Ares Combat

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General Effect

There are several consequences in having a markedly higher Strength-to-weight ratio.

For carrying capacity, you now have 8/3 your Alusian carrying capacity.

For virtually all other aspects, *including* appropriate write-ups of magical items, and particular including COMBAT

  1. After all magic modifications, Double PS
  2. Recalculate Base Chance & Damage, based on this NEW figure especially ...
    • Unarmed Combat: (section 3.14) chance includes Physical strength over 15; Damage modifier is +1 for every 3 full points over 15.
    • Armed combat (except missile or thrown weapons): You may chose a strength bonus *INSTEAD OF* any skill bonus: +1 damage for 5 full points of Physical Strength attacker has over the minimum required to use the weapon.

Changed Rules

For thrown/missile weapons, the range is doubled and strike-chance penalties (per hex traveled) are halved.

Additional Rules

Straight Moves

In Combat

If moving in a straight line (or in as straight a line as the hex sheet permits), your TMR is increased by 1 her per 3 Alusian TMR (or part thereof).

You may jump over an Alusian-sized human without connecting provided you have two clear hexes before & after the occupied hex(es).

If you try with any LESS clear space then the opponent *may* get a free strike at you (even if they have already acted that pulse).

Opponents with sufficiently high Initiative *may* be in a position to leap up and attack you in mid-jump.

Anyone with the troubadour skill of Acrobatics (or similar) may jump & land without the need for skill/stat-rolls.

Troubadours with at least Rank 4 acrobatics may even FREELY change facing in a jump to any direction. Otherwise you may not change facing by more than 60 degrees in a straight move.

Not In Combat

If not Engaged {assume this is what is meant} this pulse, and you do not *expect* to be in combat the following pulse, you may run at double TMR.

Pole Turns

In either case, IF you are using a sturdy pole-like object --

e.g. pole-arm, quarterstaff, large unloaded bow, wizard's staff (if you don't mind looking ridiculous), etc. --

you may change direction ONCE at the cost of merely 1 hex of your movement: either in the path traveled or getting a changed facing of more than 60 degrees. Using you pole to help you turn/twist does NOT count as an action.

Otherwise *any* turning reduces you to your ALUSIAN TMR

Passing Attacks

ENGAGED / MULTIHEX / ENPASSANT: A character's movement does NOT have to end when they enter an opponents engaged hex; it is even possible to attack an opponent *en passant* at -20 (in addition to other modifiers).

Ideally, like a jousting knight atop a charging horse, one delivers the blow(s), preferably first, and is not unhorsed by the strength of either one's own blow or the counter-attacks of others.

Indeed if a character has several opponents lined up, he may even do a multi-hex strike (even if targets are not in adjacent hexes) .. at -20 if character has a two-handed B-class weapon.

You may even attempt a multi-strike with one-handed B or C weapon, however the relative penalties are -30 and -40 and the damage is reduced (reduce damage by 1 per 3 full points).

HOWEVER, an unstunned opponent may strike back even if already acted.

MOREOVER a strength roll is required by the attacker after hitting a *COMPARATIVELY* massive or braced opponent

e.g. a multi-hex creature, an opponent with more than two legs, a kneeling bowman.

If the character fails the strength roll, they may be forced to variously: stop engaged; be deflected/knocked from original position; make a 1xMD roll to retain weapon; perhaps even be knocked prone.


If an opponent[f] has not acted and has *higher* engaged initiative than the character[m], she may even strike him FIRST (even if her side lost the unengaged initiative) or change action to a defensive withdrawal. If opponent has not acted and she has 30-100% of his initiative, she may strike back (if not incapacitated) at no further penalty, but remembering that you *are* moving.

If opponent[f] HAS acted and has *higher* engaged initiative than character[m], she may strike back at slight penalty, typically -20 (cumulative per counter attack per pulse); If opponent[f] HAS acted and has 50-100% character's initiative, they may strike back (if not incapacitated) but at much higher penalty (typically -5 per TMR less than attacker, minimum penalty of -40).

Riposting is NOT permitted for en passant attacks.

  • If your action included evading, is there a reduction in these penalties? --Errol 22:03, 7 Feb 2007 (NZDT)

SPECIAL CASE: A jumper with *sufficient* expertise may attempt an en passant attack, but at an additional -15 (like a flier attacking ground troops) and WILL usually be deflected by the force of the blow.

Questions

  1. With excessive Acrobatics & Unarmed skills, an existing mid-air Attack, and way too much self-confidence, is some odd / theatrical combination possible, like an en passant jumping attack, using the recoil of the blow to push off to the next opponent? Obviously, being struck/stunned would result in a crushed ego & a pile of ex-acrobat on the ground. Probably less practical than simply running along a line of them with a pair of scissors.
  2. Can anyone think of sensible defences against the en passant attacks to stop sped Drow (or giant vampires) from running/flying along our lines with poisoned blades, using their Rank 20 × 201 Illusions to prevent us from striking back (or simply PS 50+) ?
    • A Pike Block! Or set spears/Glaives, failing that a big strong giant.
    • Assuming we are on the ship, are there fixtures we can utilize to prevent/minimize these attacks?
    • not forming a straight line is an approach, but it has downsides.