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HarnMaster Gold: Melee Attack Resolution

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Title: HarnMaster Gold: Melee Attack Resolution


1
HarnMaster Gold Melee Attack Resolution
Attack Declaration (inc. Target, aiming, weapon
aspect)
Defence Declaration (inc. Target, aiming, weapon
aspect)
Skill Tests (NB Physical Penalty, Encumbrance,
Special Penalties, Aiming mods, Weapon
Comparison, Close Mode, Prone Mods, Outnumbers
mods)
Attack Resolution (consult relevant table, jump
to relevant flowchart, then return here)
Tactical Advantage? (NB Only 1 allowed House
RuleTest Initiative ML)
2
HarnMaster Gold Strike Delivery
Strike Location
Calculate Effective Impact Impact Armour
Is EI lt 5? If so, is it Edge, Bite, Point or Tear?
Yes
Recalculate EI If 0 Armour on location, increase
EI to 5, otherwise recalculate using Blunt aspect
No
Injury Determination
Shock If indicated
Other Effects As indicated by Tables, i.e.
Fumble, Stumble, amputate, Bleed, Kill
Limb Useless? New IPs gt end? NB Other body parts
at GM discretion
Knockback? Impact gt Str? ? Back 1 Hex, Stumble
Armour Damage Rule Not yet in use
3
HarnMaster Gold Block
Defender Tries to Parry?
Y
Blocker tests Weapon ML Modified by weapon
comparison table, treating attacker s as
Defender -ves
N
CF
Success
MF
Parry No Weapon Damage If CS ?Blocker TA
Blocker only checks for damage, followed by ATA
Weapon Damage
Melee weapon
Body Part
Lower WQ checks If enchanted, only check if other
weapon is also enchanted 5 x current WQ Opposing
weapon enchanted, this one not -10 penalty CF
destroyed MF 10 damage, WQ reduced by 1
A1 strike on body part
No damage
Some damage
Higher WQ checks If enchanted, only check if
other weapon is also enchanted 5 x current
WQ Opposing weapon enchanted, this one not -10
penalty CF destroyed MF 10 damage, WQ
reduced by 1
End
4
HarnMaster Gold Unarmed Combat
Hold Already Obtained?
N
Grapple Attack Enter Foes Hex Modify ML by target
body part
Y
Neither Party get Hold Return to an adjacent hex
One Party gets Hold TA must be used to exploit
or abandon Hold
Both Parties get Hold Remain in same hex Turn Ends
Exploit Hold Let Go Break Free Strike Squeeze Take
Throw Maintain
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