Attack of Opportunity

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Attack of Opportunity.jpg

These rules have been adjusted and are subject for editing; the rules listed under Movement (stride) take precedence at this time.

An attack of opportunity can be made whenever an enemy combatant attacks with a stride greater than 1 hex per action point (AP) — that is, when at attacker rushes a defender. The attack of opportunity can only be done with a missile weapon or a pole arm, and only when the opponent is within range and at least two hexes distant. Any number of defenders may attack. When the opportunity attack is made, the attacker's movement is "interrupted," at each stage of the attacker's AP spent.

For example: the attacker Jonas, with 5 AP, is 15 hexes from Kellam and Liam when he decides to rush forward at stride-5. When Jonas has expended 1 AP, he has reached a distance of 10 combat hexes away. Kellam announces an attack of opportunity and fires with a bow, missing. Liam foregoes attacking until Jonas has expended another AP, bringing Jonas to a distance of 5 hexes. Liam throws an axe and misses — but if he had hit, and stunned Jonas, Jonas would have been stopped at that point, ending his turn. However, as Jonas was missed by both defenders, he continues his move forward, slowing to stride-4 with his 3rd AP, engaging in melee with Liam. Jonas has 2 AP left, so he attacks Liam with the rest of his round. Thereafter, both Liam and Kellam are able to begin their round; the attacks of opportunity are treated as if Liam and Kellam had won initiative against Jonas in the middle of Jonas's move. See below for attacks with pole arms.

A defender can make as many attacks of opportunity during the opposing enemy's round as that character would normally have. In the image shown, the wizard is able to discharge his spell against one opponent; but he is has no more attacks and is subject to attack from the others rushing him.

Requirements to Make

Before an attack of opportunity can be made, the combatant must have the weapon used for the attack in hand. In the case of fired weapons, the weapon must be loaded. The combatant cannot be engaged in melee nor be stunned. The combatant cannot travel any distance when making an attack of opportunity. Spells cannot be cast, but an already cast spell can be discharged. natural abilities can be employed, with the proviso that the specific ability used cannot be used again on the combatant's next round. Wand, staves, rods and other similar magic items can be used to make an attack of opportunity; items of this time may be used again on the combatant's next round.

Fired weapons must be reloaded before being used again; thrown weapons must be recovered. If the attack of opportunity is made with a pole-arm, the combatant may use this weapon again on the next round.

For Example: in Jonas' run at Liam, if Liam had possessed a pole arm instead of an axe, he would have announced his defending attack when Jonas was 2 combat hexes away (regardless of Jonas's stride or spent AP). In effect, the pole-arm gives automatic initiative to the defender; for game purposes, however, since it takes place during Jonas's round, it is considered an attack of opportunity.

See Also,