Combat Details (Ricter)


WEAPON ATTACKS

  • Unarmed (gauntlet): Initiative + 5, Attack + 5, Defense + 6 (12), Damage + 5
  • Unarmed (bare fist): Initiative + 5, Attack + 5, Defense + 5 (11), Damage + 3
  • Unarmed (kick): Initiative + 4, Attack + 5, Defense + 4 (10), Damage + 6
  • Greatsword: Initiative + 11, Attack + 14, Defense + 11 (17), Damage + 12

Greatsword attacks roll a minimum of 2 on the dice, before bonuses. They can invoke the Heavy Strike and Trip mastery capabilities (described below). In case of a botch check, Greatsword attacks roll 2 fewer botch dice.

Ranged Defense 6 (12)

COMMON COMBAT MODIFIERS

Melee Attack Total Modifiers:

  • Attacker is prone ( – 1)
  • Attacker has high ground ( + 1)
  • Defender is prone ( + 1)

Missile Attack Total Modifiers:

  • Shooter is in melee ( – 1 per assailant, up to – 3)
  • Shooter moved this (or the prior) round ( – 2)
  • Target is running ( – 1)
  • Target is in melee ( – 1 per assailant, up to – 3)
  • Target is prone ( – 1)
  • Target is at least half covered or concealed ( – 2)

MASTERY ABILITIES

Heavy Strike: By putting her whole body into the swing, the warrior can make devastating strikes at the cost of precision. Before rolling to attack, the weapon user can decide to subtract 3 from her Attack Total and add 5 to her Damage Total. If using a two-handed weapon, the user can instead elect to subtract 6 from her Attack Total and add 10 to her Damage total. This capability can only be applied to heavy weapons, those that require a Strength rating of 0 or higher.

Trip: This mastery capability applies only to two-handed weapons. The warrior can use this weapon for maneuvers to trip or knock down enemies.

Combat Details (Ricter)

Moonless Nights Randy Randy