Difference between revisions of "Attack of Opportunity"

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(Created page with "An '''attack of opportunity''' may occur if any combatant travels with a stride greater than 1 hex per action point (AP)...")
 
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An '''attack of opportunity''' may occur if any combatant travels with a [[Movement (stride)|stride]] greater than 1 [[Combat Hex|hex]] per [[Action Points|action point]] (AP).  Each enemy within reach of the travelling combatant may, on the traveller's turn, pause the traveller after the expenditure of 1 AP, to attack with a [[Weapons List#Missile Ranges|missile weapon]] or sufficiently reaching [[Pole Arm|pole arm]].  The enemy must have the weapon used for the attack '''in hand;''' and, in the case of fired weapons, the weapon must be loaded.  The enemy cannot be engaged in [[Melee|melee]], nor be [[Stun Lock|stunned]]; nor is the enemy able to move in addition to making the attack of opportunity.
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An '''attack of opportunity''' may occur if any combatant travels with a [[Movement (stride)|stride]] greater than 1 [[Combat Hex|hex]] per [[Action Points|action point]] (AP).  Each enemy within reach of the travelling combatant may, on the traveller's turn, pause the traveller after the expenditure of 1 AP, to [[Attacking in Combat|attack]] with a [[Weapons List#Missile Ranges|missile weapon]] or sufficiently reaching [[Pole Arm|pole arm]].  This pausing is called '''interrupted movement'''.
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== Interrupted Movement ==
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With each AP spent, the travelling combatant may be paused by enemies intent on making an attack of opportunity.  Each enemy that is able may do so only once; but not all enemies need make their particular attack at the end of the same spent AP.  For example, Ethan, with 4 AP, is running across a field within range of four enemies, all of whom wish to make an attack of opportunity.  The first attacker fires at the point when Ethan has spent 1 AP; the second and third attackers choose to fire when Ethan has spent his 2nd AP; and the fourth attacker fires when Ethan spends his 3rd AP.
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No attacker may make an attack of opportunity '''once the traveller's last AP''' is spent.  Once Ethan's full move is made, it is now technically the attacker's turn; the opportunity is lost.
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== Conditions ==
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Before an attack of opportunity can be made, the attacker must have the weapon used for the attack '''in hand'''.  In the case of fired weapons, the weapon must be loaded.  The attacker cannot be engaged in [[Melee|melee]], nor be [[Stun Lock|stunned]].  The attacker cannot travel any distance when making an attack of opportunity.  [[Spellcasting|Spells]] cannot be cast.  [[Natural Abilities|natural abilities]] can be employed, but with the proviso that the specific ability used cannot be used again on the attacker's turn following.  [[Wands]], [[Staves|staves]], [[Rods|rods]] and other [[Magic Items|magic items]] that may be used similarly can be used to make an attack of opportunity, without restriction of using the item again on the attacker's turn.
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When the attacker gains their turn, it '''should be noted''' that they have fired or thrown their weapon, and must therefore load or draw a new weapon to take its place.  If the attack of opportunity was made with a pole-arm, then this weapon can be used on the attacker's normal turn.
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== Stunning ==
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If a travelling combatant is [[Roll to Hit|hit]] and stunned while moving, then all further movement is lost and the combatant is locked in place.  The combatant will then take no action for full round '''after''' the enemy's next round.  For example, Ethan is hit and stunned, ending his turn.  His four enemies may then advance upon him for their turn; after they have moved, Ethan will remained stunned, until his enemies move ''again''.  Thereafter, if Ethan is not stunned again, he will be able to take action.
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See Also,<br>
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[[Charging]]<br>
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[[Combat]]<br>
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[[Morale]]
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[[Category: Lacks Image]]

Revision as of 22:44, 15 August 2020

An attack of opportunity may occur if any combatant travels with a stride greater than 1 hex per action point (AP). Each enemy within reach of the travelling combatant may, on the traveller's turn, pause the traveller after the expenditure of 1 AP, to attack with a missile weapon or sufficiently reaching pole arm. This pausing is called interrupted movement.

Interrupted Movement

With each AP spent, the travelling combatant may be paused by enemies intent on making an attack of opportunity. Each enemy that is able may do so only once; but not all enemies need make their particular attack at the end of the same spent AP. For example, Ethan, with 4 AP, is running across a field within range of four enemies, all of whom wish to make an attack of opportunity. The first attacker fires at the point when Ethan has spent 1 AP; the second and third attackers choose to fire when Ethan has spent his 2nd AP; and the fourth attacker fires when Ethan spends his 3rd AP.

No attacker may make an attack of opportunity once the traveller's last AP is spent. Once Ethan's full move is made, it is now technically the attacker's turn; the opportunity is lost.

Conditions

Before an attack of opportunity can be made, the attacker must have the weapon used for the attack in hand. In the case of fired weapons, the weapon must be loaded. The attacker cannot be engaged in melee, nor be stunned. The attacker cannot travel any distance when making an attack of opportunity. Spells cannot be cast. natural abilities can be employed, but with the proviso that the specific ability used cannot be used again on the attacker's turn following. Wands, staves, rods and other magic items that may be used similarly can be used to make an attack of opportunity, without restriction of using the item again on the attacker's turn.

When the attacker gains their turn, it should be noted that they have fired or thrown their weapon, and must therefore load or draw a new weapon to take its place. If the attack of opportunity was made with a pole-arm, then this weapon can be used on the attacker's normal turn.

Stunning

If a travelling combatant is hit and stunned while moving, then all further movement is lost and the combatant is locked in place. The combatant will then take no action for full round after the enemy's next round. For example, Ethan is hit and stunned, ending his turn. His four enemies may then advance upon him for their turn; after they have moved, Ethan will remained stunned, until his enemies move again. Thereafter, if Ethan is not stunned again, he will be able to take action.


See Also,
Charging
Combat
Morale