HGd10PHB - Combat

This section describes rules and special cases for combat. Each heading covers different general rules. Specifics always trump general rules.

Actions
During combat, characters typically may perform one Move and one regular Action each Player Turn unless otherwise modified. Player Turn is determined by SPD. These are considered simultaneous, but may be ordered with either first by the player as needed. A Move is related to any kind of Movement Skill or simply moving around on the battlefield. A regular Action is anything other than movement such as attacking, casting, or anything else that requires character concentration.

A secondary Action may be substituted for the Move, or the other way around. A secondary Action is lesser in magnitude than a regular Action. These might include but is not limited to:


 * attacking with an offhand weapon
 * drawing a weapon/arrow
 * loading a weapon
 * retrieve spell components from a pouch or similar container

Some Actions may only take a Game Turn and, at the GMs discretion, may be taken in the same Turn as the Action and Move. These brief actions will be noted in their descriptions how the time mechanics work.

Attacks of Opportunity
An attack of opportunity is an additional attack that a character gets during special circumstances. This attack is made as a regular attack with all normal bonuses. Since the amount of scenarios that can provoke an Attack of Opportunity is many and varied, the list here is not meant to be exhaustive but to provide a few examples.


 * A character that attempts to flee combat without a Disengage move.
 * A character that moves into a space adjacent to an opponent without Focus on that opponent.
 * A character that passes through a space adjacent to an opponent.
 * A character attempts to change weapons while in a space adjacent to an opponent.
 * A character attempts to cast a spell while in a space adjacent to an opponent without Focus on that opponent.
 * A character attempts a ranged attack while in a space adjacent to an opponent without Focus on that opponent.

Autofire
A ranged weapon with the Autofire feature can fire multiple rounds of ammo in the same Turn. This increases the chance to hit with each round as the shooter tracks their enemy across the battlefield with their fire. To use Autofire, the character rolls their normal Specialized Range Weapon Attack skill once. For each round fired, they apply that skill roll adding +2 to each successive round up to the amount fired or the weapon maximum. These attacks may be applied against a single target or multiple targets. Each target rolls their reaction roll only one time and applies it to all Autofire attacks against them. If multiple targets are selected, the bonus resets against each new target.

''E.g. Blitzen fires his machine gun with Autofire 16 into a horde of demons. He decides to aim for a group of four evenly distributing the rounds. Blitzen rolls a 36. The first demon rolls a 39 for its Armor defense so the first two rounds miss (36 and 36+2), but the last two hit (36+4, 36+6) doing 1 and 3 for a total of 4 damage. The second demon rolls a 29 so all four hit (36, 36+2, +4, and +6) doing 7, 9, 11, and 13 damage for a total of 40 damage. And so forth.''

Charge
Charge is similar to Rush in that it is a running attack at a specific target. There are significant differences, though. The attacker must move before their attack. The attacker must move at least 4m (2 spaces) and may move up to double their movement (20m/Player Turn) directly toward the designated target.

The attacker must have a clear path toward the target, and nothing can hinder their movement (such as difficult terrain or obstacles). The attacker moves to the closest space from which they can attack the target. If this space or any space along the charge is occupied or otherwise blocked before the attacker arrives, the charge ends and an AGL roll against DS 15 is made to prevent slamming into whatever obstacle is now in the intended space. Prone creatures of Large size or smaller don’t stop a charge.

The attacker must also have at least partial line of sight to their intended target to perform a charge.

Attacking on a Charge
After moving, the attacker may make only a single melee attack with a +5 bonus on the attack roll regardless of modifiers that normally allow additional attacks in a given turn. Whether they attack or not at the end of the Charge, the attacker takes a -5 to any defensive rolls until their next Player Turn.

Lances and Mounted Charge Attacks
A lance deals additional damage if the Charge is successful. The amount of damage is equal to the difference in attack and defense rolls plus the whole attack roll again. Mounted charges may also knock back or knock prone the target. If the target loses the roll by more than 10 and they are of equal or less size than the mount they are knocked aside one space to the same side as the lance. If the target loses the roll by more than 15 and they are of equal or less size than the mount, they are knocked prone one space to the same side as the lance.

''For example: Casen charges a dibok-nord on his destrachor. At the end of his Charge he rolls a 30 for attack whereas the dibok-nord rolls a 19 for defense. Casen's lance deals 30-19+30 = 41 damage to the dibok-nord. Since Casen's roll was more than 10 higher than the dibok-nord, the creature is knocked back one space to the right in addition to the damage.''

Weapons Readied against a Charge
Spears, tridents, pikes and certain other piercing weapons deal extra damage when readied (set) and used against a charging character. Instead of a defensive roll, the set target makes an opposing attack roll against the charging attacker. If the set defender wins the roll, they do damage equal to the difference, plus their roll again to the charging attacker or their mount.

