Charging

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Charging is a combat attack made at a run, in which the combatant uses that momentum to increase the chance of hitting and the amount of damage done, while also breaking the enemy's morale. The act of charging incorporates the effects of overbearing and attacks of opportunity, while momentarily suspending rules related to melee.

Movement & Initiative

In order to charge, a combatant must be running or sprinting, which means that for each action point spent they are moving 4 or more hexes per round. The charger must indicate if their action will be a direct charge or a passing charge. The distance between the charger and the target is noted and the speed indicated, whereupon it is determined whether or not an attack of opportunity can or will take place. Once this attack is resolved, it must be determined whether or not the defender or defenders will break, which requires a morale check. Once morale is resolved, an initiative die must be rolled to determine who strikes first.

Because the defender has already received an attack of opportunity, the charger is awarded a +2 bonus to the initiative roll. Conversely, if the defender wins the initiative, the defender is +2 to hit the charger. These bonuses only apply at the moment of contact. If the charger wins initiative, the defender does not receive a +2 to hit after the charger's attack. That bonus is lost when the defender loses the initiative. Once the charge has been met, normal combat movement and attacks apply.

If combatants are charging one another simultaneously, then no attack of opportunity can be made, nor will either side make a morale check to see if they break. Neither side will receive a bonus to their initiative roll. Both sides will receive a +2 bonus to hit the other, regardless of who wins the initiative.

Direct Charges

This form of charge attempts to attack the enemy and force the enemy back from the hex occupied. If the charger has won initiative, or if the charger was missed when attacked by the defender, or if the amount of damage done failed to stun the charger, then the charger is +2 to hit the defender.