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| COMBAT HOUSE RULES 2: These are new basic attack options I've found in 4th Ed that I like, and want to offer up for House Ruling them in. Deceptive Attack: This is a normal combat maneuver - you can use it simply by designated the attack as "deceptive" before you roll. This attack attempts to break through an enemies defense using sheer skill. For every -2 you take to your attack roll, your foe suffers a -1 penalty to his active defenses. You may not reduce your skill below 10. Rapid Strike: This is a swift melee attack that gives you a bonus attack. Make two attacks, both at -6. If you use an All-Out Attack, you get 1 attack and one Rapid Strike. (Essentially three attacks. The Rapid Strikes are at -6.) If you already have multiple attacks, you can replace only one with a Rapid Strike. You cannot make a Dual Weapon Rapid Strike. Rapid Strike allows you to attack more than one target. Evaluate: When in melee, you take a turn to watch your opponents movements. Sort of like an Aim for a ranged weapon, it gives you a +1 to hit that opponent. Extra Effort in Combat: To use these attacks, you must declare it beforehand. Feverish Defense: If you take any other maneuver than All-Out Attack, you can spend 1 FP (Fatigue Point) to get a +2 to a single active defense roll. Flurry of Blows: If you take an Attack maneuver (not All-Out Attack) you can halve the penalty for Rapid Strike by spending 1 FP. Mighty Blows: If you take an Attack maneuver in melee combat, you can spend FP to gain the damage bonus of an All-Out Attack. (+2 Damage.) You have to use 1 FP. You cannot use Flurry of Blows and Mighty Blows at the same time. DUAL WEAPON ATTACKS, REVISED: This is now a Skill, trained as Physical Hard. Dual Weapon Attack: PH Pre-Req: Any one handed melee or ranged skill; cannot exceed pre-requisite skill. To attack with two weapons at once, you need this skill. It must be Specialized. For example, you would take Dual Weapon Attack: Short Sword. This works for pistols as well. This weapon attack can be used instead of taking an All-Out Attack. You cannot use this with an All Out-Attack. You can aim the attacks at seperate opponents. If you aim it at one opponent, the opponent has his Active Defense reduced by 1. If you have extra attacks for any reason, you may trade one for a Dual Weapon Attack. The Dual Weapon Attack is at -4 on your off hand, unless you are ambidextrous. EXAMPLE OF DUAL WEAPON ATTACKING: Each attack is at -4 to hit when attacking with dual weapons, normally. With Dual Weapon Attack skill, the penalty is gone. However, the off-hand suffers -4 unless you buy Ambidexterity. So, without these skills you are at -4 with your normal hand and -8 with your off hand when attacking with dual weapons. If you learn these skills, your penalty is gone completely. When making a dual attack, you can attack two seperate opponents, or aim your attacks on one enemy. If using both attacks on one enemy, the enemy suffers -1 to his/her active defense since his/her attention is divided. You roll seperately for each hand. For your normal hand, roll your base skill. For the off-hand, roll Dual Weapon skill. If you have extra attacks - from the Extra Attack advantage... you can trade one of those extra attacks for a Dual Attack. You cannot All-Out Attack and dual wield. I will allow this as an exception to the rules if everyone agrees to it. This is overkill, but if you want to play a "Punisher" type character, it would apply. For firearms that require two hands, like a rifle or submachine gun: If you have five more ST than the Minimum ST required to fire the weapon, and you have the Gunslinger advantage, you may dual wield these weapons. |
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