Counterattack
Certain moves represent the back and forth flow of combat, each with its own place or scenario. Counterattack is specific to certain moves that fail. In the descriptions of some attacks it will say "if the target succeeds, they may Counterattack". In such cases, the target of a failed attack may strike back with a regular single attack with a +2 bonus to attack. This Counterattack takes place in the Game Turn (second) after the Player Turn in which the target was attacked. It does not cause a shift in Turns for the character performing the Counterattack, nor does it take up an Action or a Move in the next Player Turn for that character. It is akin to an Attack of Opportunity.

A Counterattack may be a regular attack or in some cases an attempt to perform the same maneuver used against the target such as Disarm or Trip.

Disarm
The purpose of this Attack is to target an opponent's weapon or shield to make them lose control of and drop it. The attacker makes a standard attack roll with a Physical Combat skill such as 1H Weapons or Bows or with a spell that would reasonably knock a weapon or shield from an opponent's hand. The target makes a reaction roll using the skill most appropriate to their weapon or shield. Shields with double straps (one in hand, one around the arm) get a +2 vs Disarm. Size modifiers apply.

If the attacker succeeds, the weapon or shield is knocked from their target's hand. If the target succeeds, they may Counterattack.

Note: Certain equipment and skills reduce or eliminate the target's capacity to be disarmed.

Disengage
When a character is engaged with a target they may cautiously attempt to disengage from that opponent without provoking an Attack of Opportunity. The target must have Focus on the character and the character must have Focus on the target. If the target does not have Focus on the character, the character may move away from that target without provoking an Attack of Opportunity. If the character does not have Focus on an opponent and attempts to move away from that opponent, the character provokes an Attack of Opportunity.

Feint
When a character has Focus on a target who has Focus on them, they may attempt a Feint. The attacker rolls one of the following Social Skills: Bluff, Perform, or Tactics while the target rolls Sense Motive (vs. Bluff or Perform) or Tactics (vs. Tactics). The target's roll should be a secret roll known only to the target (if a player) and the GM. The attacker follows the Feint with a single standard attack.

If the attacker's roll is higher, then they have successfully performed the Feint. A successful Feint removes any AGL bonuses from defense against the attack that immediately follows the Feint.

If the target's roll is higher, they may ignore the Feint and gain a +2 defense against the attack that immediately follows the Feint.

The GM should only reveal the result of the opposing rolls after the effects of the combat are tallied.

Focus
When two or more opponents enter into combat, their attention tends to concentrate on one opponent as a primary target with only secondary awareness of other combatants. This is called Focus. Focus is used to determine the actions, benefits, and detriments of a large number of combat related scenarios and skills. Typically, a character can only designate one target to Focus on at a time, though certain Traits may enhance this.

Gang Up
For every opponent engaged against a target above the first, all opponents get +1 to their melee combat rolls. This may be offset by adding allies in spaces next to opponents considered to be ganging up. Allies need not be in spaces next to the target.

''For example: Ethaniel is surrounded by four skeletons. However, Thean is behind one of those skeletons (Sk1). Sk1 does not get a gang up bonus and the other three only get a +2 to their melee combat rolls. Thean and Ethaniel do not get a bonus because Ethaniel is outnumbered.''

Grapple
To grapple someone without the Hand to Hand skill is an Unarmed Attack maneuver. (To see the Hand to Hand: Grapple Maneuver click here.) This maneuver works in three stages:

Stage 1 - Initiate the Grapple

Attempting to Grapple a target allows them an Attack of Opportunity. The target gets a +5 to this Attack of Opportunity. If the attacker takes more than 10 points of damage from this Attack of Opportunity then the Grapple automatically fails.

The attacker then makes an Unarmed Attack roll vs the target's defense skill. Normal size modifiers are used for these rolls. The target receives no bonuses from armor even if using an armor skill for defense. If the attack fails combat resumes as normal. If the attack succeeds, the attacker is grappling with the target and proceeds to Stage 2.

Stage 2 - Lock Down

During this stage, the two combatants are attempting to win the grapple. If both are untrained in Hand to Hand combat, then the checks are opposed STR checks with size modifiers. If the attacker wins, move to Stage 3. If the target wins, the grapple is broken.

If the target is trained in Hand to Hand combat, they may attempt a Break Hold maneuver instead of a STR check to break the grapple. Size modifiers still apply.

Stage 3 - Control

One the attacker has successfully Grappled the target, they may choose one of the following options. These options count as the regular Action for that Player Turn, but a secondary Action may be substituted instead of Move.

