Difference between revisions of "Charge"

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{{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 difference between the [[Attack Roll]] and [[Dodge/Parry Roll#Parry|Parry Roll]] is negative) 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]]
 
[[Category:Combat]]

Revision as of 19:48, 4 June 2017

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. You must move a minimum of 10 feet; a character can't charge to attack an opponent that's directly adjacent.

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 Damage Roll.

Overrun

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.

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 Parry Roll is negative) 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.