Offensive Weapon Tactics

Normal Attack - Hand Weapons

Combat
Proficiency with the standard attack methods of the weapon class. This tactic utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with that weapon class.

Normal Attack - Thrown Weapons

Combat
Proficiency with the standard attack methods of the weapon class. This tactic utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +˝Combat% and a +2˝% bonus (round down) for each level of advanced proficiency with that weapon class.

Normal Attack - Missile Weapons

Combat
Proficiency with the standard attack methods of weapons classes known by the character. This tactic utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +˝Combat% and a +2˝% bonus (round down) for each level of advanced proficiency with that weapon class.

Off-Hand Attack - Hand Weapons

Combat
Proficiency with the offensive use of a second weapon of this weapon class. This tactic allows the offensive use of a second weapon, such as that carried in the left hand or even with the off fist. This tactic is typically utilized when the primary weapon is entangled or destroyed. This tactic utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +˝Combat% and a +2˝% bonus (round down) for each level of advanced proficiency with that weapon class.

Entangle/Disarm Attack - Hand Weapons

Combat
Proficiency with the advanced attack methods designed to entangle, entrap or disarm an opponent without undue physical damage. This tactic utilizes an "to hit" percentage equal to the one-half the characters Combat score increasing the to hit percentage by +2˝% bonus (round down) for each level of advanced proficiency with that weapon class. A successful hit rarely does any physical damage to the target but does an automatic Bash equal to the Vigor rating of the attacker. Any successful roll ending in x0, x3, x5, x7 or x9 indicates a that the character may choose to attempt to disarm his opponent. Disarmament is tested against Combat with difficulty equal to the opposing Combat/5. Critical hits from this attack occur only on an x0 location roll result. This is the only instance in which such an attack will to physical damage to the target - this damage is not "Critical" q.v.

Entangle Attack - Thrown Weapons

Combat
Proficiency with the standard attack methods of nets, bolos and other flexible/entrapment thrown weapon classes known by the character. This tactic utilizes an attack percentage equal to the characters Combat score increasing the to hit percentage by +2˝% bonus (round down) for each level of advanced proficiency with that weapon class and by +1% per Armor Class worn by the target. The usual modifiers apply for the range of throw. A successful hit rarely does any physical damage to the target but does an automatic Bash equal to the Vigor rating of the attacking weapon. Any successful roll ending in x0, x3, x5, x7 or x9 indicates a that a this Bash result is of superior effectiveness, utilizing the weapon Vigor rating +1. Critical hits from this attack occur only on an x0 location roll result. This is the only instance in which such an attack will to physical damage to the target - this damage is not "Critical" q.v.

Opportunity Attack

Combat
Familiarity with the opposing tactics of sub-intelligent species providing an especially effective first attack. This two-blow tactic is allowed only against a charging or pouncing opponent that is incapable of predicting such an attack. (Note that this would apply to certain cases where a hidden attacker was prepared to receive a charge from an opposing combatant.) This tactic utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +1˝ × Combat% and a +5% bonus for each level of advanced proficiency with that weapon class. This attack results in an “out of position” situation for the attacker, requiring that the attacker forfeit his/her next blow. When this tactic is combined with the use of a Spear, Lance or Polearm where the shaft can be supported against the ground or other solid object in time for the attack, an additional +1d10 points of damage is given.

Ferocious Attack

Wisdom, Combat
The ability to deliver an especially vicious blow by driving it with emotional force (namely hatred or fanatic zeal) as well as physical power. This two-blow tactic requires a Challenging (D3) test against Wisdom in the first blow. Success indicates that the character has sufficiently controlled the emotion (usually hatred or fear) to deliver the attack in the following blow. Failure indicates that the character has lost control of the emotional component of the attack and has gone Berserk. The second blow then utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with that weapon class and an additional +25% to hit. A Critical Hit is delivered on a hit location roll of x7 in addition to any other digits already available.

Two-Handed Attack

Combat, Strength
Facility with the use of weapons of this class in two hands to inflict increased damage. This two-blow tactic allows for the use of weapons designed primarily for single handed use to be wielded with both hands. This tactic utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with that weapon class. A successful strike with that blow allows the attacker to roll additional dice for damage. Divide the attackers Strength as indicated in the table below and round the result down to the nearest whole number this indicates the number of additional die rolled for damage. The "dx" indicate the type of additional die to be rolled where "x" indicates the number of sides to the die. An additional +1 is also added to Vigor for any Bash test required on the first blow strike of this tactic.
Weapon Designation Damage Bonus Break Test Difficulty
Heavy +(Strength/7)d8 D2
Medium +(Strength/10)d6 D3
Light +(Strength/10)d6 D3
Very Light +(Strength/14)d6 D4
On the second blow a test is made against Strength per the Break Test Difficulty column. Failure indicates the destruction of the weapon.

Great Blow

Strength, Stamina
The ability to impel a heavy weapon with great power through the expenditure of Fatigue points. Each time this tactic is initiated the character must apply one point against Fatigue/Stamina. The resultant attack then utilizes the attack matrix percentage for the utilized weapon, increasing the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with that weapon class and an additional +10% to hit. A Critical Hit is delivered on a hit location roll of x7 in addition to any other digits already available. Additional damage is imparted on a successful attack using the Damage bonus table and procedure from Two Handed Attack (above).
 

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updated on:   11 Feb 1999