Hold - The attacker may attempt to hold the target for an ally to take Action against. The target is thus Pinned. On the target's next Player Turn, repeat Stage 2 to see if the target breaks free. Ally Actions against the held target must take place before the Player Turn in which the Hold is broken. Note, some ally Actions may affect the attacker (e.g. a Fireball spell).

Throw - The attacker may throw the target to the ground making them Prone. Or, they may choose to throw them a certain distance using body leverage. A human-sized attacker may throw a human-sized target a number of meters equal to their STR. For every size difference, this distance is affected by a factor of 2.

''For example: If a human with a STR of 8 attempts to throw a Large creature, they can only throw them 4m. If that same human attempts to throw a Tiny creature, they can throw them up to 32m.''

Choke - Once the target is grappled, the attacker may attempt to choke the target. This is a STR vs CON check each Player Turn of the attacker. If the attacker wins by less than 10, then go to Stage 2 but the target makes all rolls at a -2 for each round they lose the Choke roll. If the attacker wins the Choke roll by 10 or more, the target is rendered Unconscious.

Crush - Once the target is grappled, the attacker may attempt to crush the target. To do this, they must have a STR that is at least 5 higher than the target's CON. Each Turn the target is crushed, they take 1d10+aSTR-tCON where aSTR is the attacker's STR and tCON is the grappled target's CON.

Multiple Attackers

If other attackers join in an attempt to Grapple a target, the target may only get an Attack of Opportunity against the first attacker. They must also succeed in an opposed check against every attacker to break free in Stage 2. For each attacker that succeeds in Stage 2, they may choose individually which of the three options to perform, though Throwing is problematic if the other successful grapplers are still holding on.

Knockback
When an ability or attack has the capacity for knockback, the target may be moved backwards in the same direction the attack against them was moving. Knockback is calculated as 2m for every 5 damage multiplied by the Knockback rating. This knockback has several effects if the target is actually moved backward.


 * 1) If adjacent to each other, the knockback will cause both target and attacker to disengage so that either is able to move normally without attempting to disengage or suffer an attack of opportunity.
 * 2) If the knockback is sufficient to move a target into the threat of an environmental hazard, the target must roll a Dodge or AGL roll vs. 5/2m to avoid the hazard.  For example, Oremus slams an orc with his hammer doing 17 points of damage and knocking the orc back 17/5 * 2m = 6m.  This knocks the orc back 6m toward a cliff.  However, the orc rolls his Dodge and scores a 19 which is sufficient to overcome the 15 DS.  He digs in with his sword and brings himself to a halt at the edge of the cliff before sliding over.
 * 3) Knockback automatically requires a Concentration check for spellcasters to cast during that turn or on their next turn that round. The DS is 5/m of knockback.  For example, Amirith is knocked back 10m by an ogre's blow while attempting to cast a spell (on his next turn).  He rolls a 34 Concentration, but the DS is 50 so the spell is spoiled and Amirith looses the MYR for that spell without any effect.

Mounted Combat
Mounts trained for combat require no checks to remain mounted on while in combat. Otherwise, a Ride check vs a DS of 20 will need to be made at the beginning of combat and at the end of each Round (12 Game Turns). If this check fails, the rider must either dismount (a move) or be thrown from the mount. Once dismounted, the rider can attempt to pacify the animal as their action or they can take a different action.

Mounts act in the same turn as their rider, but their movement speed is typically greater (see each individual mount for Movement Speed). Mounts also need to consider size category as larger sizes take up more spaces. The rider needs to consider which space they are in of the mount's overall space.

While mounted, the character may urge the mount to make a Charge or Rush maneuver. Each requires a Ride DS 25 check to accomplish.

The mounted character may attack normally if in melee range. If attacking a ground-based target of one to three size categories smaller than the mount, they get a +3 bonus to attack for higher ground. A mounted character may also fire a ranged weapon but take a -2 for every 5m of mounted movement since the last Player Turn before the shot.

''For example: Lina Lagrotto fires her bow while mounted on a destrachor. The destrachor moved 20m since Lina's last Turn so she takes a -8 to her Bow Skill check to attack.''

The mounted character may also cast spells while mounted. To cast, the spellcaster must make a Concentration check with a DS equal to 15 + 2 for every 5m of mounted movement since the last Player Turn before casting.

Response
A character who has an Action in the same turn or exactly one second after another character may use their Action for that turn to do a Response to any Action within up to 2m from that character. A character may hold an Action or, if they have a higher SPD than another character who goes in the same Turn, may allow the other character to go first in order to Respond. Response Actions are directed at another Action as the target. Response Actions include but are not limited to the following:


 * Counterspell
 * Parry
 * Shield

Each Response action has its own example of how the mechanic works. When using a Response Action, the Held Action, Action for that turn, or Action for the Turn in the next second following is used up. They may still use a secondary Attack or Move in their normal turn.

