Difference between revisions of "Charge"

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Revision as of 00:05, 9 November 2007

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 AP to use your weapon and 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.

James' character Ogre wants to charge at Dustin's character Kharza. Unfortunately, Ogre must use 4 AP to close the distance between him and Kharza, but using his greatsword takes 5 AP. James decides to have Ogre charge, using one turn to close the distance, and his second turn to make the attack.

Charging adds +2 to the damage delt. Certain weapons, such as a lance, deal twice their damage rating instead of this +2 bonus. A lance normally deals 8 damage, but if used in a horseback charge it deals 16!

Overrun

Instead of attacking at the end of the charge, a character can attempt to Trip the defender. This is called an overrun. The bonus to damage normally offered from charging can go towards the Trip attempt as a bonus to Muscle.

Defending Against a Charge

If a defending character wields a polearm, he or 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 Defense Roll is negative) this number is taken from the attacker's Health Points.

If a defending character manages to completely dodge out of the way of a charge, he or she can make a free trip attempt against the attacker.