Tabletop Wargames Builder Ch 6½: Quinte. Riposte. Headbutt!
 
ADVANCED HAND-TO-HAND

STRIKE FIRST


This attribute is usually granted by a weapon such as an auto pistol used in close combat and sometimes by skill.


When a Model with this attribute becomes Locked in combat, it resolves its first HtH action or reaction before the enemy, effectively interrupting opponent’s sequence. Models that don’t Strike First can’t React to the attacks by this model and must wait for their turn to declare HtH attempts against it, though they still participate in the Contest to defend themselves.


All subsequent actions after the initial in this combat engagement are resolved as normal.


If both contestants benefit from “Strike First” attribute, they negate each other’s advantage. Strike First doesn’t require the model to resolve attacks before everybody else, nor does it allow to declare other attacks against the same target once this one has been resolved.









ALWAYS STRIKE FIRST


This attribute allows the model to Strike First at all times, not just with the initial action. The advantage can still be negated.



FIGHTING WITH MULTIPLE WEAPONS


A model that has several HtH weapons equipped simultaneously can choose to benefit from any one for the purpose of every separate Attempt. For example, a model fighting with a sword and an axe can use the sword’s “Balanced” attribute to make a draw count as a victory, and then attempt to penetrate armour with the “Armour Piercing” bonus of the axe.


Using matching weapons grants a +1D6 bonus per matching weapon after the first for the HtH Attempt.


Declare which weapons you are using before making any rolls.



DRAW A WEAPON


A model that carries a weapon, but doesn’t have it ready for combat, can’t make attacks, be they melee or ranged, and counts as Unarmed in HtH. Drawing a weapon is a RA. A model can draw a weapon as a Reaction.


Example: Knights break their lances in a draw. They stop, wheel to face each other, and draw secondary weapons first action next Round.



FREE HAND


Free Hand means that a model has at least one unoccupied hand/claw/tentacle/etc. suited for holding things. Free Hand is required for making special actions such as grappling, accessing equipment, and operating various devices, doors being the most common.


Some weapons, such as wrist blades and most natural weapons, are constantly drawn while leaving the model’s hand Free.


Certain models have limited choice of Free Hand actions. Animals, such as bears, can grapple and push doors open, but definitely can’t pick up weapons.


Tip: If you see a bear holding a bearded axe, you see a werebear, and you won’t be able to buy your escape by throwing your pants for it to play with.


SPECIAL ATTACKS


Models can perform special Hand-to-Hand combat moves to gain further tactical advantage. Here is the list of general moves available by default to all models, if not stated otherwise, as long as their conditions are met. All special attacks, Action or Reaction, must be declared before any dice are rolled.



KNOCK DOWN


Condition: target model is Average or Smaller.


After winning HtH Contest, forgo armour penetration roll to place Downed marker on the enemy model.


A Downed model can:

     -   Initiate a Contest to try and get up;

     -   Participate in a Contest to prevent any further hostile actions towards itself.


A Downed model can’t:

     -   Execute any other actions;

     -   Attempt armour penetration or execute any other combat move after winning HtH – the model stands up instead;

     -   Block enemy movement or give any team bonuses/penalties, nor does it count as an obstacle.


Getting up from Downed state is a Regular action. If this model is within Reach of several enemy models, each of them can React by initiating a (Ph) Contest with this model. The model can't stand up unless it wins every contest. Each enemy model that wins the contest against a downed model, in addition to keeping it on the ground, can proceed with normal Armour Penetration attempt or execute a special attack. If no enemies decide to oppose for any reason, the model stands up automatically as a RA.


  • As always, when more than two models participate in a contest, each makes a single Attempt and compares results with the other contestants.


Four Zombies use their strength of numbers to drag down a Knight. Even if he changes facing as a reaction, he can only face a maximum of three, meaning one guaranteed Automatic Hit that is enough to keep him down and tear at his plated shell at leisure. Being outnumbered and outflanked is critical in TWB.



DISARM


Condition: target model is Average or Smaller.


After winning HtH Contest, forgo Armour Penetration roll to choose one currently equipped weapon or item the enemy model must drop. If your model has a free hand, it can equip the item instead as part of the action.


A model can never lose a Natural weapon unless the body part itself is injured.


