Attack Actions

 Aimed Strike

Charge

Disarm

Entangle

Feint

Fire

Slash

(Common) Strike

Throw/Hurl

Thrust/Lunge

 

Aimed Strike

The Aimed Strike is intended only for use in those games that make use of the optional divided BP’s and Hit Locations rules.

While this is an accurate descriptor for an attack, this is more of a modifier to be applied to a character’s attack. It is available to all characters equally, regardless of trade, like the Common Strike and Hearty Blow. The Assassin’s use of his Assassination Strike is a form of Aimed Attack.

The Aimed Attack is most useful in preventing a character from making random hits around the body of an armored foe once a solid hit is scored, allowing him to concentrate his attacks on continuing to carve through the armor that is weakened in that one location so his efforts are not scattered. It also allows him to strike the BP area he wishes in the first place and just keep hammering on it.

The drawback is that the target cannot help but notice the direction of the attacker’s attention, thus raising the DV to hit, as follows:

Target DV Modifier
Torso +1/4
Leg +1/2
Arm +3/4
Head x 2

There is no additional END cost to using this modified form of attack, where those optional rules are in play.

Charge

This special attack is rather limited in its use, but is one freely available to any character regardless of trade. Itcan be devastating in effect.

It is best described as a combined Move/Strike, starting with MORE than 3/4th’s the character’s Movement allowance for the CS (up to his maximum allowance), at the end of which Charge the character is committed to an attack, specifically a Hearty Blow.

The character is always assumed to be Charging at his full Sprint Speed by default, although a 3/4 Charge and 1/2 Charge are available (as follows). The player must state his intention clearly if he does not wish to make an all-out Charge.

The character is limited to a Hearty Blow at the conclusion of Charge on foot because the momentum of the Charge does not allow him to do less, or a Common Strike if using a 3/4 Charge or 1/2 Charge, it certainly doesn’t allow him the finesseof either the Lunge or Feint, except in the cases of polearm Charges on foot or those made with Thrusting/Piercing weapons, which must be ended with a Lunge attack. One simply does not mince steps after barreling full tilt down the field of battle at an opponent.

Though a character may include a Turn immediately prior to a Charge in his action (Wheel & Charge), the Charge itself must be in a straight line. This does not have to mean a straight line aligned by means of a ruler, merely that the character must have a clear relatively straight path along which he can charge his foe without actually having to change directions to reach him.

Charging adds (speed in mph) to the amount of (impact) damage inflicted with the weapon.

The 3/4 and 1/2 Charges add [(speed in mph) ÷ 2] or [(speed in mph) ÷ 4] to the damage inflicted. Damage from weapons is determined by applying the DM to [(base damage) PLUS (bonus for speed)] normally.

On the down side, The character’s Attack AV at the conclusion of the Charge is reduced by the difference between the speed and his weapon AV when the character’s speed is greater, and the character’s speed is subtracted from his Defense DV’s until he receives the Initiative to act again, His Initiative for the following Action is reduced by half, also.

Charging on Horseback, Jousting:

A character may not make a mounted Charge with a lance or other polearm without wearing at least a breastplate, if not a full cuirass, with a lance-rest attached to help him couch and brace the weapon.

In a mounted Charge, the rider has the luxury of making an Aimed Strike, but the effect of the speed on his Attack AV remains as stated previously.

Note: NOT all polearms are suitable for this kind of attack.

For the purposes of determining damage for mounted Charges, the mount’s STA and the speed at which he is being ridden at the foe are substituted for the rider’s own.

Mounted Charges do not carry any Defense DV or Initiative penalty (as above).

Knock-back is expected from this sort of attack, hence the term “shock warfare” in reference to it. Targets are commonly bounced back off the head of the weapon and into their comrades behind them with such force that they too are knocked down, with sufficient force to cause them damage as well.

This assumes the attacker is using a saddle designed for war (with a high brace behind) into which he has been strapped or tied in accordance with custom (and prudence) so he can keep his seat on impact.

IF not, and the target is equal to or greater in STA than the attacker’s [(speed) + (modified STA)], the attacker and his target BOTH suffer the damage from speed on impact, equally, and the attacker is swept off the back of his mount, knocked back from that point in space accordingly.

