Heavy Combat governs the minor skills: one-handed, two-handed, Ride, Heavy Armour.
Every point in Heavy Combat grants access to more Heavy Combat Techniques. At level 1, you will gain 3 combat technique slots. Each subsequent level grants two more. The slots gained must be used for techniques that are unlocked at or below that level in Heavy Combat.
Attacks are their own attack.
Modifiers apply to existing attacks.
Stances will give semi-permanent effects to the character.
Counter attacks will replace a free counter used following a successful parry.
Manoeuvres are generally based on your movement. They are their own action, but aren't classified as attacks as modifiers cannot be applied to the.
The base ability that grants access to a stance can be used to enter or exit its stance for its AP cost. Changing stance in this way can only be done once per turn. Other abilities may change your stance and these can be used as often as you like, provided you have the AP for it. If you are already in a stance, entering another stance will automatically take you out of the stance you were in.
Heavy Combat level | Ability Name | Type | Description | Requirements | AP Cost |
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1 | Bash | Attack | You strike your opponent in the chest and deal your basic attack damage. Also apply 2 vulnerable. | Any heavy blunt Weapon | 20 |
1 | Power Attack | Attack | As basic attack but deal 1.5x damage. | Any heavy weapon | Basic attack + 5 |
1 | Follow Through | Attack | Strike with such force that even an armoured opponent will feel pain. Deal 1.5x damage and inflict pain. Fortitude save of 10 + Heavy Combat level negates pain. | Any heavy weapon | 20 |
1 | Power through | Modifier | Take 1d4 damage to all locations, causing pain, and spend additional AP to ignore the penalties from pain for a single attack. | 5 | |
1 | Twist the Blade | Modifier | Deal 2x damage when dealing damage directly to health. | Any sharp (blade) heavy weapon. | 5 |
2 | Furious Blow | Modifier | Take a -2 penalty to hit to deal +2 damage. | Any heavy weapon | +0 |
2 | Bull Rush | Manoeuvre | Run through enemies at your normal move speed, knocking them back and dealing 1d4 damage to their chest. This can be dodged but not parried. | Heavy armour on torso | Move + 5 |
2 | Dominate | Manoeuvre | Grapple your opponent and attempt to force them onto the ground. Roll 1d20 + Heavy Combat Level + STR against 1d20 + STR from the defender. | 10 | |
2 | Staggering Blow | Modifier | Attack with such force that if your attack is parried, the person parrying it will be pushed back a tile, usually denying their counter attack. Fortitude save of 10 + STR + Heavy Combat Level to negate. | STR 14 | 5 |
2 | Precise strike | Modifier | Spend additional AP to give a +2 bonus to hit. | DEX 12 | +5 |
3 | Strong Bash | Attack | You strike your target in the chest and deal 1.5x your basic attack's damage. Apply 3 vulnerable. | STR 16, Bash, any heavy blunt weapon | 20 |
3 | Seeing Red | Stance | While in this state, gain 15 AP, but you can no longer dodge or parry incoming attacks. | ||
3 | Wrath | Stance | While in this state, each attack you do will deal damage as if your STR was doubled, but you will lose 1hp on the limbs used to make the attack. You will not feel the pain from this damage until you leave Wrath. Pain from other sources still applies the normal penalties. | ||
3 | Bloodletting | Manoeuvre | You may call upon the power of Samudinun to deal damage to yourself to gain STR temporarily. Each use of the manoeuvre will deal 1 damage and gain 1 STR. | Samudinun Rank 2 | |
3 | Smite Evil | Modifier | Call on the power of Tyronidus to gain a +2 bonus to hit and deal an additional 1d4 damage to those to whom he is opposed. | Tyronidus Rank 1 | |
3 | Aim for the Throat | Attack | Make an attack to the head of the target. Increase your critical range by 3 but take a -5 penalty to hit. On a successful critical, deal x3 damage instead of x2. | 20 | |
3 | Defensive Stance | Stance | While in a defensive stance, you gain a +2 bonus to parry attacks, but a -2 to hit when making attacks. | 10 | |
3 | Aggressive Stance | Stance | While in an aggressive stance, you will gain a +2 bonus to hit when making an attack, but a -2 penalty to parrying attacks and your dodge score. | 10 | |
3 | Cursed Blow | Modifier | Temporarily reduce all 6 primary stats of the target by 1. A will save of 10 + Heavy Combat Level + Noctoria Rank negates this effect. These will replenish after a long rest. | Noctoria Rank 2 | +5 |
3 | Turn Undead | Modifier | Cause undead to flee for 1d4 rounds. Will save of 10 + Heavy Combat Level + (Tanselia Rank OR Tyronidus Rank) will negate. | Tanselia Rank 1 or Tyronidus Rank 2 | 5 |
4 | Spot Weakness | Counter Attack | Following a successful parry, deal +1 damage on a counter attack and enter Agressive Stance | Defensive Stance, Aggressive Stance, currently in Defensive Stance | 5 |
4 | Shield Bash | Attack | Strike the enemy with your shield, dealing 1/4 of its remaining armour in damage. Enter Defensive Stance. | Defensive Stance, Aggressive Stance, currently in Aggressive Stance, Heavy Shield | 10 |
4 | Calm | Stance | While calm, you gain 3 damage resistance, but have 5 less AP per round. | ||
4 | Enraged Blow | Modifier | Take a -4 penalty to hit for a +4 bonus to damage. | Furious blow, any heavy weapon | +0 |
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