Reactions
A character can make as many Reactions in a combat round as he has Combat Actions.
Unlike Combat Actions, Reactions are not made during a character’s Strike Rank but are made in response to the Combat Actions of enemies.
There are four types of Reaction – dodge, parry, dive for cover and free attacks.
Reactions are declared after the trigger event has occurred but before its effects are applied.
Only one Reaction may be made in response to a single trigger event, no matter how many Reactions a character has available.
Dodge
Trigger Event: A ranged or close combat attack being made against the character.
Restrictions: Helpless characters may not dodge.
Penalties: A mounted character suffers a –30% penalty to his Dodge Skill.
If a character has his back to a wall, cliff, more enemies or is otherwise impeded from freely dodging in any direction, he will suffer a –20% penalty to his Dodge Skill.
Dodge Table
Attacker's Result .攻撃者の結果 |
|||||
Critical .決定的成功 |
Success .成功 |
Fail .失敗 |
Fumble .ファンブル | ||
Defender's Result .防御者の結果 |
Critical .決定的成功 |
Attack succeeds but causes minimum damage. .攻撃は成功しますがダメージは最小になります。 |
Attack fails. .攻撃は失敗します。 |
Attack fails. Attacker is Overextended. .攻撃は失敗します。 攻撃者はのめり込んだ状態になります。 |
Attack fails. Attacker is Overextended. Attacker must roll on the appropriate Fumble Table. .攻撃は失敗します。 攻撃者はのめり込んだ状態になります。攻撃者は適切なファンブル表でロールしなくてはなりません。 |
Success .成功 |
Attack succeeds. .攻撃は成功です。 |
Attack succeeds but causes minimum damage. .攻撃は成功しますが、ダメージは最小になります。 |
Attack fails. .攻撃は失敗です。 |
Attack fails. Attacker must roll on the appropriate Fumble Table. .攻撃は失敗です。 攻撃者は適切なファンブル表でロールしなくてはなりません。 | |
Fail .失敗 |
Attack succeeds and causes maximum damage. Defender forced to Give Ground. .攻撃は成功し、ダメージは最大になります。防御者は後退を強制されます。 |
Attack succeeds. Defender forced to Give Ground. .攻撃は成功します。 攻撃が成功します。 防御者は後退を強制されます。 |
Attack fails. Defender forced to Give Ground .攻撃は失敗します。 防御者は後退を強制されます。 |
Attack fails. Attacker must roll on the appropriate Fumble Table. .攻撃は失敗します。 攻撃者は適切なファンブル表をロールしなくてはなりません。 | |
Fumble .ファンブル |
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble table. .攻撃は成功し、ダメージは最大になります。防御者は適切なファンブル表でロールしなくてはなりません。 |
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble Table. .攻撃は成功し、ダメージは最大になります。防御者は適切なファンブル表でロールしなくてはなりません。 |
Attack fails. Defender must roll on the appropriate Fumble Table. .攻撃は失敗です。防御者は適切なファンブル表でロールしなくてはなりません。 |
Attack fails. Both sides roll on the appropriate Fumble Table. .攻撃は失敗です。双方適切なファンブル表でロールしなくてはなりません。 |
Attack Succeeds: The dodge attempt failed and the attack resolves damage as normal.
Attack Fails: The attack is considered to have missed and therefore causes no damage.
Maximum Damage: The attack causes maximum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.
Minimum Damage: The attack causes minimum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.
Giving Ground: A character forced to Give Ground immediately retreats his Movement directly away from the attacker.
The attacker has the option of either immediately following up and remaining adjacent to the defender, or remaining where he is.
Neither the movement of the defender or the attacker cost any Combat Actions or Reactions in this case.
If the defender cannot Give Ground their full Movement, they will move as far as possible and then stop.
Overextended: A character who attempted a close combat attack but Overextended themselves is thrown off balance.
This imposes a –20% penalty on the next Reaction the attacking character takes.
As soon as the Overextended character performs another Combat Action, he recovers from his Overextension.
Roll on the Fumble Table: A character must roll on the Fumble Table appropriate to the weapon they are using when instructed.
Parry
Trigger Event: A close combat attack being made against the character.
Restrictions: Helpless characters may not parry. Ranged attacks may not be parried.
Improvisation: Parrying with improvised items, such as crossbows or fallen logs, is usually done using the Shield Skill, though the Games Master may decide a particular Weapon skill is more appropriate in other cases (such as the Club Skill for tree branches).
