Difference between revisions of "Charge"

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Throwing caution to the wind, you can take up arms and run full-speed at an opponent, using the additional momentum to deal extra damage. To charge, you must have enough [[Action Points|AP]] to use your weapon and [[Movement|move]] the distance between you and the opponent at full speed. If you don't have enough, you can run during one turn and attack the next. You must move a minimum of 10 feet; a character can't charge to attack an opponent that's directly adjacent.
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Throwing caution to the wind, you can take up arms and run full-speed at an opponent, using the additional momentum to deal extra damage. You must move a minimum of 10 feet; a character can't charge to attack an opponent that's directly adjacent. When you announce a charge, you move ''during'' your attack. You may only charge once per turn, and you may only use a melee weapon.
  
Michelle's character Skorna wants to charge at Dustin's character Nox. Unfortunately, Skorna must use 4 AP to close the distance between herself and Nox, but using her Waraxe takes 5 AP. Michelle decides to have Skorna charge, using one turn to close the distance (round one), and her second turn to make the attack (round two).
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For example, Michelle's character Skorna wants to charge at her foe. Using her war axe takes 5 AP, so with a speed of 10, she can run up to 50 feet during her attack.
  
Charging adds +2 to the [[Damage Roll]].
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Charging adds +2 to the [[Damage Roll]]. Since you're focusing on moving and not protecting yourself during a charge, you take a −2 penalty to [[Evasion Roll]]s.
  
{{section|Overrun|}}
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Instead of attacking at the end of the charge, a character can attempt to [[Slam]] or [[Trip]] the defender (see the ''Slamming'' and ''Tripping'' sections below). The +2 bonus normally granted to the Damage Roll can instead be applied to the [[Might]] check.
Instead of attacking at the end of the charge, a character can attempt to [[Trip]] the defender. This is called an overrun.  You receive a +2 bonus to Trip when overrunning.
 
  
 
{{section|Defending Against a Charge|}}
 
{{section|Defending Against a Charge|}}
  
If a defending character wields a polearm, she can attempt to parry the charge and deal damage. Using other weapons to parry a charge can potentially ward off the attack, but they deal no damage to the attacker. If the parry is successful (i.e. the difference between the [[Attack Roll]] and [[Dodge/Parry Roll#Parry|Parry Roll]] is negative) this number is taken from the attacker's [[Health Points]]. Note that dealing damage in this manner does not require the defender to have the [[Counterattack]] trump.
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If a defending character wields a polearm, she can attempt to parry the charge and deal damage. Using other weapons to parry a charge can potentially ward off the attack, but they deal no damage to the attacker. If the parry is successful (i.e. the [[Attack Roll]] is smaller than the [[Parry]] Roll) the defender can make a Damage Roll as if she had successfully attacked. Note that dealing damage in this manner does not require the defender to have the [[Counterattack]] Trump.
  
 
If a defending character with the [[Sidestep]] Trump manages to completely Dodge out of the way of a charge, she can make a free Trip attempt against the attacker.  
 
If a defending character with the [[Sidestep]] Trump manages to completely Dodge out of the way of a charge, she can make a free Trip attempt against the attacker.  
  
[[Category:Combat]]
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[[Category:Combat Tactics]]

Latest revision as of 03:24, 12 March 2022

Throwing caution to the wind, you can take up arms and run full-speed at an opponent, using the additional momentum to deal extra damage. You must move a minimum of 10 feet; a character can't charge to attack an opponent that's directly adjacent. When you announce a charge, you move during your attack. You may only charge once per turn, and you may only use a melee weapon.

For example, Michelle's character Skorna wants to charge at her foe. Using her war axe takes 5 AP, so with a speed of 10, she can run up to 50 feet during her attack.

Charging adds +2 to the Damage Roll. Since you're focusing on moving and not protecting yourself during a charge, you take a −2 penalty to Evasion Rolls.

Instead of attacking at the end of the charge, a character can attempt to Slam or Trip the defender (see the Slamming and Tripping sections below). The +2 bonus normally granted to the Damage Roll can instead be applied to the Might check.

Defending Against a Charge

If a defending character wields a polearm, she can attempt to parry the charge and deal damage. Using other weapons to parry a charge can potentially ward off the attack, but they deal no damage to the attacker. If the parry is successful (i.e. the Attack Roll is smaller than the Parry Roll) the defender can make a Damage Roll as if she had successfully attacked. Note that dealing damage in this manner does not require the defender to have the Counterattack Trump.

If a defending character with the Sidestep Trump manages to completely Dodge out of the way of a charge, she can make a free Trip attempt against the attacker.