CGR2 - The Complete Gladiator's Handbook
CGR2 - The Complete Gladiator's Handbook
CGR2 - The Complete Gladiator's Handbook
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• Pull/Trip: Announce at attack. If it hits, victim gets a<br />
Dex check. If this is unsuccessful, the victim falls<br />
down. <strong>The</strong> victim gains a +6 to the Dex check if not<br />
moving, or -3 penalty if moving and unaware of the<br />
attack. No modifier if victim is moving and aware of<br />
attack.<br />
• Sap: +1 initiative bonus, -8 attack penalty. An attack<br />
to knock the enemy unconscious. <strong>The</strong> attacker rolls<br />
damage, and gets a 5% chance of knockout per point<br />
to a maximum of 40%. Weapons’ magical bonuses do<br />
not count toward this attack. An immobile character is<br />
automatically hit, and the chance of knockout<br />
increases to 10% per point of damage, up to 80%.<br />
• Shield-Punch: Hitting someone with the shield. <strong>The</strong><br />
shield’s magical bonuses do not count in determining<br />
THAC0.<br />
• Shield-Rush: A slam into someone with the shield to<br />
knock them down, forcing a Dex check. <strong>The</strong>re are multiple<br />
modifiers to determine if the character hits and if<br />
the target remains standing.<br />
Standard Attacks<br />
<strong>The</strong>se are attacks that anyone can make without fear of<br />
undue penalties or modifiers to their attack.<br />
Melee Attack: This is a normal attack.<br />
Missile Attack: A typical stand-and-fire attack.<br />
Parry #1: <strong>The</strong> PC adds 1/2 his current level (1/2 level<br />
+1 for warriors) to AC for a better chance to avoid a blow.<br />
Thus, a 7th-level warrior with AC 6 gains a +4 bonus to<br />
AC, for a total AC of 2.<br />
Withdraw: <strong>The</strong> PC can disengage from combat without<br />
fear of retaliation by retreating at 1/3 maximum Movement.<br />
This means the PC retreats in orderly fashion,<br />
keeping defenses toward the opponent. Withdrawing PCs<br />
can parry attacks, but may not launch any attack. <strong>The</strong> disadvantage<br />
to the Withdrawal is that enemies can easily<br />
keep up with the PC unless there is a large enough crowd<br />
or other distraction through which the PC can withdraw.<br />
4I<br />
Flee: This is a far less orderly retreat than the Withdrawal.<br />
By turning tail and running, the PC tries to avoid<br />
any further damage. This option is made less attractive by<br />
the fact that any enemies near the character get a free<br />
melee attack (regardless of whether they have attacked this<br />
round or not).<br />
Charge: By gaining more speed (1½ times maximum<br />
Movement), the character gains a +2 bonus to hit opponents<br />
because of the sheer momentum involved. Also,<br />
certain weapons inflict double damage on a successful<br />
charge. However, the opponent gains a +2 bonus to the<br />
initiative roll; the charging character loses all AC bonuses<br />
from Dexterity and takes an additional -1 AC penalty.<br />
Set for Charge: This is an effective defense usable only<br />
with pole weapons. Certain weapons gain a bonus when<br />
set to receive a charge (Player’s <strong>Handbook</strong>, Chapter 6). If<br />
the defender braces the weapon against a firm support,<br />
the charging enemy can suffer serious damage.<br />
Hold Action: This allows a character to forfeit initiative<br />
to determine the probable course of combat in the<br />
round. Although this action means the character automatically<br />
loses initiative, he also does not have to declare<br />
actions until the initiative reaches him. <strong>The</strong> character can<br />
choose any later initiative segments (“after Thykryl has<br />
attacked but before Sampson attacks”) in the round for<br />
both his initial and secondary attacks (modified for<br />
weapon speed).<br />
Special Attacks<br />
<strong>The</strong>se are attack that require some degree of skill or luck,<br />
as well as some degree of confidence in one’s abilities,<br />
since most of them demand at least a +1 initiative bonus<br />
and a -4 attack penalty.<br />
Disarm: A successful Disarm roll knocks the opponent’s<br />
weapon 2d6 feet. However, this applies only to onehanded<br />
weapons. Against two-handed weapons, a<br />
successful Disarm causes the wielder to automatically<br />
lose initiative the following round while he regains his grip