Difference between revisions of "Charge"

From NsdWiki
Jump to: navigation, search
m (Defending Against a Charge)
Line 1: Line 1:
 
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.
 
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.
  
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.
+
Michelle's character Skorna wants to charge at Becky's character Celeste. Unfortunately, Skorna must use 4 AP to close the distance between her and Celeste, but using her greatsword takes 5 AP. Michelle decides to have Skorna charge, using one turn to close the distance, and her second turn to make the attack.
  
Charging adds +2 to the damage dealt.
+
Charging adds +2 to the Attack Roll.
  
==Overrun==
+
{{section|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]].
 
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==
+
{{section|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]]. Note that dealing damage in this manner does not require the defender to have the [[Counterattack]] trump.
 
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]]. Note that dealing damage in this manner does not require the defender to have the [[Counterattack]] trump.

Revision as of 23:17, 22 April 2010

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.

Michelle's character Skorna wants to charge at Becky's character Celeste. Unfortunately, Skorna must use 4 AP to close the distance between her and Celeste, but using her greatsword takes 5 AP. Michelle decides to have Skorna charge, using one turn to close the distance, and her second turn to make the attack.

Charging adds +2 to the Attack Roll.

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. 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, he or she can make a free trip attempt against the attacker.