Attacking: Difference between revisions

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** [[Special Ranged Combat Rules]]
** [[Special Ranged Combat Rules]]
* [[Unarmed Combat]]
* [[Unarmed Combat]]
** [[Special Unarmed Combat Techniques]]


[[Category:Combat]]
[[Category:Combat]]
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 17:25, 14 January 2014

An "attack" is an attempt to hit a foe or other target. If you execute an Attack, All-Out Attack, or Move and Attack maneuver (or convert a Wait into any of these), you may try to hit a foe. You can only attack with a weapon if it's ready (see Ready). The GM always has the option of ruling, for any reason having to do with the situation, that some fighters cannot attack certain opponents. For instance, eight attackers could not hit one human-sized foe at the same time. (Even three or four attackers at once would be unlikely, unless their victim had no allies!)

There are two basic types of attacks: melee attacks and ranged attacks. Your target must be within reach if you're making a melee attack, or within range if you're making a ranged attack. Resolving either type of attack takes three die rolls:

  • First is your attack roll. If your roll is successful, your attack was a good one.
  • Now your foe must make a defense roll to see if he can defend against your blow. If he makes this roll, he evaded or stopped the attack, and is not hit.
  • If he misses his defense roll, your blow struck home and you roll for damage.

Some advantages (e.g., Extra Attack) and combat options (see All-Out Attack, and Rapid Strike) let you attack more than once. Resolve such attacks one at a time.

Attack Roll

Your "attack roll" is a regular success roll. Figure your effective skill (base skill plus or minus any appropriate modifiers) with the weapon you are using.

If your roll is less than or equal to your "effective" skill, your attack will hit unless your foe successfully defends (see Defending). If he fails to defend – or if he can't – you've hit him.

If your roll is greater than your effective skill, you missed! No matter what your effective skill, a roll of 3 or 4 always hits, and is a "critical hit"; see Critical Hits. A roll of 17 or 18 always misses.

See Also