|
Attacker is ... |
Notes |
Melee |
Ranged |
|
Able to Sense Opponent |
Succeeded at Targeting Sense PER check |
+0 |
+0 |
|
Unable to Sense Opponent |
Succeeded at Non-Targeting Sense PER check |
-3 |
-3 |
|
Unable to Target Opponent |
Failed all PER checks |
-3 |
OCV 0 |
|
On Higher Ground |
+1 |
+0 |
|
| Prone | -2 | +0 | |
| Grabbing an Opponent | +3 melee OCV bonus against Grabbed opponent | -3 | -3 |
| Being Grabbed | -3 | -3 | |
| Squeezing Through a Space | -2 | -2 |
|
Defender is ... |
Notes |
Melee |
Ranged |
|
Able to Sense Opponent |
Succeeded at Targeting Sense PER check |
+0 |
+0 |
|
Unable to Sense Opponent |
Succeeded at Non-Targeting Sense PER check |
-1 |
+0 |
|
Unable to Target Opponent |
Failed all PER checks |
-3 |
-3 |
|
Surprised |
Only applies during Surprise Phase |
-3 |
-3 |
|
Stunned |
Not cumulative with being Unconscious |
-3 |
-3 |
|
Taking a Recovery |
Not cumulative with being Unconscious |
-3 |
-3 |
|
Unconscious |
DCV 0 |
DCV 0 |
|
|
Half Concealed |
|
+2 |
+2 |
| Mostly Concealed | +4 | +4 | |
| Prone | -3 | +0 | |
| Grabbing or Being Grabbed | -3 | -3 | |
| Squeezing Through a Space | -2 | -2 | |
| Squeezing Through a Small Space | Must succeed on a Contortionist Skill Check | DCV 0 |
DCV 0 |
| Manoeuvre | Effects | Action |
OCV
|
DCV
|
| Attack | +1 DC to attack | attack |
+0
|
+0
|
| Block | blocks HTH attack, abort | attack |
+0
|
+0
|
| Brace for Accuracy | OCV bonus against range penalties only | free |
+2
|
-3
|
| Called Shot | Attack has free level of armour piercing | free |
-6
|
+0
|
| Disarm | STR check to disarm | attack |
-2
|
+0
|
| Dive for Cover | move away, abort | move |
+0
|
+0
|
| Dodge | dodge all attacks, cannot attack, abort | attack |
NA
|
+3
|
| Escape | STR check to escape, abort | varies |
+0
|
+0
|
| Grab | grab, STR check to hold, STR damage | attack |
-1
|
-2
|
| Haymaker | +4 DC to attack | attack |
-3
|
-3
|
| Move By | STR/2+v/6 damage, hurts attacker | full-phase |
-2/x
|
-2
|
| Move Through | STR+v/3 damage, hurts attacker | full-phase |
-v/6
|
-3
|
| Rapid Fire | attack multiple targets at range | full-phase |
-2/x
|
-3
|
| Resist Knockback | STR/5 knockback resistance | move |
+0
|
-3
|
| Roll with Blow | take half damage, abort after attack | attack |
-2
|
-2
|
| Set | gain OCV bonus against one target | full-phase |
+1
|
+0
|
| Shove | STR check to shove back at least 1" | attack |
+0
|
+0
|
| Strike | +2 DC to attack | attack |
-1
|
-1
|
| Sweep | attack multiple targets in HTH | full-phase |
-2/x
|
-3
|
| Throw | STR+v/6 damage, target falls | attack |
-1
|
-1
|
Characters with Damage Classes may add the DC to their effective STR for resisting disarms, takeaways and weapon binds if they have paid for the Weapon Group of the weapon they are using.
Attacks bought with the advantage Attack Versus Resistant Defence cause Killing damage instead of Normal damage. Killing damage is rolled in the same way as Normal damage, but the attack's BODY is reduced only by the appropriate Resistant Defence. If the defender has any appropriate Resistant Defence, the attack's STUN is reduced by the total Normal Defence.
Characters may add all DC derived from other sources (such as STR or velocity) to the DC of an attack with the Attack Versus Resistant Defence advantage to determine the number of dice rolled, but must apply the advantages on the base attack to the other DC when working out the total DC in the modified attack.
Example: Black Ninja hits the Wyvern with his sword. The sword is a 4 DC killing armour-piercing hand attack (total advantages +1). Black Ninja has STR 20 (+4 DC) and used an offensive strike (+4 DC), for a total bonus of +8 DC (notionally 40 active points). However, these DC do not have +1 in advantages: +4 DC with +1 in advantages is also notionally 40 active points, and this is what Black Ninja can add to the sword's DC. The total damage of the attack is thus 8 DC.
Whenever a character successfully hits a target with an attack that does knockback, the attacker rolls 3d6 and the BODY rolled by the attack. If the result is equal to than 10 plus the defender's Knockback Resistance (usually 10, for a total of 20), the defender is Knocked Down. If the result is greater, the defender takes 1" of Knockback for each point by which the roll exceeds the target number.
| Circumstance |
Knockback
|
| Target is in the air |
+3
|
| Target Rolled with Blow |
+3
|
| Taget is in zero gravity |
+3
|
| Attack was a Martial Manoeuvre |
-3
|
| Target is underwater |
-3
|
Killing Attacks do as much Knockback as Normal Attacks. Characters with Clinging can use their Strength to resist Knockback from a given direction as a free action instead of a move action.