05.4 Special Attacks: Melee
|Special Attack||Skill Modifier||Damage Modifier|
|Tackle||-1D||-1 to Defense|
Acrobatics can also enhance Fighting or Melee Weapons combat attacks without Multi-Action penalty. The character must perform the acrobatics trick and the attack on the same turn. The gamemaster determines the exact difficulty of the acrobatics attempt. For every success in the Acrobatics Test, the player may add +2 points to the amount of damage done. One acrobatics trick roll can affect one attack only.
The character attacks with no thought to the consequences. This maneuver increases the chance of the character striking the target with a +1D to the attack, but, in that round, the attacker cannot perform any other action at all – not even to actively defend.
The attacker physically grasps or grapples a target. Few Melee Weapons allow this option, so it is used generally only in Fighting attacks. What effect this has on the target depends on the type of grab. (The ones listed here are choke, flip, hold, slam/throw, and arm pin.) See the escape rules for details on getting out of grabs. On subsequent rounds of a grab, attackers who defeat an escape attempt or against a defender who chooses not to resist may do their Strength Damage or other special attack (Bite, Venom, etc). Some grab variations may offer other options.
- Flip – The character reaches out, grabs his opponent’s wrist, arm, leg, or similar body part, and jerks violently, causing the opponent to fall to the ground. The opponent takes 3D in damage from slamming into the ground and must spend the next round getting to her feet (if she can).
- Hold – The character does less damage (-3D or more, at the player’s option, to the damage total), but she has hold of the target with a successful attack.
- Arm Pin – The hero grabs his target’s arm and forces it around behind her, pinning it there.
- Slam/Throw – The character grabs or picks up his opponent and hurls him into the ground, a wall, a bus, or another obstacle. Lifting the opponent counts as an action, as does slamming or throwing the target. The character must be strong enough to pick his opponent up to use this maneuver. Once slammed into an object, the target takes the damage score of the object (usually determined by its Toughness, but the gamemaster may adjust this) plus the attacker’s Strength Damage. The object being slammed into takes the Strength Damage of the opponent.
The character takes a step forward to jab at an opponent, usually with an edged weapon (Melee Weapon). This allows the character extend a single attack into one Space beyond the adjacent Space but it lowers the effectiveness of the attack.
Using Fighting or a blunt Melee Weapon in the usual way, the attacker causes his target to stumble and, instead
of taking damage, the opponent suffers -2D from her next Agility or Agility-based skill roll. If this is a knockdown or trip attempt, he must also spend one action to stand up again. Generally, unless the character has special training, he may only knockdown or push a character whose Strength (including Special Abilities or Disadvantage modifiers) is equal to or less than his own. Otherwise, the Game Master can call for an opposed Strength check as a Free Action.
These attacks, usually foot sweeps or roundhouses, are used when the character wants to make certain she hits the target, regardless of how much injury is caused.
Tackling is much like grabbing, except that the attacker seeks to overcome the target entirely. Characters may perform this with Fighting only. If successful or the target chooses not to struggle, the character captures the target and may, if desired, do normal damage. The target, meanwhile, may make no other actions than attempt to escape (see the escape rules herein). On subsequent rounds, the attacker may choose to do her Strength Damage only (no modifiers).
Charging is a special full action(no other action can be made) that allows you to move up to twice your Movement and attack during the action. However, it carries tight restrictions on how you can move.
Movement During a Charge – You must move before your attack, not after. You must move at least 2 Spaces and may move up to double your Movement directly toward the designated opponent in a straight line.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
Attacking on a Charge – After moving, you may make a single melee attack. You get a +2D bonus on the Attack roll and take a -1 penalty Base Defense (minimum 0) until the start of your next turn. A charging character gets a +2D bonus to a Tackle skill check when attempting a Tackle.
Natural Weapon & Weapons Readied against a Charge – Natural Weapons as well any lance-like weapons (spears, lances, tridents, etc.) gain +2D damage when readied (set) and used against a charged character.