Difference between revisions of "Mano a Mano:Attacking"

From RPGnet
Jump to: navigation, search
 
(Attacking)
Line 1: Line 1:
 
===Attacking===  
 
===Attacking===  
  
'''Readying weapons''' - Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location, this act usually requires the use of at least one hit point.
+
;Quick Attack: A normal attack counts as one quick action. A normal attack can be a strike with a hand weapon or natural weapon, throwing a weapon or firing a bow or gun.  
  
'''Loading weapons''' - Some weapons must be loaded before each attack, or reloaded after a certain number of uses. If the ammunition is in a convenient location (a quiver, pocket, pouch, bandoleer, etc.) it can be drawn from that location with an action that uses one hit point.
+
;Aimed Attack: An aimed attack has a +1 bonus to hit. You may not do an aimed attack while grappling.
  
Then the ammunition can be loaded into a simple weapon like a sling or a bow with another action that uses one hit point. More complex weapons may have extra steps that use more hit points. If you have to load a revolver one bullet at a time for example, you must use an extra one hit point action to load each bullet.
+
;Flanking Attack: A flanking attack has a +1 bonus to hit. You may not do a flanking attack while grappling.
  
'''Unloading weapons''' - Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a one hit point action, but then you are either holding the ammunition or let it drop (your choice.) Putting away the ammunition you are holding requires an extra one hit point action - assuming that you have a single convenient place to put it. (If you have to load several rounds of ammunition into individual locations, each round of ammunition will take a separate one hit point action.)
+
;Powerful Attack: A hand to hand attack that does double damage. A couple of normal attacks has a better chance of hitting at least once, but a more powerful attack does damage quickly and hurts larger and armored characters more easily. You must be standing to do a powerful attack.
  
'''Attacking''' - Attacks are actions that stun and/or damage and/or manipulate a target. An attack puts at least one hit point into the maneuver pool, OR adds a plus one modifier to attack power (putting the hit point into the other used pool.) Additional hit points can be used to manipulate the opponent (See Action Rules/Manipulation), maneuver or increase attack power.
+
;Outreaching Attack: A hand to hand attack that does double damage. Outreaching additionally gives a passive defense bonus like the Evasion quick action against all characters with less reach. This attack can only be used against characters with less reach, and cannot be used while grappling or on the ground.
  
'''Attack Power''' - The attack power of a hand weapon as listed on the character sheet - plus the number of hit points used to increase the attack power. The attack power of a bow is the bow's pull modifier.
+
;Readying weapons: - Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location, this act usually requires the use of at least one hit point.
  
'''Minimum hit points to attack''' – This is an optional rule. The minimum number hit points required to perform an action with a weapon, is the heft of the weapon, minus the weapon-wielding character's size.
+
;Loading weapons: Some weapons must be loaded before each attack, or reloaded after a certain number of uses. If the ammunition is in a convenient location (a quiver, pocket, pouch, bandoleer, etc.) it can be drawn from that location with a quick action. Then the ammunition can be loaded into a simple weapon like a sling or a bow with another quick action. More complex weapons may have more steps. For example, If you have to load a revolver one bullet at a time for example, each bullet loaded may be a quick action.
  
'''Out-reaching''' - If a character is outreached and not using a missile weapon or similar long range weapon, he can only attack his target's weapon and not the target, and then only when his target attacks him. The exception is if when his target attacks the target's weapon's reach is shorter than the defender's (this character's) total reach.
+
;Unloading weapons: - Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a quick action, but then you are either holding the ammunition or let it drop (your choice.) Putting away the ammunition you are holding requires an extra quick action - assuming that you have a single convenient place to put it. (If you have to load several rounds of ammunition into individual locations, each round of ammunition will take a separate quick action.)  
  
'''Attacking from a Distance''' - The difficulty of hitting a target depends on distance, weapon and target size.  A ranged weapon has a -1 attack modifier for every 10% of it's maximum range.  Agility bonus do not apply to combat bonuses for attacking with missile weapons.  The defense against projectile weapon attack is the naked combat modifier (including agility.)
+
;Attacking from a Distance: The difficulty of hitting a target depends on distance, weapon and target size.  A ranged weapon has a -1 attack modifier for every 10% of it's maximum range.  Agility bonus does not apply to combat bonuses for attacking with missile weapons.  The defense against projectile weapon attack is the naked combat modifier (including agility.)

Revision as of 10:25, 28 June 2007

Attacking

Quick Attack
A normal attack counts as one quick action. A normal attack can be a strike with a hand weapon or natural weapon, throwing a weapon or firing a bow or gun.
Aimed Attack
An aimed attack has a +1 bonus to hit. You may not do an aimed attack while grappling.
Flanking Attack
A flanking attack has a +1 bonus to hit. You may not do a flanking attack while grappling.
Powerful Attack
A hand to hand attack that does double damage. A couple of normal attacks has a better chance of hitting at least once, but a more powerful attack does damage quickly and hurts larger and armored characters more easily. You must be standing to do a powerful attack.
Outreaching Attack
A hand to hand attack that does double damage. Outreaching additionally gives a passive defense bonus like the Evasion quick action against all characters with less reach. This attack can only be used against characters with less reach, and cannot be used while grappling or on the ground.
Readying weapons
- Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location, this act usually requires the use of at least one hit point.
Loading weapons
Some weapons must be loaded before each attack, or reloaded after a certain number of uses. If the ammunition is in a convenient location (a quiver, pocket, pouch, bandoleer, etc.) it can be drawn from that location with a quick action. Then the ammunition can be loaded into a simple weapon like a sling or a bow with another quick action. More complex weapons may have more steps. For example, If you have to load a revolver one bullet at a time for example, each bullet loaded may be a quick action.
Unloading weapons
- Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a quick action, but then you are either holding the ammunition or let it drop (your choice.) Putting away the ammunition you are holding requires an extra quick action - assuming that you have a single convenient place to put it. (If you have to load several rounds of ammunition into individual locations, each round of ammunition will take a separate quick action.)
Attacking from a Distance
The difficulty of hitting a target depends on distance, weapon and target size. A ranged weapon has a -1 attack modifier for every 10% of it's maximum range. Agility bonus does not apply to combat bonuses for attacking with missile weapons. The defense against projectile weapon attack is the naked combat modifier (including agility.)