Difference between revisions of "Mano a Mano:Attacking"

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(Attacking)
(Attacking)
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;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.
 
;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.
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;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.
 
;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.)  
+
;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.)
 
;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.)