Picking up an item is a Regular action. If this model is within Reach of one or more enemy models, each of them can React by initiating a (Ph) Contest with this model. To pick up the item, the model must win every contest. Each enemy model that wins the contest can proceed with normal Armour Penetration attempt or execute a special attack.



PUSH


Condition: target model is Average or Smaller.


After winning HtH Contest, forgo Armour Penetration roll. Target model makes Compulsory movement equal to this model’s (PH)” directly away from this model.


If a Pushed model collides with:

     -   An Obstacle or a Bigger model – the model stops and counts as having Moved this Round;

     -   Difficult terrain – the model finishes its movement and is Knocked Down;

     -   Another Average or Smaller model – the model stops. The other model loses RA, and both count as having moved this Round.


After pushing the target model, this model can adjust its position by moving as close to the new position of the target model as needed. This adjustment is part of the same action.



Example: The Knight pushes the Rogue into the Crossbowman who now counts as having Moved.



A crossbow is a “Move or Fire” type weapon. Since the Crossbowman has moved, he can’t make a reaction shot at the approaching Knight who now locks both models in combat.


Textbook Tactics:

     -   Push enemy models down from cliffs and rooftops.

     -   Push enemy models into one another to distract them.

     -   Push enemies away to disengage them from HtH with your other models that will be able to utilize their ranged skills.

     -   Push confused, stunned, or caught off guard friends out of harm's way, such as Area Effects.


  • Push is an example of Compulsory movement. A model can still make a normal movement after being pushed, but it loses an Action and counts as having Moved for all purposes, such as firing certain weapons.

If a model can’t make compulsory movement for any reason, it is Downed instead. You can’t push a Downed model.



GRAPPLE


Condition: target model is Average or Smaller, and this model has at least one free hand. 


After winning HtH Contest, forgo Armour Penetration roll to place Pinned marker on the target model.


Pinned models can:

     -   Initiate a (Ph) Contest to try and break free.


Pinned models can’t:

     -   Execute any other actions;

     -   Attempt armour penetration or execute any other combat move after winning HtH – the model breaks free instead;

     -   Block enemy movement or provide any team bonuses/penalties, nor do they count as obstacles.


While grappling, this model can't move or declare actions against any other model; otherwise the Pinned model automatically breaks free. All HtH attacks targeting a Pinned model are Automatic hits. A Grappling model can choose to release the target and Push it away as a FA.


An attempt to break free is a Regular action. If this model is within Reach of one or more enemy models, each of them can React by initiating a (Ph) Contest with this model. To break free, the model must win every contest. Each enemy model that wins the contest can proceed with normal Armour Penetration attempt or execute a special attack.


If an HtH attack is declared against the grappling model, it must choose whether to release the target and participate in HtH as normal, or suffer an Automatic hit. If a wound is inflicted on the Grappling model, the target immediately breaks free.



SWING AND STAB


Any model that can fight in HtH can execute either Swing or Stab attack or both based on its weapons.


SWING attacks often have powerful bonuses but require a lot of room for maneuvering. A model making a Swing attack with a Two-handed weapon, two weapons, or a weapon with Reach 2 or greater, suffers -1D6 HtH penalty if there is an Obstacle Adjacent to this model from the Front, including Average or Bigger friendly models. This penalty is cumulative.





The soldier with a two-handed sword can avoid the penalty of the narrow corridor if the player chooses to Stab instead of Swinging.


Place models swinging large weapons outside of adjacency to avoid penalties.



STAB attacks are fast and precise. A model making a Stab attack can target enemies within its Reach through allied models and through Obstacles with height up to the length of its Base.


Solid defense by the Blue player grants twice as many HtH attempts without penalty, while also blunting the barbarian charge.


The Blue player’s Landsknecht acts outside of the tight formation to bring his heavy weapon to bear upon enemy flanks without penalty.



ROLEPLAYER’S ATTIC


To add further detail to Hand-to-Hand combat, consider these expanded rules for melee weapons.


SHIELD COVER AREA


The shield now offers protection only from the appropriate side.




The Knight can’t benefit from his shield against the attacks by the Rogue.



ONE-HANDED SWING ARC


The Caveman can’t attack the Knight without changing facing.



DUAL WIELD EXTENDED REACH


Fighting with two weapons allows a model to threaten a wider area. Great for lone adventurers.

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