If the character’s Charge strikes true against another mounted opponent, as in a formal joust, must be made for each combatant to see if their (lance, et. al.) breaks. If the weapons used are inequal in length, only the longer gets a chance to hit AND a check vs. breakage is made immediately [(attacker’s SL) + (weapon Size)] vs. the [(speed) + (modified STA of the target) + (number of times that weapon has been used for a Charge previously)]. If the roll is failed, the weapon breaks. Only if that weapon breaks does the opponent wielding the shorter weapon get to roll to hit, and then to see if his weapon breaks only if he does indeed hit.

If the weapon breaks, the damage delivered will drop to 1/4th normal and no Horsemanship check is required of the attacker.

If the attacker keeps his seat but the target is thrown, the target takes 3/4th’s damage.

If both the attacker’s and target’s Horsemanship check is made, the target struck takes full damage from a clean hit.

If either the mounted attacker or his mounted target fails his Horsemanship check he is thrown [(speed ÷ 4) + (height of mount at saddle)] feet from his mount, the ties and/or saddle braces broken, suffering an equal number of points of damage when he hits the ground, + 1 point per 2 feet remaining if he should strike any intervening obstacle before travelling the full distance. “Speed” in the equation above is equal to the sum of BOTH combatant’s speeds.

Large, un-mounted targets of (modified) STA equal to or greater than (mount + rider’s STA) obviously do not require Horsemanship checks, but they ARE required to make a check on D100 vs. the amount of damage, using their [(modified STA) + (AGL an. mod.)] as the AV vs. the damage inflicted or be knocked back [(POT of blow/damage) – (modified STA)] feet.

The Charge attack also includes such moves as tackling and overbearing when leaping into the fray from some distance, the attacker using his body as a weapon, attempting to knock or slam the opponent to the ground or up against a wall and stun him with his bodily weight (STA), STR and momentum (speed in mph). This sort of attack has a POT of/inflicts [(modified STA) + (STR) + (speed)] points of brawling damage and is always considered a Torso hit unless the character is trying to tackle a moving foe, in which case the Pelvis or Thighs may also be hit (provided the optional divided BP’s rules are in play).

IF the foe is knocked to the ground, an upper body hit location must be generated to determine which area hit the ground first, his (own STA) points being added to the brawling damage suffered to that area from the fall, and that number to be cut in half, then divided into 1/4 fractions and distributed about his body as if from a fall (see GM). This action is often the first step in grappling and wrestling with an opponent. If executed strongly enough, it can be the only one needed.

When attacking in this manner the character’s AV is his Brawling SL, with an att. mod. based upon the his STR and CRD, and a bonus added equal to the number of points by which his (modified) STA is greater than his foe’s, as applicable.

A Charge action costs 2 points of END, where those optional rules are in play, plus the normal cost of the Move made leading up to it.

 

Disarm/Bind

The Disarm attack is a special maneuver reserved for those with the special attack skills the Warrior trades have access to during character generation.

By the use of this attack, the character can either Bind an opponent’s weapon, to lock it up with his own weapon(s) so it cannot be used further until the attacker doing the Binding releases him or the Binding is broken by the defender, throwing the attacker back into the melée, OR it can be used to render the character’s opponent weaponless.

Turns and Sidesteps, Advances and Back-peddling can all be incorporated into this type of attack in the same manner as any Common Strike.

This attack is useless against opponents who are not holding weapons and/or whose weaponry is natural – a part of their own body.

Successful Binding brings the two combatants within range of Close combat, but the Binding can be broken with a successful attack AV for the weapon Bound vs. the Binding character’s weapon AV. Alternately, the foe may attempt to throw the foe back into proper melée position with a [(modified STA) + (STR)] check vs. the Binding character’s own, OR he may release the weapon Bound in favor of a weapon in another hand, or which he may have upon him to suddenly pull forth. The Size of the secondary weapon determines what mode of combat the battle continues in.

Failing to Bind carries the same penalty of Reprisal as any other failed attack.

Successful Disarming results in the opponent’s weapon being hurled up to (attacker’s STR att. mod. x d5) feet in a random direction (GM’s discretion).

Either way, this is not an attack for damage. When a foe is wielding a Light blade (dagger, poigniard, foil, epee, saber, side sword, back sword, or rapier) that is successfully Bound with the use of a swordbreak, and the Binding maintained until he gains another Action, the Binding character can attempt to shatter the Light blade (STR check).

