5th Edition Rules Supplement - Combat Modifiers

Combat Modifierss

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

Combat Manoeuvres

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

Martial Arts

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.

Killing Damage

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.

Knockback

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.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 27 December 2005