.

Parry/Seize the Initiative (-3): Resolve immediately. If this parry is successful (meaning the attacker does not score a hit) then the parrying character immediately gains the initiative and may play the remainder of his hand first.

Disarming Attack (-5): Resolve immediately. A character must have the initiative to perform a disarming attack. Instead of attacking the opponent’s body, the character attacks the opponent’s weapon. If successful, the opponent’s weapon is thrown from his hand (the GM determines where exactly it lands). This does not necessarily end combat. A disarming attack can be prevented by a successful dodge, parry or block. An opponent can always defend against a disarming attack if he has cards remaining in his hand, regardless of the number of maneuvers the weapon has. If the opponent has no cards available the attack total still must be greater than 0 to succeed.

Lunge (-2): A character must have the initiative to lunge. A lunge is a way to attack an opponent who would otherwise be out of range (see range below). A lunge allows the character to attack with a weapon that would work at either the current range or one range less. The opponent is afforded the same advantage with his weapon. During a lunge the character’s weapon’s maximum damage is increase by 1, and his might by 2.

Close (-3): Resolve immediately. A character must have the initiative to close. Closing the distance reduces the range between the two combatants by one. This maneuver can be prevented by a successful block or parry.

Retreat (-3) Resolve immediately. A character must have the initiative to retreat. This maneuver increases the range between two combatants by one. A combatant can only retreat to the length of the longest weapon in the combat. This maneuver can be prevented by a successful parry or block.

Push (0) Resolve immediately. A character must have the initiative to push. This maneuver forces an opponent to move back. It increases the range between the opponents by one. A push may only be performed at range 0. A push can be countered by a successful dodge.

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