The character’s AV for making a Disarm attack is equal to his (Disarm SL), PLUS his CRD att. mod.,

IF the attack is made two-handed, add (STR att. mod.) as a bonus.

The END cost for a Disarming attack, where those optional rules are in play, is 1 point to that paid for any other type of attack.

 

Entangle

The Entangle is a very specific type of attack, but one freely available to any character that has taken skill in an Entangling weapon (see “Entangling” category among the weapons rosters in Appendix G., also including the thugscarf and garrote, costs and weights for which are negligible), regardless of trade. For many of the weapons mentioned, this is the only sort of attack for which they may be used.

There is also an application of this attack type for those equipped with the Brawling and Grappling/Wrestling skill.

Turns and Sidesteps, Advances and Back-peddling can all be incorporated into the attack in the same manner as any Common Strike.

By this type of attack the character attempts to render his opponent immobile and unable to act for a period of time. The target successfully Entangled may not move until he is freed or has freed himself.

IF the optional Attack severity roll is being included alongside the divided BP’s optional rules, the result of the die dictates the portion of the foe Entangled, with a result of “Full” [damage] indicating that the target is effectively completely bound OR bound to the best of the ability of the Entangling weapon being used (GM’s discretion).

Those caught in entangling weapons are held fast until they can free themselves.

The victim of a successful entangling attack will only be allowed movement appropriate to the type of entangling weapon used he is snared in and the area of his body entangled. Any victim entangled in a bola about the Neck area will suffer as if he is being strangled by a garrote untileither they are freed or they die. To get break free from being strangled by an entangling weapon, the victim must make two successful Escape/AGL checks on d100; the first allows the victim to fill his lungs with a normal breath, the second frees him from the weapon. IF the second is failed, the character must make another successful check to gain another lungful of air before he may make another attempt to get free. In the meantime, the attacker is still inflicting damage.

In addition to the use of entangling weapons, the Entangle attack also encompasses the act of grappling and wrestling with an opponent in Close combat and holding him fast. Though normally the object of wrestling or grappling an opponent is to subdue him and hold him fast, the attacker can inflict incidental damage upon his opponent, causing (STR + 10) points of damage to the area by which the opponent is being held for every action through which the hold is maintained, alternately stretching, prying, and beating upon it. This will be actual damage, not the half portion that bare-fisted punches are restricted to, and armor will not absorb any of this.

The Entangling weapon Attack AV is used normally to make Entangling attacks, (Entangling SL) PLUS the character’s CRD att. mod.

The character’s AV for Entangling by Grappling and Wrestling is equal to his [(Brawling SL) + (modified STA)], with an att. mod. based on the character’s STR and AGI,, PLUS a bonus based upon his Acrobat SL and/or his Contortionist/Escape Artist SL, as applicable.

The END cost for Entangling attacks with weapons is 2 for whole bodies, OR 1 for entangling weapon/weapon hand/limbs, where those optional rules are in play.

For making Grappling/Wrestling Entangling attacks is 2 END if the opponent is within one (1) point of the attacker’s own (modified) STA, 1 END if the opponent is smaller in (modified) STA, OR 3 END if the opponent is greater in (modified) STA.

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Feint

The Feint is an attack of craft and finesse, reserved for those with the special attack skills the Warrior trades have access to during character generation. The character’s base weapon SL provides a bonus of (1 per 4 SL’s) to the Feint SL, in the same manner that the Wizard’s skills in the Five Arts and in High, Common and Low Magick provide bonuses at the same rate.

It is perfectfor the character that has developed the Player skill, able to mislead the opponent. The Feint doesn’t rely on the bluster of the Lunge. Feint attacks may only be used in Close or Melee combat and only when battling intelligent opponents. The player must announce his intent to build a Feint to the GM when his character gains the Initiative to announce the character’s intent to attack.

Turns and Sidesteps, Advances and Back-peddling can all be incorporated into the building of a Feint in the same manner as any Common Strike.

The Feint must be built over the course of several Actions/CS’s. The character must forsake any other actions during the building of this attack.

Each Action spent building the Feint raises the effective final Attack AV Progressively, per Action (3 for the second Action, 6 for the third, 10 for the fourth, 15 for the fifth, etc.), to a maximum equal to his Feint SL or Player SL, whichever is less.

