CS:Battle Tactics

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Dual Wielding

A character that uses two weapons gains one additional attack each round, but all of the attacks suffer a penalty to To Hit/Damage based on the skill level that character has in the DualWield Skill. Staves and certain polearms, called double weapons, have smaller penalties for dual wielding than two weapons seperately.

Sword and Shield

Shields grant an AC bonus at no penalty, and require no special skill to use. However, they can also be used as weapons if you have the DualWield skill. There are many techniques that can be used with a shield, depending on the type of shield. Shields used as a weapon still give you an AC bonus, though you are considered to be dual wielding while using one.

Shield Bash

All shields that even if they do not have built in weapons, such as spikes or sharp edges can be used to Shield Bash. To Shield Bash, you attack an opponent by slamming them with your shield. Instead of doing damage, the shield bash removes 1d<DualWield Level> AP from the opponent in the next turn. (2AP)

Throw Shield

If your shield has a knife edge, you can toss your shield as a short ranged weapon. If you toss your shield, you lose the AC bonus from it until you are able to retrieve it. Some magical shields can 'boomerang', and they do not cause a loss of AC unless the attack is deflected or snatched. (2AP)

Shield Slam

A shield that had spikes across its surface can be used to slam an opponent for damage as well as removing 1d<DualWield Level> AP from the opponent in the next turn. (2AP)

Florentine

Instead of a shield, a character with MartialLore 1 can arm themselves with a special long dagger, called a parrying dagger. This weapon adds a bonus to AC, and also gives a disarm bonus. but lowers ThD as if you were dual-weilding a shield.

Melee vs. Ranged

Other Tactics

Defend

By sacrificing all actions on a character's turn, that character may receive a bonus of +5 to AC and MR. During this turn (which includes the entire round beginning at the activation turn and lasting until the character's turn is up again), the character may not make any attacks, cast any preps, use any items, etc.. If reflexive spells are cast or counter-attacks are made (e.g., Riposte), the character loses the defensive bonus and takes a penalty of -5 to AC and MR for the rest of the round, until the character's turn comes up again.

This can be effectively used while a character would not be attacking regardless.

Unarmed Combat

When you just haven't got a weapon then a character can opt for unarmed combat and use their fists instead. However, for a character who does not have the Martial Art skill fists deal a set damage of 1d3. Also, fists may not be "dual-wielded" (no extra attacks just because you have two fists).

Trip

The trip tactic can only be used by characters unarmed (with MartialArt) or wielding polearms, staves or whips. Tripping requires one full round. If you have two or more attacks, and you miss the To-Hit roll on your trip attempt, you can immediately reroll it and take the better of the two rolls.

Roll To-Hit
If you hit, you do no damage. Instead roll 1d20 + <Strength Modifier> vs. 1d20 + <Dexterity Modifier> (or 1d20 + <Strength Modifier>; character being tripped's choice) If the attacker has finesse style, they may substitute their dexterity score for their strength in the check.

If the trip is successful, the opponent loses his next turn. If the attempt fails, the one who was attacked can roll a free trip attempt against the attacker. If the revenge attack hits, the character makes a trip attempt as normal. No revenge attempt may be made by the character being tripped in this case. If the revenge attack fails, combat proceeds normally.

Disarm

The disarm tactic can only be used by characters who are armed with melee weapons (or an unarmed character with MartialArt). Disarming requires that all attacks and preps be sacrificed. If you have two or more attacks, and you miss the To-Hit roll on your disarm attempt, you can immediately reroll it and and take the better of the two rolls.

Roll To-Hit
If you hit, you do no damage. Instead, roll 1d20 + <Strength Modifier> vs. 1d20 + <Strength Modifier> + <Level Difference/2>. If the attacker wins, the opponent drops their weapon (or one weapon, if dual wielding. Disarmer's choice which is dropped). Recovering the dropped weapon requires all but one attack in the next turn. If you have only one attack, you lose that attack. If the opponent has another weapon handy, she can equip it at the cost of one attack in the next turn. If the attempt fails, the defender can attempt to disarm their attacker immediately with a +2 to the To-Hit roll. If the revenge attack is successful, a disarm check is made (with the +2 bonus). If the revenge attack fails, combat proceeds normally. If finesse style is possessed by either the attacker or the defender, that character may choose to substitute dexterity for strength in the disarm roll.

Grapple

The Grapple tactic can only be attempted by a character not holding a weapon, or armed with a whip.

Roll To-Hit
If you hit, you do no damage. Instead roll 1d20 + <Strength Modifier> vs. 1d20 + <Strength Modifier> or <Dexterity Modifier> + <Level Difference/2>. If you win, you're grappling. If you lose, your AC/MR drop to 15 until your next turn. If you successfully grapple, you can either do Damage or Pin. The one who is grappled can only attack unarmed. If they are a spellcaster, and were Spell Powering, they lose their preps. The defender, and only the defender, may use dexterity in a grapple check.

Grapple Check: After the defender's turn, roll the opposed strength (Or dexterity for the defender if she so chooses) checks again to continue or break the grapple.
Damage: The character deals normal unarmed damage (1d3 + <Str Mod>; if not a Monk) and receives their normal number of attacks. If you use a weapon for damage (by sacrificing 1 attack to draw it), you take a -4 penalty to the grapple check.
Pin: This grapple lasts only for one round. The character holds an opponent immobile (as Partial Immobilization)

Poison

Some attacks can be poisoned. Assassins use this tactic to weaken tough opponents. To poison someone you need to have a poisoned weapon.

Roll To-Hit
If successful, you do weapon damage, and state the BCR of the poison. The opponent rolls 1d20 + <Constitution Modifier> to beat the BCR. If the roll is successful, then there is no effect. If it fails, then the opponent is poisoned.

Charm

A charmed opponent will not attack the character who charmed them, nor will they attack anyone who is friendly with that character. Charms are immediately broken if the charmer attacks the charmed character. Otherwise, the charm fades away after 1d3 rounds. Charm can be used regardless of the sex of the charmer and charmee.

Roll 1d20 + <Charisma Modifier> vs. 1d20 + <Wisdom Modifier> to charm someone. You cannot charm someone whom you or an ally have already attacked. Youalso cannot charm things that are not intelligent. If the charm fails, nothing happens (though you may receive odd looks). If you fail to charm an opponent twice in a battle, you cannot charm that opponent again in that battle.