Trip

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Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll. An attacker can trip with any melee weapon: you can yank his leg with a whip or chain, shove him down, or hit him in the ankle with a weapon in hand. In all cases, the attacker makes an Attack Roll and the defender makes an Evasion Roll as usual. If successful, the attacker rolls a Trip Attempt instead of a Damage Roll. The defender, in place of a Guard Roll, makes either a Might check or a Gymnastics check to stay balanced.

Trip Attempt
d10 + MUS + Might* + Weapon's Trip Bonus

* As mentioned in the Might skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Trip.

If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip.

When creatures are tripped, they're thrown to the ground and gain the prone condition. Prone creatures suffer a −4 penalty on Attack Rolls and Evasion Rolls until they stand up. It takes 2 AP to stand up from a prone position.

While you can't perform a Trip attempt with a ranged weapon, you can certainly make a Called Shot to a person's foot or ankle. If the attack hits and causes damage, the defender must roll Gymnastics against a DL of 10 + any damage incurred or fall to the ground writhing in pain.