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| ==Committed Attack==
| | #REDIRECT [[Martial Arts: Committed Attack]] |
| Most martial arts teach a continuum of options between the dedicated offense of [[All-Out Attack]] and pure defense of [[All-Out Defense]]. The [[Attack]] maneuver is a good middle ground, but the GM may allow two new maneuvers that let fighters emphasize either offense or defense without forsaking the other completely. Committed Attack falls between Attack and All-Out Attack, while [[Defensive Attack]] lies between Attack and All-Out Defense. In campaigns that use these rules, some combat techniques require the user to choose one of these maneuvers instead of Attack.
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| Committed Attack represents an aggressive attack such as a "haymaker," lunge (for a full-extension lunge, see [[All-Out Attack (Long)]]), pass, or roundhouse. The fighter must use a ready melee attack and choose one of these options before he attacks:
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| * ''Determined:'' Make a single attack at +2 to hit.
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| * ''Strong:'' Make a single attack at normal skill and +1 to damage. This only applies to melee attacks doing [[ST]]-based [[thrust]] or [[swing]] damage – not to force swords, etc. At the GM's option, the damage bonus can scale up for high-ST characters: add +1 to damage per two full dice of basic damage, before other modifiers.
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| ''Movement:'' [[Step]] or two steps. A second step gives -2 to hit, making the total modifier +0 for Committed Attack (Determined) or -2 for Committed Attack (Strong). Movement can come before or after the attack. An attacker who takes two steps can step, attack, and step again – a tactic known as "attack and fly out."
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| ''Active Defense:'' The attacker cannot [[parry]] with the hand(s) he used to attack, [[block]] if he attacked with his [[shield]] or [[cloak]], or [[dodge]] if he kicked. He can use any other defense, but at -2. He cannot [[retreat]].
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| [[Category:Combat]] | | [[Category:Combat]] |
| [[Category:Maneuvers]] | | [[Category:Maneuvers]] |
| [[Category:Martial Arts]] | | [[Category:Martial Arts]] |