Light Combat governs the minor skills: Light Weapons, Light Armour, Medium Armour, Improvised Weapons.
Every point in Light Combat will grant additional combat technique slots. 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 Light 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.
Light Combat level | Ability Name | Type | Description | Requirements | AP Cost |
---|---|---|---|---|---|
1 | Neutralise | Modifier | Deal 1/2 attack damage and apply 1 weak. | Any light weapon | -2 |
1 | Blinding Strike | Modifier | You must attack the head. Deal 1/2 attack damage and give a -2 penalty on attack rolls to the target for 1 round. | Any light weapon | +2 |
1 | Sucker Punch | Attack | Make an attack with your fist using the attack bonus from the weapon in your other hand (if no weapon is equipped, then use your Light Combat skill level in place of a weapon skill). Deal 1d4 + STR damage. | A free hand | 5 |
1 | Sneak Attack | Modifier | Enemy must not be aware of your presence, so you can take the time to make a very precise strike against them. Deal damage directly to HP. This cannot be parried or dodged. | Any light weapon | +20 |
1 | Prepared Dodge | Manoeuvre | Gain a +1 to your dodge score, but you cannot attempt to parry the next attack aimed at you. | ||
2 | Endless Pursuit | Stance | While in this stance, you have a -4 penalty to your dodge score. Whenever an enemy dodges an attack, you may, without cost, move with them, provided the tile you would move to is free. | 0 | |
2 | Evasive Stance | Stance | While in this stance, you get a +3 bonus to your dodge score but a -1 penalty to attacks. | 5 | |
2 | Quick Attack | Attack | Do a very quick attack which deals minimal damage. Roll your weapon's damage die but do not add any bonuses to damage. | Any light weapon | 3 |
2 | Underhanded Blow | Modifier | You may only use this when you are behind an enemy. If your attack hits, it automatically deals critical damage. | Any light weapon | 5 |
2 | Finisher | Modifier | Add 1 damage to an attack for each hit landed on this target since the end of their last turn. | 5 | |
3 | Disarm | Counter Attack | Instead of countering with an attack, attempt to knock the weapon out of the enemy's hand. Make a Combat Manoeuvre roll to determine success. | Any light weapon | |
3 | Precise Neutralisation | Modifier | Deal 2/3 attack damage and apply 2 weak. | Any light weapon, neutralise | -2 |
3 | Feint attack | Attack | Make a fake attack before your real one. Make a Bluff roll and if successful, gain a +2 bonus to hit and deal the maximum damage of your basic attack with your main hand weapon. | Dual weilding light weapons | 8 |
3 | Vault | Manoeuvre | With a run up of at least 5ft, use your weapon to leap over an obstacle or enemy, moving 10ft in a straight line. | Light weapon with reach. | 5 |
3 | Full Defense | Stance | While in this stance, lose the ability to attack, but gain +5 to your dodge or parry score (declared upon entering the stance) |