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[[Category:FANGS]]
 
[[Category:FANGS]]
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[[Category:Game System]]
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[[Category:Fantasy]]
 
[[Category:Combat]]
 
[[Category:Combat]]
 
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==Maneuvers==
 
==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.
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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 must 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.
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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.
  
* '''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.
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* '''All-Out-Attack''' -- Choose a target for the character and he gets to attack it twice. However, the character cannot parry or dodge. If using a melee weapon, he must be already engaged with his target. The Two Weapon ability allows a 3<sup>rd</sup> attack. The character can move only 1/4 his MV in paces.
  
* '''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.  
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* '''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 many not Dodge. 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.
  
 
* '''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.
 
* '''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.
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* '''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.
 
* '''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.
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* '''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.
  
 
* '''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.
 
* '''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.'''
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* '''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.
  
* '''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.  
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'''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, 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.
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* '''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.
::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.
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* '''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 dodge or retreat maneuvers instead.
  
* '''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.
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* '''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.
  
* '''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.
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* '''Run''' – If the character is not engaged, he can run his full MV (plus more if a successful Run Skill roll is made) as long as he doesn’t run into something or someone. A Running character can parry but not Dodge.
  
* '''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.
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* '''Run and Dodge '''– The character can Run 1/2 his MV and Dodge all incoming attacks. He cannot attack or parry.
 
 
* '''Run and Dodge ''' –- The character can Run 1/2 his MV and Dodge all incoming attacks. He cannot attack or parry.
 
  
 
==Maneuver Tables==
 
==Maneuver Tables==
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==Attack Rolls==
 
==Attack Rolls==
  
* '''Missile Phase''' -- After movement, but before melee combat is resolved, missile attacks of non-engaged combatants is calculated. If more than one attacker is using missiles, the combatant with the highest AG attacks his target first. Defense Rolls and Damage are calculated. If a character with a lower AG is damaged beyond being able to act (see Damage) he loses his action. This attacker is then followed by the combatant with the next highest AG, which continues until the combatant with the lowest AG attacks with a ranged weapon. Any character using ranged weapons cannot use melee weapons in the same round. Legitimate targets include any target who '''started''' the round unengaged, even if his movement has brought him to an engaged situation before missiles are resolved. A missile user may fire into a melee situation (two combtants who have been engaged for one round) but the GM is free to adjudicate a chance (based on relative size and positions) that the attack will hit the wrong target.
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* '''Missile Phase''' -- After movement, but before melee combat is resolved, missile attacks of non-engaged combatants is calculated. If more than one attacker is using missiles, the combatant with the highest AG attacks his target first. Defense Rolls and Damage are calculated. If a character with a lower AG is damaged beyond being able to act (see Damage) he loses his action. This attacker is then followed by the combatant with the next highest AG, which continues until the combatant with the lowest AG attacks with a ranged weapon. Any character using ranged weapons cannot use melee weapons in the same round. Legitimate targets include any target who '''started''' the round unengaged, even if his movement has brought him to an engaged situation before missiles are resolved.
  
* '''Melee Phase''' -- Next the attacks of engaged combatants is calculated. The combatant with the highest AG attacks his target first. Defense Rolls and Damage are calculated. This attacker is then followed by the combatant with the next highest AG, which continues until the combatant with the lowest AG attacks. Again, a combatant with a lower AG who is damaged beyond fighting capacity before his turn takes place loses his turn.
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* '''Melee Phase''' -- Next the attacks of engaged combatants is calculated. The combatant with the highest AG attacks his target first. Defense Rolls and Damage are calculated. This attacker is then followed by the combatant with the next highest AG, which continues until the combatant with the lowest AG attacks.
  
 
* '''Post-Melee Phase''' -- Any second attacks are done during this phase; such as the second attack of an All-Out-Attack, a second weapon used in an off hand, or the extra attack due to a Dodge Past. If there are multiple attackers able to attack twice, the attacker with the highest AG attacks his target first. No humanoid attacker can attack more than two times during a round except when using the two weapon Advantage. If an attacker has a dagger or a second weapon in their left hand and has not used it to parry during this round, the player can choose to attack with a penalty of -10 using the weapon.
 
* '''Post-Melee Phase''' -- Any second attacks are done during this phase; such as the second attack of an All-Out-Attack, a second weapon used in an off hand, or the extra attack due to a Dodge Past. If there are multiple attackers able to attack twice, the attacker with the highest AG attacks his target first. No humanoid attacker can attack more than two times during a round except when using the two weapon Advantage. If an attacker has a dagger or a second weapon in their left hand and has not used it to parry during this round, the player can choose to attack with a penalty of -10 using the weapon.
  
