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Alternative Weapon Attacks and Additional Combat Actions

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Some areas of the game are more developed than others. One of the areas I felt could do with more development was close combat.
The parrying and dodging system works really well and even the most powerful character can be overwhelmed with enough combat attacks on him in one turn. Unfortunately with nearly all the weapons you simply hit. Its up to your imagination whether it was a stab, slash or swipe. Well at least it was.
It is clear you can do more with a close combat weapon than simply hit. The way you attack someone with a combat weapon has an effect on the type and amount of damage you do. Take the sword for example, if you stab someone with it, the force is more concentrated and so the armour is less effective against this attack as opposed to a slash attack.
The Power Fist and Decapitators have alternative attacks so why not the other weapons? The problem comes when trying to translate this into rules. I didn't want to slow the game down with lots of complicated rules and new stats to learn for all the weapons, it needed to be simple and clear.
I looked to the Power Fist and Decapitators for inspiration and that's when it came to me, use the weapons parry penalties! In the case of the existing weapons with alternative attacks, the alternative attack penalty is the same or similar to the parry penalty.
Now I've bored you with the crazy thinking behind these rules (which no doubt you've skipped) its time to get down to the nitty gritty of the rules.


Alternative Attacks
Below is a list of alternative attacks you can make and the different sorts of weapons that can make them. These attacks can be declared like any other attack in combat, with an additional modifier equal to the parry penalty of the weapon.
If the attack is successful then follow the rules for that type of alternative attack. In most cases the attacks are about putting the opponent off balance and gaining the upper hand.

Thrust
This attack can only be performed with weapons that end in a point such as knives, swords, spears, halberds, falchions, bayonets and chain weapons.
The point of the weapon puts more force on the opponents armour so halve the armour before working out damage.

Swipe
By trying to strike at the lower half of the opponent you have a better chance of knocking them of balance and gaining the upper hand (plus a chance to hit that elusive right leg!). This attack can only be performed with weapons that are reach 2 or more, such as swords, spears, staffs, halberds, falchions, axes and hammers.
The hit is at –10% to the hit location instead of the usual +20%, it will do the normal amount of damage to the location hit but double the amount of damage for the purposes of knockback.

Grab
This move is very much in the style of Indiana Jones. By striking correctly with a whip, flail or rope the character can get it to wrap around the opponent (or nearby chair perhaps).
If the attack is successful it wraps around the location of the opponent hit. As well as causing normal damage, if you can pass a strength test you pull the opponent prone. However if the attack is successfully parried so they can counter attack, the opponent gets the chance to pull you prone (by passing a strength test) or simply hit you normally.

Vault
This attack is similar to the flying kick (see below) but it can only be performed with weapons such as staffs, spears and halberds.
You gain +30% to the hit location instead of the usual +20% and the amount of damage caused is doubled for the purposes of knockback. If the attack is successfully parried add D6 to the attacking characters injury total.


Unarmed Attacks
Inquisitor being a game with events not unlike many action movies, I applied the same thinking to unarmed attacks as I did to alternative attacks. I have only included two here because all the others I could come up with were location specific and I felt that they didn't really fit with the nature of the game.

Flying Kick
Inspired by many action and martial arts movies, this is a special kick action which can only be performed when a character charges. It is a risky action if a character tries to perform a flying kick with weapons drawn and failure (by rolling more 1's than 6's) will result in them failing to hit and getting tangled up in their weapons instead. Add D6 point to their injury total.
If successful it will do the normal amount of damage for a kick and double the amount of damage for the purposes of knockback. The hit gains +30% to the hit location instead of the usual +20% and the attacker will land on the other side of the character 2 yards away facing their opponent. If the opponent successfully dodges they will have turned to face the attacker and if they successfully parry add D6 to the attacking characters injury total.

Tackle
Sometime the best way to deal with an enemy character is to push them over (especially those near the edges of long drops!). This is a special punch action that can be only be performed when a character charges and has no weapons drawn.
It will do the normal amount of damage for a punch and knock the opponent prone, although if the attack is successfully parried add D6 to the attacking characters injury total.


Using Psychic Powers In Close Combat.

Another thing I noticed was that nowhere in the rulebook does it mention using psychic powers in close combat. There is no doubt about the value of being able to use psychic powers in combat and here is what I would suggest.
It is very similar to shooting a pistol in combat. Psychic powers must be performed at arms length and as with shots you are so close that range modifiers and line of sight bonuses don't count.
In order to use a psychic power in combat you must be one cool customer and to represent this the characters must use their WS not Wp, modified only by the difficulty of the power they are trying to use.
The attacks can only be performed against combat opponents as you too busy trying to stay alive to notice what is going on around you.
Also with your opponent so close, they are likely to feel the warp energies gathering around you, see that look of mischief in your eye and try to take evasive action or distract you. To represent this your opponent gets the chance to dodge (as with shots in combat) but without the usual +20%.

Additional Combat Skills
Combat is one of my favourite aspects of Inquisitor. There is something about the desperate struggle between combatants that appeals to me. That is part of the reason why I came up with some more special abilities for my characters that you might find useful in making your characters even more unique.

Jump Back
The character is excellent at spotting escape routes and getting out of tight corners. A character with this talent can add +40% to the initiative test for breaking from combat instead of +20%.

Disarm
The character is quick to exploit weaknesses in their opponents grip and attacks. If he make a successful parry so he can counter-attack the character can opt to make a special disarm attack. It is at WS/4 as well as any combat modifiers. If successful the weapon is removed from the opponents grasp and scatters out of combat D6 yards in a random direction.

Counter Attack
A character with counter attack is a master of surprise and turning blows against the wielder. He can always make a counter attack after a successful parry if he can pass an initiative test.

Step Aside
With the uncanny ability to simply avoid being hit a character with step aside gets +30% to his chances of dodging instead of +20%.

Impetuous
The character is always looking for a fight and if he wins combat he gets a free movement of up to 4yards which he can use to move towards an enemy or get into cover.

Body Slam
A character with body slam puts all his weight into the charge attack and gains an extra +10% when charging (but the bonus is still lost if a character changes weapons).

Crushing Blow
The character is aware of how to position himself in order to maximise his strength. They can double their strength bonus in combat (Don't forget the strength in each arm is equal to S/2 so to maximise the effectiveness of this skill the character should attack using two handed weapons).

Weapon Mastery
As the name suggests, the character has mastered the use of his close combat weapon and can fight almost as one with his weapon. This means he can halve the parry penalty and any penalties due to reach when using this weapon. However when using all other combat weapons he must double the parry penalty.

Thieve
Thieve a special type of sneak attack, which if successful allows the character to steal on item of the opponents equipment (of the GM's choice). Obviously it won't be anything they are holding or objects such as bionics. The attack does no damage and combat continues as normal after this attack. Against a very irate opponent!

Ambush
This is a special charge action that requires great skill and luck. The skill allows you to leap from 1st storey levels (or lower!) onto an enemy character without taking fall damage. This is a hard thing to achieve and not an attack your opponent expects you to try, so the only to hit modifier is –20% with no bonuses for charging.
If the attack is successful as well as doing normal damage the opponent is knocked prone whilst you use them to break your fall and land on your feet. This attack can only be dodged and if it is or you fail to hit it is assumed you land awkwardly and must spend your next action getting up and recovering your wits (and possibly a broken leg!).


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