Clash in combat | Heroes of Fantasy

Clash in combat

(Advanced rules)

In the basic rules the participants take turns according to speed. That applies to the situation where they have the same reach. If one has a longer and the other a shorter reach, the longer weapon attacks first, i.e. the opponent with the longer weapon takes over the action, attacks, and only then does the one with the shorter weapon get his turn.

Weapon length

Every weapon has its length at which you can fight with it. We give this length in meters.

In general, the longer the weapon, the better (as long as the opponents are apart). If the opponents fight with weapons of the same length, nothing special happens; both have the same reach and keep roughly the same distance.

Longer weapon (from a distance)

If one opponent has a longer weapon, he automatically takes over the action and also has 1 advantage.

Shorter weapon (up close)

Conversely, if the opponent with the shorter weapon gets up close to the other, he begins and has 1 advantage against him (this does not apply against unarmed opponents, however long their reach).

Clash
You have a longer weapon (at range)

1 extra free action against each opponent

Against a running opponent +5 to WP
First-strike weapon pushes back
You have a shorter weapon (up close)

1 extra free action against each opponent

Reach and size

Besides the length of the weapon, reach also depends on the size of the character or creature. A giant with an arm over 2 meters long certainly reaches farther than an ordinary human or elf. Among characters this concerns only dargs, who have reach 1 higher.

In unarmed fighting reach does not increase.

Reach increases by 1 for every 2 full levels of size.

Ultor (reach 3) fights a werewolf (reach 1). In the first round Ultor has the advantage and automatically begins the attack. But he does not kill the wolf, which attacks him. At the end of the clash they compare movement and the wolf wins (beasts generally have good movement).
In the next round the wolf has the advantage and begins (it has the shorter reach). At the end of the clash they roll, the wolf wins again, and so the third round goes the same way.
Instead of fighting with his club, Ultor will kick. This removes his problem with the long weapon and from then on nobody has an advantage; only speed decides.


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