Editing FANGS: Normal Combat

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
[[Category:FANGS]]
 
[[Category:FANGS]]
 +
[[Category:Game System]]
 +
[[Category:Fantasy]]
 
[[Category:Combat]]
 
[[Category:Combat]]
 
{{Template:FANGSHeader}}
 
{{Template:FANGSHeader}}
Line 275: Line 277:
 
==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.
+
* '''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.
Line 283: Line 285:
 
* '''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.
+
* '''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.
Line 291: Line 291:
 
* '''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.
+
* '''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.
+
* '''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==
Line 307: Line 307:
 
* '''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.
+
* '''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.
Line 356: Line 356:
 
* 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.
+
* 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.
Line 362: Line 362:
 
* 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).
+
* A Fumbled attack on a Grappled target by a third party probably hits the Grappler (GM's decision).

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: