Difference between revisions of "Mano a Mano:Attacking"

From RPGnet
Jump to: navigation, search
(Attacking)
(Attacking)
Line 7: Line 7:
 
;Flanking Attack: A flanking attack has a +1 bonus to hit. You may not do a flanking 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.
+
;Powerful Attack: A hand to hand attack that has more attack power. (See [[Mano a Mano:Damage|Action/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 which 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. The advantage of outreaching with a hand weapon is that it uses the character's full power with the weapon instead of half power.
+
;Outreaching Attack: A hand to hand attack which 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. The advantage of outreaching with a hand weapon is that it uses the character's full power with the weapon instead of half power. (See [[Mano a Mano:Damage|Action/Damage]].)
  
;Charging Attack: If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack.
+
;Charging Attack: If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack. (See [[Mano a Mano:Damage|Action/Damage]].)
  
 
;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 is a quick action.
 
;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 is a 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.  When a character is attacked with a missile weapon they use their agility instead of a combat modifier for their defense roll. (See [[Mano a Mano:Inventory Management|Character Development/Inventory Management]] for more about the relationship of combat modifer and agility to hand weapons and missile weapons.)
 
;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.  When a character is attacked with a missile weapon they use their agility instead of a combat modifier for their defense roll. (See [[Mano a Mano:Inventory Management|Character Development/Inventory Management]] for more about the relationship of combat modifer and agility to hand weapons and missile weapons.)

Revision as of 22:53, 12 August 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 has more attack power. (See Action/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 which 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. The advantage of outreaching with a hand weapon is that it uses the character's full power with the weapon instead of half power. (See Action/Damage.)
Charging Attack
If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack. (See Action/Damage.)
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 is a 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. When a character is attacked with a missile weapon they use their agility instead of a combat modifier for their defense roll. (See Character Development/Inventory Management for more about the relationship of combat modifer and agility to hand weapons and missile weapons.)