Charge

From NsdWiki
Revision as of 23:18, 22 April 2010 by Doublecompile (talk | contribs)
Jump to: navigation, search

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 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).

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.