Charge

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A charge is an attempt to ram an opponent by running or leaping into them. The opponent must be within the attacker's jumping distance or within a number of yards equal to the character's Speed to be a viable target for a Charge Attack.

  • The attacker rolls Physical + Athletics against a Difficulty of 2. This roll can increase the character's Speed by two per success, allowing the character to leap further or hit someone further away with a Charge Attack.
  • The base Damage of a Charge Attack is equal the successes rolled + the attacker's Size.
  • The attack roll for a Charge is Physical + Unarmed against the opponent's Defence.
  • The opponent of a successful Charge is knocked back half the distance the attacker moved (in Speed, round up) plus the attacker's successes in attacking, but minus the defender's Size, in yards. This can cause the defender to 'fall' into an object and take more damage.
  • The opponent must make a Physical + Athletics (or Acrobatics) roll with a Difficulty equal to the distance they were moved (in yards / Speed). If the opponent fails, they are knocked off their feet and land prone, losing their Defence until they stand.
  • A character can attempt to charge with a weapon. This increases the Difficulty by +2, and if the weapon is a slashing or impaling weapon, the distance the opponent is knocked back is reduced by half. If the weapon is Impaling, however, the character gains Damage (+2) over the weapon's normal Damage.
  • Damage from being knocked back ignores Armour Soak. Resilience and other things which grant innate Soak is not ignored.


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