* '''Two Weapon Work''' -- A character who has the two weapon Advantage can attack twice in a round and still parry with each weapon. If the character is Ambidextrous, there is no penalty to his skill. If the character is not Ambidextrous, one attack is at normal skill and the other attack, the character's choice, is at -4, rather than the -10 penalty normal combatants get for a second attack and parry.
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* '''Two Weapon Work''' -- A character who has the two weapon Advantage can attack twice in a round and still parry with each weapon. If the character is Ambidextrous, there is no penalty to his skill. If the character does not have this talent, one attack is at normal skill and the other attack, the character's choice, is at -4, rather than the -10 penalty normal combatants get for a second attack and parry.
  
 
==Special Defenses Against Attack==
 
==Special Defenses Against Attack==
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* '''Disengage Maneuver''' -- If a target tries to Disengage before being attacked (based on AG order,) the attacker loses his attack and has two choices -- move up to 1/2 his MV in paces to re-engage the target for an attack during the next round, or allow the target to disengage. In either case the attacker may not attack or change his target this round. A disengaging character cannot be Charged by his opponent in the same round he disengages.
 
* '''Disengage Maneuver''' -- If a target tries to Disengage before being attacked (based on AG order,) the attacker loses his attack and has two choices -- move up to 1/2 his MV in paces to re-engage the target for an attack during the next round, or allow the target to disengage. In either case the attacker may not attack or change his target this round. A disengaging character cannot be Charged by his opponent in the same round he disengages.
  
* '''Retreat Maneuver''' -- If the target Retreats before being attacked (based on AG order,) the attacker has three choices.
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* '''Retreat Maneuver''' -- If the target Retreats before being attacked (based on AG order,) the attacker has three choices. The attacker can attack the target with a +4 bonus to hit as he leaves, but may not engage the target on the next two rounds. Or the attacker can chase the target up to 1/2 his MV in paces and attempt to engage on the next round, or the attacker can just stay where he is and allow the target to retreat. The attacker may not otherwise attack or change his target this round. The attacker cannot Charge on this round, though he can do so on the following round.
** The attacker can attack the target with a +4 bonus to hit as he leaves, but may not engage the target on the next two rounds unless he Charges.
 
** Or the attacker can chase the target up to 1/2 his MV in paces and attempt to engage on the next round, or the attacker can just stay where he is and allow the target to retreat. The attacker may not otherwise attack or change his target this round.
 
** Or the attacker cannot Charge on this round, though he can do so on the following round.
 
  
 
==Defense Rolls==
 
==Defense Rolls==
  
* '''Missile Defense''' -- Missile attacks can only be (1) dodged or (2) thrown (but not shot) missiles can be parried with a shield, not with a weapon.
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* '''Missile Defense''' -- Missile attacks can only be (1) dodged or (2) thrown (not shot) missiles can be parried with a shield, not with a weapon.
  
 
* '''Melee Defense''' -- If the attacker succeeds in his attack roll, the target has the opportunity to defend unless the target chose Change Weapon, Retreat, or the All-Out-Attack maneuver.
 
* '''Melee Defense''' -- If the attacker succeeds in his attack roll, the target has the opportunity to defend unless the target chose Change Weapon, Retreat, or the All-Out-Attack maneuver.
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* '''Dodging Past''' -- If the target tries to Dodge past his attacker, the attacker gets 2 chances to hit (the target can try to dodge both) before the target can pass. If the first dodge is a Special and the attack normal, the target slips by his attacker without an additional dodge roll.
 
* '''Dodging Past''' -- If the target tries to Dodge past his attacker, the attacker gets 2 chances to hit (the target can try to dodge both) before the target can pass. If the first dodge is a Special and the attack normal, the target slips by his attacker without an additional dodge roll.
  
* '''Parry''' -- Usually the target parries or attacks once with his shield, and parries once with his weapon.
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* '''Parry''' -- Usually the target parries or attacks once with his shield, and parries once with his weapon. Any one-handed weapon or shield can only parry one attack during a round. However, a shield or weapon used alone can be used to parry twice because the user can concentrate on the single weapon’s use..
** Each one-handed weapon or shield used with another weapon or shield in the other hand can only parry one attack during a round.  
 
** However, a shield or weapon used alone can be used to parry twice because the user can concentrate on the single weapon’s use.
 
  
 
* '''Shield Parry''' -- If the target successfully parries with his shield, he successfully blocks some damage from the attack with the shield. See Damage Rolls.
 
* '''Shield Parry''' -- If the target successfully parries with his shield, he successfully blocks some damage from the attack with the shield. See Damage Rolls.
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* '''Weapon Parry''' -- If the target successfully parries using his Weapon Parry Skill, the target successfully blocks some damage from the attack with his weapon.
 
