Combat Option |
Effects |
Combat Type |
Effects |
Aggressive Attack |
+3 Steps to attack and damage tests +3 Steps for opponent's attack test 1 Strain |
Swooping Attack |
Must Split Movement (-2 Physical Defense) Attacking a swooping opponent requires winning Initiative and then holding the action (+2 Difficulty Number). Character must have ability to fly |
Attack to Knockdown |
Use (Damage Test Result - Armor) as difficulty
test for knockdown. |
Grappling |
Must have a Good Success on Unarmed Combat Test To break the hold, must make an Unarmed Combat Test vs. the Successful Roll of above. |
Attack to Stun |
Stun Damage Cannot Kill: It puts the enemy in a
coma. Add the enemy's Willpower Step to his first Recovery Test while in the coma. |
Charging with a Lance |
Must Split Movement Add Strength of Mount to Damage Step If attack is successful, attacker must make a test to stay mounted Character must be mounted |
Called Shot |
Attempt to hit an Exact Spot -3 Steps to Attack Test |
Staying Mounted |
Make Strength Test vs. Toughness Step of hit target Failure means being thrown, taking Step 5 falling damage |
Defensive Stance |
Physical Defense +3, All Steps -3 for Combat Round |
Mounted Melee Weapon |
If Attack is successful, character must make strength
test vs.Toughness Step of hit target. Failure means attacker has dropped his weapon. |
Giving Ground |
For every 3 ft. yielded, +1 to Physical Defense Max yield is 3 x Rank in Melee Weapons feet 1 Strain |
Set vs. Mounted Charge |
Must have a 7 ft. long weapon (i.e. spear or lance)
and win initiative If a good success on attack test, he knocks the mounted character off Damage step is normal damage step plus the strength step of the mount |
Going Inside a Shield |
Attempt to ignore opponent's shield Sheild bonus is subtracted for player's initiative If player win's initiative, sheild bonus is ignored If player looses initiative, he suffers a -2 penalty to his attack step |
Throwing an Object to a Spot |
Use Throwing Weapons Test Difficulty is 7 |
Splitting Movement |
-2 to physical defense for the round Player may mover, act, thn use remaining movement |
||
Overwatch |
Player forfeits action in current round Player may act at any time during next round Player may be in overwatch for more than 1 round 1 Strain per minute |
||
Resist Spell |
Willpower +3 Steps to resist spells and other powers 1 Strain |
||