Riposte
Certain moves allow for a countermove called a Riposte. The original move will have Riposte listed as an end effect of the move if such is the case. There are several limitations on the Riposte move.


 * The Specialized Combat Skill being used to perform the Riposte must use Agility as its PCB.
 * The Riposte does not provoke an Attack of Opportunity.
 * The Riposte may be used by someone skilled in Hand to Hand combat, but not by a regular Unarmed Attack.
 * The Riposte is made as a normal Attack roll against whatever defense the target chooses to use.
 * The Riposte, if successful does 1d10+AGL additional effect against the target.

E.g. Spenciel successfully parries an opponents blow which allows him to move into a Riposte. He rolls his Hand to Hand Attack and rolls a 44. His opponent rolls a 43. The riposte will do 1d10 plus Spenciel's AGL plus [44-43 = 1] damage to the opponent.

Rush
An attacker who is more than 2 meters (1 empty spaces between) from a target may Rush that target. They get to add their Speed (SPD) to their STR roll versus their target's STR or AGL roll. If the attacker succeeds vs the target's STR check, the target is pushed back a number of meters equal to the difference in the rolls or to the side half that distance. If the attacker fails vs the target's STR check, they are stopped cold and take an amount of damage equal to the difference, plus, they end up in a space of the target's choosing. If the target's AGL is higher than the attacker's roll, they may sidestep the rush and attempt a Trip. Otherwise, the attacker continues to move to their intended

If the attacker defeats the target's roll by more than 10, they may instead choose to knock them down instead of back. Such an attack, if successful, puts the target in a Prone status. If the target is knocked Prone or aside, the attacker may continue moving through the space occupied by the target up to their maximum movement for that Turn.

Closing the distance still takes a number of rounds based on movement. Since the standard movement is 10m/Player Turn, most Rush attacks can happen within a single Player Turn. However, a Rush from more than 10m will require an additional Player Turn to initiate and may give the target time to prepare.

A rush attack provokes an Attack of Opportunity from all opponents in spaces adjacent to the path of the rush including the defender.

Throw splash weapon
Splash weapons, such as potions or grenades, do damage to all targets within an area from point of impact. A Thrown Weapon skill check may be rolled to hit the designated point. If untrained in Thrown Weapon, the attacker rolls a 1d10+AGL instead. The DS is 10+distance in meters. Maximum distance is determined by STR and mass of object thrown.

Targets in the splash area may roll Dodge to avoid being in the splash area altogether. If the target's Dodge is greater than the attacker's roll, the target takes no damage but is in a space just outside of the splash radius.

If the attack hits a target inside the intended space, then any target on that space takes full damage from the splash weapon. Splash damage for those within the splash area but no the primary space is determined by the individual weapon.

Trip
An attacker may make an Unarmed Attack in an attempt to Trip an opponent. For the Hand to Hand maneuver click here. Attempting to Trip a target provokes an Attack of Opportunity. If the Attack of Opportunity does more than 5 damage, the Trip fails. The target does not receive any armor bonuses for their defense roll against the Trip attack, even if using an armor-based skill. Targets get a modifier of +5 for every size category above the attacker's or -5 for every size category below. Target's with more than two legs get +10 for every pair of legs beyond the first to their defense roll.

If the attacker wins, the target is Prone. Standing is a Move.

If the target wins, they may Counterattack.

If the attacker uses a weapon with the Trip special they don’t provoke an Attack of Opportunity to trip a target.

If the target is mounted, they may use their Ride skill as a reaction roll against the attack. If the mount is tripped, the rider is thrown from their mount. If the target is the rider, then a successful Trip pulls the rider from the mount without tripping the mount.

Two-Weapon Fighting
Typically, when a person picks up a weapon in their off-hand, they are at a disadvantage because they are unused to fighting with the second weapon. To further add to this, they typically have a favored hand so the second weapon will just get in the way. Training and practice can mitigate this to some extent. Those who are used to using both hands equally (Ambidexterity Talent) can eliminate the penalty altogether.

Some weapons cannot be used in two-weapon fighting style. This includes any weapon that typically requires two hands to wield effectively.

The following chart shows the penalties for two-weapon fighting for common scenarios. When two-weapon fighting, Hand to Hand combat and small weapons such as daggers, knives, kukri, kunai, and sai may attack twice as one Action.

Unarmed Fighting
Attempting to fight untrained in Hand to Hand combat against an armed opponent or one trained in Hand to Hand combat is a 1d10+STR or 1d10+AGL roll (player choice). It also incurs a -5 to all defense rolls while fighting in this manner.

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement