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Rules / Combat / Melee Combat

Melee Combat

TBD

Attack Rolls

Attack Result = DR
  + Vigor
  + Weapon Skill
  + Weapon Attack Modifier
  + Shield Attack Modifier
  + 1 IF this attack is from the Flank
  + 3 IF this attack is from the Rear
  + 1 for every incoming Melee Attack
    beyond the first this Melee Turn
  + 1 IF Berserk
  - 1 IF Wounded or Encumbered
  - 1 IF Weapon too long
  - 2 IF Weapon one Hex too short
  - 1 IF using 1H/2H weapon as 1H
  - Target Melee Defense

Melee Defense =
    Vigor
  + Weapon Skill IF defending with melee weapon
    OR Combat    IF defending with shield ONLY
    OR Evasion   IF neither OR weapon too long
  + Shield Melee Defense Modifier for Reach
  + Weapon Defense Modifier IF no shield
  + 2 IF Defending (Melee Action)
  - 1 IF Dazed
  - 1 IF Wounded or Encumbered
  - 2 IF Berserk
  - 1 IF using 1H/2H weapon as 1H AND no shield

Damage is resolved as usual.

Attacks of Opportunity

An Attack of Opportunity can be caused by various conditions, most commonly leaving an opponent's Zone of Control without Maneuvering.

It is resolved like a regular Attack, except the target may not counterattack.

Reach

Every melee weapon has a Reach, in some cases two (the lower one called Alternative Reach)

  • When the opponent in question is exactly the same number of Hexes away as one of these numbers, the weapon is said to be in Optimal Reach.
  • Weapons too long or one Hex too short are in Suboptimal Reach. They incur various penalties as per the table above.
  • Both Optimal and Suboptimal Reach is in Reach.
  • Weapons more than 1 Hex too short are Out of Reach and cannot attack at all.

Reach Restrictions

Melee weapons with Reach > 1 cannot attack through any occupied Hex, nor does Zone of Control extend to such unreachable Hexes.

However, they can attack along the hex side in between or along occupied Hexes.

Should such an attack result in a 0, one of the "sidelined" Hexes is randomly selected. If it is occupied, the attack is resolved on its occupant instead, keeping the DR.

Close Quarters

Two characters are considered in Close Quarters if they occupy the same Hex, and must do so in order to fight at Reach 0.

Characters in Close Quarters cannot usually defend against or interact with the environment outside their Hex.

Within close quarters, normal Melee rules apply, except for the special rules stated below.

Entering and Leaving Close Quarters

Entering Close Quarters is allowed under any of the following circumstances, provided Close Quarters isn't already in effect in the target Hex:

  • As result of a Maneuver Action
  • As result of a Charge with a Reach 0 weapon
  • By regular Movement if the target allows it hor has no Zone of Control
  • By regular Movement through the Rear, if undetected or failing to adjust Facing

Leaving Close Quarters is subject to the same disengagement rules as regular Melee, although Grappling can prevent this.

Shield Restrictions

Shields are useless in Close Quarters. They may remain equipped, but don't provide any benefits or prevent penalties.

Attacking Close Quarters

Targets in Close Quarters attacked from the outside always have a Melee Defense of 0. Flanking and multiple attackers do not apply. For ranged attacks, they are considered moving targets, but cannot actively Evade. It doesn't count as Firing into Melee.

Whenever attacking a target in Close Quarters in melee or ranged, and the red die on the DR comes up as a 5 or 6, the wrong target has been hit and the attack is resolved against that target instead, keeping the DR.

Breaking Up Close Quarters

TBD