TBD
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.
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.
Every melee weapon has a Reach, in some cases two (the lower one called Alternative Reach)
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.
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 Close Quarters is allowed under any of the following circumstances, provided Close Quarters isn't already in effect in the target Hex:
Leaving Close Quarters is subject to the same disengagement rules as regular Melee, although Grappling can prevent this.
Shields are useless in Close Quarters. They may remain equipped, but don't provide any benefits or prevent penalties.
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.
TBD