Charging

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Turn Sequence
Initiative
Surprise
General Combat
All Out Attack
Charging
Dodge
General Guidelines
Fighting Blind
Going Prone
Touching an Opponent
Firearms Combat
Aiming
Autofire
Concealment
Firearms
Shooting into Close Combat
Melee Combat
Brawl
Grappling
Weaponry
Equipment
Armor
Weapons
Health
Aggravated
Bashing
Lethal
Knockdown
Healing
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Your character can charge an opponent in close combat -- in a Brawl or Weaponry attack. Essentially, he closes a considerable distance with a target and is able to attack.[1]

This is a benefit of the mechanic. Your character can move up to twice his Speed and stage an attack at the end of his movement, all in the same turn.

This is a drawback of the mechanic. Your character's Defense score is not subtracted from any attacks made against him in the turn. He makes a relatively easy target of himself by making a beeline to a specific opponent.

This is a drawback of the mechanic. Your character cannot charge and make an All Out Attack in the same action. Nor can he charge and perform any other special attack that requires him to give up his Defense as a drawback to the maneuver. He can perform one maneuver or the other.

This is a drawback of the mechanic. If your characters Defense is applied against any incoming attacks in a turn, he cannot perform a charge in the same turn. If incoming attacks precede his position in Initiative, he has to suffer those attacks without the benefits of Defense in order to conduct a charge at his place in Initiative.



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