* '''Weapon Parry''' -- If the target successfully parries using his Weapon Parry Skill, the target successfully blocks some damage from the attack with his weapon.
  
* '''LH Weapon Parry''' -- A knife in the left hand (main gauche) or some other weapon can be used to parry if the target is using LH Knife (Weapon) Parry Skill. The weapon may be used in an attack with a penalty of –10 to to Attack and to Initiative. See rules above on Ambidexterity and Two Weapon Talent.
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* '''LH Weapon Parry''' -- A knife in the left hand (main gauche) or some other weapon can be used to parry if the target is using LH Knife (Weapon) Parry Skill. The weapon may be used in an attack with a penalty of –10 to Attack and to Initiative.
  
* '''Monster Parry''' – Unintelligent, non-humanoid creatures have a "monster dodge" ability that is the equivalent of a parry and is treated as such. The monster does not lose Stun or Hit Points from this parry.
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* '''Monster Parry''' – Unintelligent, non-humanoid creatures have a “monster dodge” ability that is the equivalent of a parry and is treated as such. The monster does not lose Stun or Hit Points from this parry.
  
 
==Damage Rolls==
 
==Damage Rolls==
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* '''Special Attack''' -- If there is a Special with a weapon (a roll of 20 for a skill of 0-9, or 19 or 20 for a skill of 10 or greater) and the weapon cannot impale, the weapon does maximum normal damage (100% against SP and 50% against HP) less any armor the target is wearing. If the weapon can impale, 100% of the rolled damage is taken against both Hit Points and Stun Points (less any armor), and the weapon is stuck in the target's body. It takes a check against STx2 (for the attacker) or STx1 (for the target) to remove the weapon. However, for each round the weapon is impaled the target takes normal rolled damage (100% against SP and 50% against HP) with no additional attack rolls necessary and no effect from armor. This extra damage can be avoided by holding very still and not moving. This is unlikely on a battlefield, but a character impaled and then left for dead might be able to manage it.
 
* '''Special Attack''' -- If there is a Special with a weapon (a roll of 20 for a skill of 0-9, or 19 or 20 for a skill of 10 or greater) and the weapon cannot impale, the weapon does maximum normal damage (100% against SP and 50% against HP) less any armor the target is wearing. If the weapon can impale, 100% of the rolled damage is taken against both Hit Points and Stun Points (less any armor), and the weapon is stuck in the target's body. It takes a check against STx2 (for the attacker) or STx1 (for the target) to remove the weapon. However, for each round the weapon is impaled the target takes normal rolled damage (100% against SP and 50% against HP) with no additional attack rolls necessary and no effect from armor. This extra damage can be avoided by holding very still and not moving. This is unlikely on a battlefield, but a character impaled and then left for dead might be able to manage it.
  
* '''Critical Attack''' -- If there is a Critical with a weapon (a Special followed by a successful second Skill Check) the damage from the Special Attack ignores armor. It does not ignore magical defense spells (or superscientific force fields) but it still ignores any underlying armor.
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* '''Critical Attack''' -- If there is a Critical with a weapon (a Special followed by a successful second Skill Check) the damage from the Special Attack ignores armor.
  
 
* '''Special or Critical Attack vs. Dodge''' -- This is treated the same as a successful (non-Critical) attack.
 
* '''Special or Critical Attack vs. Dodge''' -- This is treated the same as a successful (non-Critical) attack.
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* A Grapple can only be Parried with the Grapple Skill. A Dodge works normally.
 
* A Grapple can only be Parried with the Grapple Skill. A Dodge works normally.
  
* A successful Grapple attack binds two limbs (including the head as a limb) of the target. The other limbs can still be used with allowances for awkward situations. Grapplers with more than two manipulative limbs (tentacles, extra arms, prehensile tails, etc.) can bind as many other limbs as they have extra limbs.
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* A successful Grapple attack binds two limbs (including the head as a limb) of the target. The other limbs can still be used with allowances for awkward situations.
  
 
* Once Grappled, a target must break free by making a higher Grapple roll than the attacker does. This takes place on the target's normal initiative.
 
* Once Grappled, a target must break free by making a higher Grapple roll than the attacker does. This takes place on the target's normal initiative.
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* A Grappled target cannot Dodge or Parry (assuming the parrying limb has been Grappled).
 
* A Grappled target cannot Dodge or Parry (assuming the parrying limb has been Grappled).
  
* A Fumbled attack on a Grappled target by a third party probably hits the Grappler or vice versa if, for instance, attempting to kill an octopus grappling a comrade (GM's decision).
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* A Fumbled attack on a Grappled target by a third party probably hits the Grappler (GM's decision).

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