Combat Quick Reference Table

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Combat Maneuvers

Choose one maneuver on your turn. A character who is Stunned must choose the Do Nothing maneuver.

Action Description Movement Defense
Attacks Extra Attack, Feint, Deceptive or Telegraphed Attack, Dual-Weapon Attack, or Rapid Strike are options
Attack Make 1 attack 1 step Any Active Defense
All-Out Attack
  • Make two melee attacks at no skill penalty;
  • or 1 melee attack at +4 to hit;
  • or 1 melee attack at +2 damage or +1 per die, whichever is better;
  • or gain 1 hex reach on a melee attack; If you use this on a swinging attack, you are slightly over-extending yourself, and deal -2 damage (or -1 per die, whichever is worse).
  • or make 1 ranged attack at +1;
  • or Feint and make a Ranged Attack ;
  • or use Suppression Fire
1/2 Move forward; must be before attack No Active Defenses
Committed Attack Make 1 melee attack at +2 to hit;
or 1 attack at +1 damage (+1 per two dice of damage if better).
1 step; 2 steps at -2 to attack Cannot defend with limb used to attack and any other Active Defense is at -2; cannot retreat
Defensive Attack Make 1 melee attack at -2 damage 1 step Any Active Defense; +1 to Parry or Block;
or Parry with a U weapon
All-Out Defense Do not attack at all 1 step; or 1/2 move if +2 Dodge Any Active Defense; +2 to Dodge or Parry or Block;
or use two Active Defenses against a single attack
Attacks while moving Extra Attack, Deceptive or Telegraphed Attack, or Dual-Weapon Attack are options
Move and Attack (Melee) While moving, attack at -4 with a maximum skill of 9 Full move; may attack at any time Block or Dodge; Cannot Retreat
Move and Attack (Ranged) Move and make a ranged attack with weapon's Bulk as a penalty Full move; may attack at any time Block or Dodge; Cannot Retreat
Move and Attack (Slam) Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling Full move and attack at end Block or Dodge; Cannot Retreat
Move and All-Out Attack (Slam) Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling; get a +4 bonus or Feint and knock down or get +2 damage bonus Full move and attack at end No Active Defenses
Movement
Move Move and do not attack Full move Any Active Defense
Change Posture
  • Switch from standing to sitting, kneeling, crawling, lying prone, or lying face up
  • or switch from crawling, kneeling, or sitting to standing or lying down
  • or switch from lying down to crawling, kneeling, or sitting
None Any Active Defense
Preparations
Ready Prepare a weapon or item to be used Step Any Active Defense
Aim Get a cumulative +1 bonus to hit a specific target with a ranged weapon per aim maneuver, up a maximum of Acc + 3. Step Any Active Defense, but lose Aim bonus
Evaluate Get a cumulative +1 bonus to a hit a specific target with a melee weapon per evaluate maneuver, up to a maximum of +3 (not cumulative with Telegraphed attack) Step Any Active Defense, at +1 against specific target's attacks
Concentrate Prepare a spell or special power for use Step Any Active Defense, but potentially lose concentration
Specials
Do Nothing Don't do anything (except talk, including shouting advice). None Any Active Defense
Wait Wait for something to happen and then take an All-Out Attack (Melee), Committed Attack, Attack, Defensive Attack, or All-Out Attack (Ranged) maneuver as per triggered maneuver as per triggered maneuver

Attack Options

These effects may be combined if the maneuver allows them, except for Rapid Strike and Dual-Weapon Attack are mutually exclusive. Weapon Masters and Trained by a Master halves the penalty for Rapid Strike and Dual-Weapon Attack.

Attack Options Effect
Feint Give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's Active Defense against your next attack;

or give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's next Attack against you

Deceptive or Telegraphed Attack Take -2 to attack per -1 on any of opponent's Active Defenses against that melee attack;

or take -2 to attack per -1 to a target's Dodge against a ranged attack;
or Take a +4 to attack and give opponent a +2 on all Active Defenses against that melee attack

Rapid Strike Once per turn, give up an attack to attack with a melee weapon to attack twice at -6
Dual-Weapon Strike give up an attack with a melee weapon or pistol to attack with a weapon in each hand at -4
Extra Attack Take an extra attack. You must have a specific advantage to do this.

Active Defenses

Normally, only 1 Active Defense can be attempted against a single attack. Some maneuvers prevent a defender from using certain Active Defenses. All Active Defense are at a -4 penalty while Stunned. Multiple uses of the same Active Defense in a turn accumulate penalties that are zeroed at the start of character's turn.

Weapon Masters and Trained by a Master halve multiple parry/block penalties. Fencing weapons, long two-handed weapons, or mobile unarmed skills (Boxing, Karate, or Judo) also halve multiple parry penalties. Effects are cumulative (-1 penalty for multiple parries).

