Attack rules

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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 always succeeds (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: Each hit deals damage equal to the weapon's total calculated damage roll.

Grapple (unarmed only): Make an unarmed attack against someone versus GD instead of AD. On successfully damaging the target, no wounds are inflicted, but both you and the target are grappled.

Disarm: You suffer a -1 penalty to attack if ranged. Don't damage target, but if you rolled damage equal to or greater than half of its Toughness, it drops what it's holding. If you're unarmed, you may now be holding it.

Shove (unarmed only): Make an unarmed attack against the target at a -1 penalty, versus GD instead of AD. 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 they and you were grappling each other, that is no longer the case.

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. 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 someone versus GD instead of AD. On successfully damaging the target, no wounds are inflicted, but the target is knocked prone.

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.

Total Concealment (Attack -1): It's hard to hit someone you can't see. Targets with total concealment also have concealment.

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

Stationary (Attack +1): Unconscious or immobilized people, and objects, are Stationary. Targets who are stationary are also flat-footed.

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.

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.