Feint attacks may be built by means of a Combination Attack, also. The benefit compounds at double the rate of the single weapon Feint, previously, but the character’s Combination Attack SL becomes a limiting factor in the maximum benefit achieved, also, along with the Feint SL and the Player SL.

To the target of the Feint attack, it appears that the main attack for each action spent building the Feint simply failed to reach its target, that his defense was a success. To recognize what the attacker building the Feint is working his way up to requires a successful Savvy or AWA check on d100 by the target vs. the attacker’s Game Face or HRT att. mod., as applicable.

Once recognized, if he is so skilled, the opponent may start a counter-feint, which is built at the same rate described above, with the same maximum per Action and ultimate maximum. The bonus accumulated for the counter-feint is deducted from the Feint bonus earned for the initial Feint when the foe finally launches it. The character to initiate the Feint also requires a Savvy or AWA check on d100 to recognize the fact that his opponent is building a counter-feint, as described above.

The END cost for the Feint, where those optional rules are in play, is 1 per Action/CS spent on it. Due to amount of energy and attention that must be spent upon making this intricate attack, the character is barred from delivering any sort of Hearty blow other than a Lunge by means of the Feint. It may culminate in a Combination attack, as well.

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Fire

The Fire attack is provided for characters to make use of their missile weapons (slings, bows, crossbows, blowguns, etc). This is the attack represented in the basic skill for a given missile weapon that all characters learn equally, the original Weapon SL.

For ranged combat the attacker must have a clear line of fire before he may fire, and there must be at least one Square of space between the character and his target. As stated in Chapter 7. of Part I., the damage for bows is fixed at full STR, unless the player states otherwise.

 

Base Range Limits for Ranged Weapons

Range Category
Missile Weapons (in yards) Point-B Short Long
Bow, sling, fustibal, crossbow 15 60 80 100
Short Bow 11 42 56 70

 

The ranges of hurled and missile weapons drop by 1 yard for every foot of elevation of the target above the attacker’s own height.

These ranges are based on the average human with a STR of 13.

To the short, medium, and long range entries the players should either add or subtract 2 yards (bows), or 1 yard (short bows), per point of STR above or below 13, respectively.

Point-blank ranges are equal to (short range limit ÷ 4).

For the fustibal and sling, the range is increased or decreased by 6 yards per point by which the character’s STR is greater or less than 13, respectively.

The “Polearms” row of Hurled weapon ranges are meant specifically for spears, light lances, and all polearm weapons rated for Hurling, as well as those other hafted weapons like spades, tridents, and the like also rated for Hurling.

Any distance beyond the limits of long range is said be Extreme. Because there is no actual limit to this range category, it isn’t recorded on the character sheet. The four spaces provided on the character record sheet should by used for the point-blank, short, medium, and long ranges.

Arrows can travel 200ft per Pulse, easily covering distances up to their maximum range in a single CS.

 

The END cost for Firing a ranged weapon, where those optional rules are in play, depends on the segment of the attacker’s RNG that the target lies within.

 

Distance END Cost
Target within Short Range Limit 1 END
Target within Medium Range Limit 2 END
Target within Maximum Range Limit 3 END

 

For crossbows, there is no END cost.

Hearty Blow

While this is an accurate descriptor for an attack, this is more of a modifier to be applied to a character’s attack. It is available to all characters equally, regardless of trade, like the Common Strike. There are some attacks to which the Hearty Blow cannot be applied (Entangling, Feints except those ending with a Lunge, Fire, Slash). On the other hand, the foot-Charge MUST be concluded with a Hearty Blow.

The Hearty Blow adds (HRT att. mod.) to the base POT or number of points of damage delivered by the weapon when it strikes true (depending on whether the GM is using the Wounds system or the BP’s to track the damage taken by characters in battle).

This bonus is added before applying the DM to determine what bonus the weapon adds, where those optional rules are in play.

This bonus is added to the character’s attack AV only against weapon Parries and Blocks, as the extra power helps to beat aside any defense offered. It does NOT aid the attack against Shields (regardless of Block or Parry) or Dodging.

IF the blow misses, the character’s defense DV’s are all lowered by (HRT att. mod.) for the CS following, as the character works to recover from opening himself up in this way.