Active Defenses Effect
Parry One per arm. Can only cancel melee attacks or thrown weapons. Additional parries are -4 per arm repeated.
Cross parry Requires a weapon in each hand, and can not make any further Active Defenses with those limbs. Make a parry at +2
Supported parry Support a one-handed weapon parry with an empty hand. Cannot make any further Active Defenses with those limbs. Make a parry at +1
Block One per arm with a shield. Can cancel any attack. Additional blocks are at -5 each.
Dodge Can cancel any attack. No penalties for additional dodges.
Acrobatic Dodge Can cancel any attack. Only one attempt per turn. Roll Acrobatics; success gives Dodge +2 and failure gives Dodge -2.

Retreat Options

No character can retreat more than once per turn. Some maneuvers or postures do not allow retreats. It is never legal to retreat into obstructed terrain.

Retreat Options Movement Effect
Retreat 1 step directly away from opponent +3 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or +1 to Block or Parry against melee attacks
Dive or Drop Go prone in current space +3 to Dodge against ranged attacks
or +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or +0 to Block or Parry against melee attacks
Sideslip 1 step in any direction except directly toward or away from opponent +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or +0 to Block or Parry against melee attacks
Slip 1 step directly toward opponent +1 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or -1 to Block or Parry against melee attacks
Sacrificial Dodge 1 step between an ally and a foe Roll a Dodge. Success means attack meant for ally hits you instead.
Low Line Parry No movement Counts a parry for maneuvers that limit parries and requires at least 2 functional legs. Roll a parry against an attack below the waist.

Grappling

Grapples are initiated by any attack maneuver at Close Combat range. Any Active Defense will cancel a Grapple attempt. The following actions are attack options after a Grapple has been started.

Action Effect
Break Free After being grappled, initiate a Quick Contest of ST. On a win, the grapple ends and you may Step in any direction.
Arm Lock After a Judo parry or grappling an arm, attack with Judo or Wrestle. If successful, victim's arm is pinned. On subsequent turns, initiate contest of Judo/Wrestle vs Judo/Wrestle or ST as a free action and do Margin of Success crushing damage to victim's arm.
Judo Throw After a Judo parry or a grapple, attack with Judo. If successful, opponent is prone and must roll HT or be stunned. Roll at -1 to do thrust/crushing damage to victim. If the opponent is in a lock, do swing/crushing damage to the body part in the lock.
Choke After grappling the neck, initiate a Quick contest of ST vs ST or HT. Do Margin of Success crushing damage to victim's neck and suffocate him (1 FP/turn)
Choke Hold Grapple the neck from behind. On subsequent turns, initiate a Quick Contest of ST+3 vs ST or HT. Do Margin of Success crushing or fatigue damage to opponent's neck. Using a weapon gives a +1 or more on the Quick Contest (and swords can doing cutting damage).
Neck Snap or Wrench Limb After grappling a foe's limb or neck, initiate a Quick Contest of ST-4 versus ST or HT. If you win, do swing/crushing damage to the limb or neck.
Takedown After grappling a standing foe, initiate a Quick Contest of ST, DX, or Grappling skill vs ST, DX, or Grappling skill. Loser falls prone and loses any grapple.
Pin After grappling a prone opponent's torso, initiate a Regular Contest of ST. If you win, your opponent is pinned and helpless. Nothing happens on a lose or tie.

Extra Effort Options

You may spend 1 FP to exert yourself for any of the following effects; if you critically fail on the roll, you deal 1 HP of injury to the limb in use, in addition to the usual critical miss results. You may not use more than one defensive option per defense roll, or more than one offensive option per attack roll.

You must declare that you are using extra effort and spend the required FP before you make your attack or defense roll. A critical failure on the roll causes 1 HP of injury to the arm (if blocking, parrying, or attacking with a shield, weapon, or hand) or leg (if dodging or kicking) in addition to the usual critical miss results. DR does not protect you from this damage!

Defensive Options

  • Feverish Defense: If you took any maneuver other than All-Out Attack or Committed Attack, you may spend 1 FP to get +2 to one active defense roll.
  • Rapid Recovery: If you attack with an unbalanced weapon (one with “U” in its Parry statistic) during an Attack maneuver or with any weapon using Move and Attack, and a foe later attacks you, you can spend 1 FP to parry with that weapon. You must spend the FP before you try your first parry – but unless this parry critically fails, the weapon can continue to parry afterward, at the usual penalties.

Offensive Options

  • Flurry of Blows: If using a Rapid Strike maneuver, you can halve the normal -6 penalty by spending 1 FP per attack.
  • Mighty Blow: You may spend 1 FP to gain the benefits of an All-Out Attack (Strong) on any Attack (not on a Move and Attack, All out Attack, Committed Attack, or Defensive Attack). If you have multiple attacks, it is 1 FP per attack - to use two Mighty Blows with a Rapid Strike, spend 2 FP.
  • Giant Step You may spend 1 FP to get one extra Step when taking an Attack or a Defensive Attack. You may take your extra step before or after you attack (or between attacks, if you have multiple attacks!).
  • Great Lunge: You can spend 1 FP to gain 1 extra yard of Reach when making an Attack, Committed Attack, or Move and Attack. If you use this on a swinging attack, you are slightly over-extending yourself, and deal -2 damage (or -1 per die, whichever is worse).
  • Heroic Charge: If you make a Move and Attack, you can spend 1 FP to ignore both its skill penalty and its effective skill cap in melee combat.