Difference between revisions of "Attack rules"

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(Attack Options)
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'''{{Anchor|Grapple}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature versus [[GD]]. If you would wound the target, no wounds are inflicted, but both you and the target are [[grappled]].
 
'''{{Anchor|Grapple}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature versus [[GD]]. If you would wound the target, no wounds are inflicted, but both you and the target are [[grappled]].
  
'''{{Anchor|Disarm}}''': You suffer a -1 penalty to attack if ranged. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its [[Toughness]], it drops what it's holding. If you used an [[unarmed]] attack to Disarm, you may now be holding what they dropped.
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'''{{Anchor|Disarm}}''': You suffer a -1 penalty to attack if ranged. The attack targets [[GD]]. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its [[Toughness]], it drops what it's holding. If you used an [[unarmed]] attack to Disarm, you may now be holding what they dropped.
  
 
'''{{Anchor|Shove}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature at a -1 penalty, versus [[GD]]. Instead of inflicting wounds, you [[fling]] the target a number of [[meter|meters]] away from you equal to the number of wounds you would have inflicted. If flung, they break free of any [[grappled|grapple]] they were in.
 
'''{{Anchor|Shove}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature at a -1 penalty, versus [[GD]]. Instead of inflicting wounds, you [[fling]] the target a number of [[meter|meters]] away from you equal to the number of wounds you would have inflicted. If flung, they break free of any [[grappled|grapple]] they were in.
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'''{{Anchor|Trip}}''': You suffer a -1 penalty to attack if ranged. Make an attack against a creature versus [[GD]]. If you would wound the target, no wounds are inflicted, but the target is knocked [[prone]].
 
'''{{Anchor|Trip}}''': You suffer a -1 penalty to attack if ranged. Make an attack against a creature versus [[GD]]. If you would wound the target, no wounds are inflicted, but the target is knocked [[prone]].
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'''{{Anchor|Pickpocket}}''': You suffer a -1 penalty to attack if ranged. The attack targets [[GD]]. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its [[Toughness]], a non-clothing, non-armor, non-implanted item of your choice falls off that creature. If you used an [[unarmed]] attack to Pickpocket, you may now be holding the item that fell off.
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'''{{Anchor|Reverse Pickpocket}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature at a -1 penalty, versus [[GD]]. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its [[Toughness]], an item you were holding is now attached to that creature, in a pocket or slid under a strap. If the creature has no non-held, non-implanted equipment, it cannot be Reverse Pickpocketed.
  
 
'''{{Anchor|Ride}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature you are [[grappled|grappling]] versus [[GD]]. If you hit, you may have one of you be [[riding]] the other.
 
'''{{Anchor|Ride}}''' ([[unarmed]] only): Make an [[unarmed]] attack against a creature you are [[grappled|grappling]] versus [[GD]]. If you hit, you may have one of you be [[riding]] the other.

Revision as of 02:55, 27 September 2013

When a creature or creatures attack, they first choose their attack options and determine their the minimum value they must roll, then roll one d10 per attack. After rolling a set of attacks, distribute the hits among the targets.

An attack hits if the die value plus the attack bonus is equal to or greater than the target's appropriate Defense (AD or GD). The target's apparent Defenses are common knowledge. A die roll of 10 counts as 15 (and risks a Critical), and a die roll of 1 always fails.

Area of effect attacks don't get redistributed among targets after rolling hits.

Attacks with different damage types, values, or attack options must be rolled separately.

Critical Hits

On a roll of 10, if that roll would normally hit, the attacker may roll another attack. Roll damage for all such hits (which may be multiple, if a 10 is rolled on that second roll) together.

Attack Options

Attacks normally target AD, unless otherwise specified. Damage values are added together, after reductions and vulnerabilities alter the individual types. When a bonus to damage without a type is listed, use whatever type the damage die has.

When you make an attack, you may choose from one of the following applicable options:

Normal Attack: The target is a creature or unattended object, and the attack is versus AD. Each hit deals damage equal to the weapon's total calculated damage roll.

Grapple (unarmed only): Make an unarmed attack against a creature versus GD. If you would wound the target, no wounds are inflicted, but both you and the target are grappled.

Disarm: You suffer a -1 penalty to attack if ranged. The attack targets GD. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its Toughness, it drops what it's holding. If you used an unarmed attack to Disarm, you may now be holding what they dropped.

Shove (unarmed only): Make an unarmed attack against a creature at a -1 penalty, versus GD. Instead of inflicting wounds, you fling the target a number of meters away from you equal to the number of wounds you would have inflicted. If flung, they break free of any grapple they were in.

Sunder: As a normal attack, but against a held or worn item instead of its holder, with a -1 penalty if melee or a -2 penalty if ranged. Use the holder or wearer's AD. Nonmagical items of wieldable size generally have 5 Toughness and 1 HP, while magical items typically have 8 Toughness and 2 HP.

Trip: You suffer a -1 penalty to attack if ranged. Make an attack against a creature versus GD. If you would wound the target, no wounds are inflicted, but the target is knocked prone.

Pickpocket: You suffer a -1 penalty to attack if ranged. The attack targets GD. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its Toughness, a non-clothing, non-armor, non-implanted item of your choice falls off that creature. If you used an unarmed attack to Pickpocket, you may now be holding the item that fell off.

Reverse Pickpocket (unarmed only): Make an unarmed attack against a creature at a -1 penalty, versus GD. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its Toughness, an item you were holding is now attached to that creature, in a pocket or slid under a strap. If the creature has no non-held, non-implanted equipment, it cannot be Reverse Pickpocketed.

Ride (unarmed only): Make an unarmed attack against a creature you are grappling versus GD. If you hit, you may have one of you be riding the other.

Attack Modifiers

When you make an attack, the attack bonus for the attack may be adjusted by various modifiers.

Melee-Only Modifiers

High Ground (Attack +1): The place you're standing is at least one-quarter the target's height farther up than the place they're standing.

Ranged-Only Modifiers

Cover (Attack -1): Stone walls and trees in the path of the shot need to be avoided.

Total Cover (Attack -1): Characters directly hiding behind a particular tree or arrow slit take careful timing to hit. Targets with total cover also have cover.

Far (Attack -1): Target is beyond the nearer range increment.

In Melee (Attack -1): Aiming is difficult when someone's swinging sharp things at you.

Wind (Attack -1): The path of the shot contains at least 6 meters of Light Wind or 2 meters of Strong Wind.

Lots of Wind (Attack -2): The path of the shot contains at least 20 meters of Light Wind or 6 meters of Strong Wind

Common Modifiers

Concealment (Attack -1): Bushes, tinted glass, or thin smoke make it hard to aim at someone.

Flat-Footed (Attack +1): Characters who have not taken a turn during this combat yet are flat-footed.

Stationary (Sets AD to 5): Unconscious or immobilized people, and objects, are Stationary. Targets who are stationary do not count the flat-footed modifier.

Dual-Wielding (Attack -2): People who attempt to use multiple weapons during the same round have difficulty aiming. The penalty increases by 2 for every additional weapon beyond the second. However, each additional weapon lets the character make one additional attack.

Leaving Range (Attack -2, at most): If a target becomes untargetable, or acquires additional targeting modifiers in the time after the attack is declared, the total penalty acquired in this way cannot be more negative than -2.

Weapon Attributes

Heavy: Heavy attacks can cause a critical hit on a roll of a 9. As specified elsewhere, many types of methods for attacking do not allow you to use Heavy attacks. A Heavy weapon is one that can only be used to make Heavy attacks.

Piercing: Piercing attacks are better at firing through objects than non-Piercing attacks, but are less effective at destroying large structures.