Combined Attack

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COMBINED ATTACK One Action




Multiple attackers can attempt to combine their attacks to overwhelm an opponent’s defenses, with a hail of gunfire or a convergence of mystic power.

The attackers must all delay to the same point in the initiative order (that of the slowest character). Each attacker makes a normal attack roll against the target. Take the largest save DC modifier of the attacks that hit, and for each other attack within 5 points of that attack's bonus that hits, add +2. The attacks must all target the same type of resistance in order to combine, for example attacks doing damage (targeting Toughness) can combine, but not with a Damage FX that targets a Will instead or an Inflict (Condition) FX calling for a Fortitude, which do not call for Toughness saves.

Failure: If a character misses this attack roll, then that character does not add to the damage bonus of the combined attack.

Special: Note that a combined attack does not require any maneuver check by default. At the GM's option and depending on the genre of the game, the GM may require a check such as Expertise to represent having the know-how to combine supernatural energies, or how to position troops to maximize damage and minimize cross-fire. This may only be required for the "leader" of the combined attack, or for all the characters.

Although a combined attack is similar to aiding someone, it is not the same, and bonuses applying to aid do not apply to combined attacks.

Examples: A team of mutants converge their various energy-projecting powers on a single nigh-invincible foe in hopes of taking him down. A squad of soldiers wait until everyone is in position to lay coordinated gunfire down on the incoming armored jeep. The flight of starship pilots swoop in together and concentrate their fire on a small area to punch through the alien mothership's shields.

d20 Advanced: Part II
Chapter VII: Combat Combat Sequence | Combat Statistics | Actions | Action Descriptions | Damage | Tactical Movement and Options | Maneuvers
Chapter VIII: Environments Zones | Terrain Effects | Climate Effects | Conditions
Chapter IX: Dramatic Interactions Dramatic Interaction | Interaction Types | Reputation | Mental Strain | Taint | Examples of Taint
Part I: Characters | Part II: Action | Part III: Running the Game

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