Making a Hearty Blow raises the END cost for attacking for the CS by one (1), where those optional rules are in play.

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Strike (Common)

This is the standard attack every character uses when there is no other more specific type of attack he wishes to use, OR when he has no option to use the special and more specific attack skills that those of the Warrior trades have access to during character generation, due to lack of training in the fighting styles (special combat skills). This is the attack represented in the basic skill for a given weapon that all characters learn equally, the original Weapon SL.

It includes Common Attacks both with and without weapons, whenever a character states his intent to take a swing at an opponent that doesn’t include any special consideration such as are embodied in the descriptions of the special and more specific attacks skills described here, belonging primarily, if not exclusively, to the Warrior trades.

This includes Head-Koshing by Knaves, Shield Bashing, Shield Rim Strikes, and any other attack with or without a formal weapon (Brawling). The attacker can use his fists, hay-maker swings, right crosses, throwing knees or elbows, as well as a chair or stool, or a table if he possess’ the Brawling skill – or even if he doesn’t. Any character trying to lay a grip upon any other character in a tactical situation makes use of this Attack Action.

The character’s AV for making Common weapon Strikes is (Weapon or Brawling) SL plus CRD att. mod.

The END cost for making Common Strikes is 1 per CS in which attacks are made, regardless how many (including Reprisals).

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Slash (Optional Rule)

The Slash is reserved for those with the special attack skills the Warrior trades have access to during character generation. It is an optional rule designed to help distinguish the special training of the Warrior and Assassin trades in combat.

The Slash is a rather superficial attack intended to make the best use of the long cutting edge of a Slash/Cut weapon (as designated on the rosters in Appendix G.), but with a couple exceptions. It is generally a wide sweeping stroke or a deep passing stroke, generally perpendicular to some part of the foe’s body.

The point of the Baling Hook and the point of any Thrusting weapon can be used to make a grazing Slash, making a long shallow furrow, if one has the skill. A skillfully wielded Axe can also be used to Slash.

Crescent arrows may be used to either Slash OR make a Common Strike, but the player must state which use he intends beforehand.

When the player wishes to tear into his opponent’s armor, to make a point or in an effort to intimidate the person inside the armor without hurting him, the character can make a Slashing strike.

The POT or damage inflicted by a Slash attack is [(STR att. mod.) + (weapon DB)], subtracted solely from the DR. It carries no impact.

In determining the POT of the blow or the BP’s of damage inflicted, CRD is substituted for STR.

When inflicted on bare flesh, slashing attacks can never sever the area struck, can never reduce the victim’s BP value below 1, where the optional divided BP’s rules are in use.

The END cost for Slashing is one (1), where those optional rules are in play.

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Throw/Hurl

The Throw attack is provided for those wishing to launch attacks with Hurled weapons, including javelins and spears, especially those Hurled with the aid of an atlatl. This is the attack represented specifically by the Hurled skill for those weapons designated as also being eligible to be Hurled on the weapon rosters in Appendix G.

Of course, the assailant must have a clear line of fire for ranged combat before he may launch his attack, and there must be at least one (1) pace (yard) of space between the Zones of the character and his target.

 

Base Range Limits for Ranged Weapons

Range Category
Hurled Weapons (in feet) Point-B Short Long
Hilted 9 36 48 60
Hafted 13 50 67 84

 

The ranges of hurled and missile weapons drop by 1 yard for every foot of elevation of the target above the attacker’s own height.

These ranges are based on the average human with a STR of 13.

To the short, medium, and long range entries the players should either add or subtract 1 foot per point of STR above or below 13, respectively.

Point-blank ranges are equal to (short range limit ÷ 4).

The “Polearms” row of Hurled weapon ranges are meant specifically for spears, light lances, and all polearm weapons rated for Hurling, as well as those other hafted weapons like spades, tridents, and the like also rated for Hurling.

Any distance beyond the limits of long range is said be Extreme. Because there is no actual limit to this range category, it isn’t recorded on the character sheet. The four spaces provided on the character record sheet should by used for the point-blank, short, medium, and long ranges.

Hilted Hurled weapons can travel 50ft per Pulse, and Hafted Hurled weapons travel 40ft per Pulse, both easily covering distances up to their maximum range in a single CS.

