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legacy:rules:basic_attacks [2025/02/28 19:44] – created tailkinkerlegacy:rules:basic_attacks [2025/03/21 16:42] (current) tailkinker
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 **Skill**:  According to weapon. **Skill**:  According to weapon.
  
-You strike a foe with a weapon held in hand.  The target of your attack must be within your [[legacy:rules:reach|Reach]].  Make a skill check with the weapon skill appropriate to your weapon.  Many melee weapon skills are based off of Strength, but the Blades skill is based off Agility.  Roll your weapon skill vs. your target's passive Reflex defence.+You strike a foe with a weapon held in hand.  The target of your attack must be within your [[legacy:rules:reach|Reach]].  Make a skill check with the combat skill appropriate to your weapon.  Many melee combat skills are based off of Strength, but the Blades skill is based off Agility.  Roll your combat skill vs. your target's passive Reflex defence.
   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Strength attribute.  If the weapon was wielded in both hands, it inflicts +1[W] damage.   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Strength attribute.  If the weapon was wielded in both hands, it inflicts +1[W] damage.
   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Strength attribute.  This damage is [[legacy:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause Injury.   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Strength attribute.  This damage is [[legacy:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause Injury.
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 **Skill**:  According to weapon. **Skill**:  According to weapon.
  
-You make an attack against a foe with a ranged weapon.  You must have at least one point of [[legacy:equipment:consumables#ammunition]] available of a type appropriate for your weapon, but you do not need to immediately mark off any ammunition for a basic attack.  Roll your weapon skill vs. your target's passive Reflex defence.+You make an attack against a foe with a ranged weapon.  You must have at least one point of [[legacy:equipment:consumables#ammunition]] available of a type appropriate for your weapon, but you do not need to immediately mark off any ammunition for a basic attack.  Roll your combat skill vs. your target's passive Reflex defence.
   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Dexterity attribute.  If the weapon was wielded in two hands---as are most bows and crossbows---the attack inflicts +1[W] damage.   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Dexterity attribute.  If the weapon was wielded in two hands---as are most bows and crossbows---the attack inflicts +1[W] damage.
   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Dexterity attribute.  This damage is [[legacy:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause Injury.   * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Dexterity attribute.  This damage is [[legacy:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause Injury.
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 You hurl a weapon held in hand at your foe.  Almost any weapon can be thrown, but some are designed for it.  Roll Thrown Weapons vs. your target's passive Reflex defence. You hurl a weapon held in hand at your foe.  Almost any weapon can be thrown, but some are designed for it.  Roll Thrown Weapons vs. your target's passive Reflex defence.
   * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Strength attribute.     * **Hit**:  You strike your foe and inflict 2[W] damage, plus an amount equal to your Strength attribute.  
-  * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Strength attribute.  This damage is [[unbound:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause Injury.+  * **Miss**:  You fail to strike your foe, but still cause them to dodge.  This will inflict 1[W] damage, plus an amount equal to your Strength attribute.  This damage is [[legacy:rules:damage_types#non-lethal damage|Non-Lethal]];  it can never cause Injury.
  
-As with other ranged weapons, thrown weapons provoke a [[legacy:rules:actions:Counterattack]] if hurled while adjacent to a foe.  Also, they suffer range penalties, as with other ranged weapons.  However, the effective range to a target is doubled for thrown weapon, and doubled again if the weapon being thrown lacks the Thrown property.  You cannot throw a Heavy weapon unless that weapon has the Thrown property, and even then, the effective range to the target is doubled again.+As with other ranged weapons, thrown weapons provoke a [[legacy:rules:actions:Counterattack]] if hurled while adjacent to a foe.  Also, they suffer range penalties, as with other ranged weapons.  However, the range penalties for thrown weapons (as shown in the table below) are harsher for thrown weapons, and the range is considered to be doubled if the weapon being thrown lacks the Thrown property.  You cannot throw a Heavy weapon unless that weapon has the Thrown property, and even then, the effective range to the target is doubled. 
 + 
 +^  Range  ^  Penalty 
 +|  0-8m  |  None  | 
 +|  9-15m  |  -2  | 
 +|  16-30m  |  -4  | 
 +|  31-60m  |  -6  | 
 +|  61+m  |  -8  |
  
 The time required to perform a basic attack depends on the weapon---two seconds for a Light weapon, three seconds for a Medium weapon, or four seconds for a Heavy weapon.  The time required to perform a basic attack depends on the weapon---two seconds for a Light weapon, three seconds for a Medium weapon, or four seconds for a Heavy weapon. 
  
 A thrown weapon falls into the square occupied by the target, regardless of **hit** or **miss**.  A character in that square can pick the weapon up as a one-second action.  After combat, a character can, of course, recover any thrown weapons. A thrown weapon falls into the square occupied by the target, regardless of **hit** or **miss**.  A character in that square can pick the weapon up as a one-second action.  After combat, a character can, of course, recover any thrown weapons.
legacy/rules/basic_attacks.1740771876.txt.gz · Last modified: by tailkinker