Parry Table
Attacker's Result .攻撃者の結果 |
|||||
Critical .決定的成功 |
Success .成功 |
Fail .失敗 |
Fumble .ファンブル | ||
Defender's Result .防御者の結果 |
Critical .決定的成功 |
Attack succeeds and causes maximum damage, reduced by twice the AP of the parrying weapon. .攻撃は成功し最大のダメージを与えますが、受けに使用した武器のAPの2倍を差し引きます。 |
Attack succeeds, damage is reduced by twice the AP of the parrying weapon. .攻撃は成功しますが、ダメージから受けに使用した武器のAPの2倍を差し引きます。 |
Attack fails. Defender may Riposte. .攻撃は失敗します。防御者は反撃できます。 |
Attack fails. Defender may Riposte. Attacker must roll on the appropriate Fumble Table. .攻撃は失敗します。 防御者は反撃できます。攻撃者は適切なファンブル表でロールしなくてはなりません。 |
Success .成功 |
Attack succeeds and causes maximum damage, reduced by the AP of the parrying weapon. .攻撃は成功し最大のダメージを与えますが、受けに使用した武器のAPを差し引きます。 |
Attack succeeds, damage is reduced by the AP of the parrying weapon. .攻撃は成功しますが、ダメージから受けに使用した武器のAPを差し引きます。 |
Attack fails. .攻撃は失敗します。 |
Attack fails. Attacker must roll on the appropriate Fumble Table. .攻撃は失敗します。 攻撃者は適切なファンブル表でロールしなくてはなりません。 | |
Fail .失敗 |
Attack succeeds and causes maximum damage. .攻撃は成功し、最大のダメージを与えます。 |
Attack succeeds. .攻撃は成功します。 |
Attack fails. .攻撃は失敗します。 |
Attack fails. Attacker must roll on the appropriate Fumble Table. .攻撃は失敗します。 攻撃者は適切なファンブル表でロールしなくてはなりません。 | |
Fumble .ファンブル |
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble Table. .攻撃は成功し、最大のダメージを与えます。防御者は適切なファンブル表でロールしなくてはなりません。 |
Attack succeeds and causes maximum damage. Defender must roll on the appropriate Fumble Table. .攻撃は成功し、最大のダメージを与えます。防御者は適切なファンブル表でロールしなくてはなりません。 |
Attack fails. Defender must roll on the appropriate Fumble Table. .攻撃は失敗します。防御者は適切なファンブル表でロールしなくてはなりません。 |
Attack fails. Both sides roll on the appropriate Fumble Table. .攻撃は失敗します。双方適切なファンブル表でロールしなくてはなりません。 |
Attack Succeeds: The dodge attempt failed and the attack resolves damage as normal.
Attack Fails: The attack is considered to have missed and therefore causes no damage.
Maximum Damage: The attack causes maximum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.
Minimum Damage: The attack causes minimum weapon damage. Other additions to damage, such as from strength modifiers, are rolled as normal.
AP of Parrying Weapon/Shield is Deducted from Damage: The attack still causes damage, however the damage is reduced by the AP of the parrying weapon or shield.
The amount deducted from the attack’s damage may also be double the parrying weapon/shield’s AP, depending on the specific result on the Parry table.
Defender May Riposte: A Riposte is a free attack against the attacker.
In order to make the free Riposte attack, the defender must have an available Reaction to spend.
Roll on the Fumble Table: A character must roll on the Fumble Table appropriate to the weapon they are using when instructed.
Free Attacks
Trigger Event: Free attacks are made in response to certain adjacent enemy actions.
Restrictions: Helpless characters may not make free attacks. Free attacks must always be close combat attacks.
The following situations will grant a free attack, as long as the reacting character is adjacent to the acting enemy:
- If the enemy makes a ranged attack. If the free attack causes damage, the ranged attack fails.
- If the enemy casts a spell. If the free attack causes damage, the caster must make a Persistence test or the spell fails.
- If the enemy readies a weapon. If the free attack causes damage, the enemy must make a Dodge test or drop the weapon instead of readying it.
- If the enemy stands from prone. If the free attack causes damage, the enemy must make an Athletics test or remain prone.
- If the enemy moves away from the character without using the Fighting Retreat Combat Action. If the free attack causes damage, the enemy’s Movement for that particular move is halved.
- If the enemy moves adjacent to the character without using the Charge Combat Action (which must be targeted at the character). This includes enemies who move through an adjacent area to the character en route to a further destination.
- If the enemy leaves himself open for a Riposte.
Free attacks are always single close combat attacks – they may not be charges, flurries or precise attacks.
Enemies may parry or dodge free attacks with Reactions as normal.
Dive
Trigger Event: An area effect taking place that encompasses the character.
Restrictions: Helpless characters may not dive.
Targeted attacks may not be evaded with a dive.
A character that has nowhere to dive to may not dive.
A prone character may not dive.
Penalties: A mounted character may not dive and remain mounted.
A mounted character may dive with a –30% penalty to Dodge Skill, but automatically dismounts when he does so.
To dive for cover against an area attack, a character must succeed in a Dodge Skill test.
If successful, he will halve the damage dealt by the attack.
A critical success avoids all damage dealt by the attack.
Any character that attempts a dive, whether successful or not, becomes prone.