 

The END cost for Throwing a Hurled-type ranged weapon, where those optional rules are on play, depends on the segment of the attacker’s RNG that the target lies within.

 

Distance END Cost
Target within Short Range Limit 1 END
Target within Medium Range Limit 2 END
Target at Long/Extreme Range 3 END


Thrust/Lunge

The Thrust or Lunge is reserved for those with the special attack skills the Warrior trades have access to during character generation, EXCEPT in the cases of those weapons that are defined strictly as Thrusting or Piercing weapons in the rosters in Appendix G.

For those weapons, the Thrust is encompassed by the base Weapon skill. Only those weapons noted specifically as being piercing weapons may be used for Thrust or Lunge attacks, these are recapped in Appendix H., along with any of the Combination blades or polearms, but also with any of the Cut/Slash blades that also have points.

The Thrust/Lunge is used to by-pass the soft and vulnerable areas of a foe’s armor.

The narrowness of the point, blade or shaft of the weapon generally determines what types of armor the weapon can pierce.

For these attacks, the estoc, dagger, poignard, by-knife and pricker can pierce any and all types of padded armors, singlemail, banded singlemail, or jazeraint. For this purpose, jazeraint counts only as simple padding. Guisarmes, halberds, featherstaves, pikes, (light) lances, all spears, and military forks can be used in the same manner.

The common knife/dirk, carving/dressing knife, short sword/Gladius, back-sword and long sword can all be used for Thrust attacks, but only through plain, studded, bezainted and trellised padding. Glaives and pollaxes can be used in the same manner.

The bastard sword and two-handed swords can be used to pierce plain, studded or trellised padding.

Heavy lances can be used for piercing against ANY type of armor.

Sheaf arrows can be used to pierce metal and rigid (plate) armors, provided they are made only of “strong” steel, not Proofed, BUT only if the foe lies within the archer’s Point Blank or Short Range.

For Combination Blades, the Thrust/Lunge is an elective skill, to whose SL the base Weapon SL provides a (1 per 4 SL’s) bonus, in the same manner that the Wizard’s skills in the Five Arts and in High, Common and Low Magick provide bonuses at the same rate.

The Thrust embodies a piercing attack used to by-pass a soft point in his foe’s armor, or take advantage of the fact that the foe’s armor is vulnerable to being pierced by the weapon being wielded. The Thrust or Lunge attack must be used whenever the player wishes to make a piercing attack with any weapon wielded in Melee, or “weapon to weapon”, combat.

Size 1 and 2 blades wielded in Close combat always make piercing attacks unless the player specifies a Common Strike or Slashing attack, in which case the damage is determined as appropriate to the attack type.

The maximum amount of damage that a victim can suffer from a piercing attack is equal to his own (modified STA). Any additional points of damage inflicted are expended in exiting the opposite side of the victim’s body, making a piercing attack from the inside of any armor worn.

When the character adds additional force and damage to the Thrust it becomes a Lunge. “Lunge” is the name given to the Hearty Blow version of this attack, raising the POT of the blow or damage inflicted by (HRT att. mod.).

Lunging extends the attacker’s whole body with enough extra force it helps in beating through the foe’s defenses, raising the Attack AV by the same amount as the POT or damage.

  • IF the Lunge misses, the attacker’s Defense DV’s are lowered by the same number of points added to the damage through the entirety of the following CS.
  • Also, the character that has Lunged cannot Parry with the same weapon through the entirety of the following CS, regardless whether the hits or misses. He must either have another weapon in his opposite hand or a Shield of some sort or some other similar object to use by means of Brawling for Parrying or Blocking or his Dodge becomes his only defense for the next CS.

While the Lunge gives the assailant an immediate advantage, it also overextends him and leaves his defenses open for Reprisal.

This action also encompasses the act of leaping at or on a foe and using the body as a weapon to strike the foe down, take him to the ground in Close combat, as with the Brawling skill. This tactic is often the first step in grappling or wrestling an opponent into immobility. When making a Lunge in this fashion, the character’s (modified) STA is substituted for weapon size in determining the Attack AV.

Leaping at foes from greater distances is covered under the Charge action, by means of a Leap or a Running Leap.

The END cost for Thrusting is one (1), where those optional rules are in play.

The cost for Lunging is two (2), same as raising a Common Strike to a Hearty Blow.