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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

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