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FANGS: Normal Combat
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==Maneuvers== A character performing any of these maneuvers may always Dodge if attacked before he performs the maneuver, even if he starting to perform the maneuver, such as engaging an enemy. The Dodge negates the maneuver and the maneuver can be attempted again the next round. Exceptions are noted in the maneuver descriptions. A Dodge may be used against either melee or distance attacks. A parry can only be used against melee attacks. When a character is described as being able to parry with his shield, this refers to shields, parrying weapons, barstools, capes, or whatever he may be holding in his off hand. It can even mean his bare hand, though the hand will take damage except under special circumstances. If the character is using a two-handed weapon, it may be used twice if the character is allowed to parry with weapon and shield during the maneuver, but only once if the character can only parry. See maneuver discussion below. A parry can only be used against melee attacks. * '''All-Out-Attack''' -- Choose a target for the character and he gets to attack it twice. However, the character cannot parry or dodge. The character can move only 1/4 his MV in paces. A character intending an All-Out Attack cannot hold his attack. An All-Out Attack must be started on the character’s normal initiative. If using a melee weapon, he must be already engaged with his target. The Two Weapon ability allows a 3rd attack. This maneuver cannot be used with weapons that have an extended reload time, such as heavy crossbows or single-shot firearms. * '''Attack''' -- Choose a target and the character gets to attack it once. (But see two weapon attacks below.) The character can parry one attack with his weapon and one attack with his shield, but he may not Dodge. Alternately, he can Dodge once, but not Parry at all. If he is using a melee weapon, he must be engaged with his target. The character can move only 1/4 his MV in paces to engage an opponent on the same round he attacks. * '''Change Weapon''' -- The character is dropping or sheathing one weapon, and drawing another. If he is attacked during this round he may Dodge, but the weapons do not change. He may move only 1/4 his MV in paces. He cannot Hold to change weapons. You can only Hold to do something that does not take a full round to accomplish. * '''Charge''' -- A character can move up to his MV in paces and attack once. He may parry his target's attack - no one else's. He cannot Dodge or make use of a second attack, even if he has the ability. The character must be free of engagement at the start of the round, and the character cannot Hold a Charge. If the Charging character attacks and misses, or does no damage, his target gets a free attack. * '''Disengage''' -- The character attempts to disengage from melee from his attacker. He can parry one attack with his weapon and one attack with his shield, but he may not dodge or attack. The character must be free to move to his rear, or he must use the Dodge maneuver. He can move up to 1/2 his MV in paces. The character cannot Hold to Disengage. * '''Melee Dodge''' -- The character defends itself against melee attacks without attacking. He can dodge any and all melee attacks, but he may not parry. You may also choose for the character to attempt to move past an attacker, however, the attacker gets one extra chance to attack the character as he tries to slide past. The character can move up to 1/2 his MV in paces. * '''Draw Weapon''' -- The character is drawing a weapon for use in combat. If he is attacked during this round, he may parry once with his shield/parrying weapon, but not with the weapon he is drawing, and he may not dodge. The same restrictions apply to readying a Parrying weapon/shield. He may move only 1/4 his MV in paces. For convenience of play, a character who does not move at all can be considered to get from empty-handed to completely ready for combat in one round. Similarly, changing from one combat set (such as a bow and arrows) to another (such as sword and shield) also takes one round. In neither case can the character either parry or dodge while making the transition.''' * '''Dodge, Melee''' -- The character defends itself against melee attacks without attacking. He can dodge any and all melee attacks, but he may not parry. You may also choose for the character to attempt to move past an attacker, however, the attacker gets one extra chance to attack the character as he tries to slide past. The character can move up to 1/2 his MV in paces. * '''Dodge, Missile''' -- A character who is only facing missile fire can attempt to Dodge missiles as many times as necessary. The character can move up to 1/2 his MV in paces. If facing an autofire weapon, he must make the Dodge by as much as the attacker made the Attack, or take the difference in successful hits. ::Example: ''Gru 738 attempts to Dodge the Troll-Martian’s autofire attack. Gru makes a Dodge roll of 24. The Troll-Martian makes an Attack roll of 27. Gru 738 is hit three times.'' * '''Engage''' -- Choose a target for the character to close in on in order to attack it (if it hasn't already closed in on the character.). He may move up to 1/2 his MV in paces in order to engage his target. If the character is attacked during this round he may parry once with his weapon and once with his shield/parrying weapon. An Engage Move can be Held. * '''Move''' -- If the character is not engaged, he can move freely up to 1/2 his MV in paces. If attacked, he can parry once with his weapon and once with his shield/parrying weapon (or twice with a two-handed weapon), and he may dodge once. If he is engaged, the character must use the Melee Dodge or Retreat maneuvers instead. A Move can be Held. * '''Retreat''' -- The character runs from his attacker up to his MV in paces. The character may not dodge, but he can parry one attack. The character's attacker has a +2 bonus to hit the character during this round. However, the character escapes being re-engaged by his target during the next round. The character must be free to run from the attacker, or he must use the Dodge maneuver instead. A Retreat maneuver cannot be Held. * '''Run''' –- If the character is not engaged, he can run his full MV (plus more if a successful Run Skill roll is made – see Skills) as long as he doesn’t run into something or someone. A Running character can Dodge but not Parry. * '''Run and Dodge ''' –- The character can Run 1/2 his MV and Dodge all incoming attacks. He cannot attack or parry.
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