Combat Styles

Having a character’s combat style contribute to defining them is a key element of the character concept. In the Adventure System, there is much more to it than the character’s Fight or Shoot. The character and their combat style are defined by the talents selected and how they use them.

The archer focuses on the use of a bow and specializes in ranged combat including shooting on the move. After Fortitude and Shoot, the archer should have a high Quickness allowing them to have a higher initiative so they can Double Strike or use Hail of Arrows. Assault allows the archer to use Charge more effectively while shooting on the move. Using Improved Assault and Hail of Arrows, if the archer moves less than double their Move, they can fire four times and confer Disadvantage on any incoming ranged attacks.

Starting Talents: Archer, Rapid Shot, Improved Rapid Shot

Advancement: Arrow Storm, Hail of Arrows, Assault, Improved Assault

Dual Weapon
The dual weapon fighter specializes in using two weapons in either close or ranged combat. In either case, after Fight or Shoot, Quickness is a priority allowing them to have a higher initiative so they can Double Strike or use Wall of Steel/Hard Target. If the dual weapon fighter specializes in light melee or pistol, they will not need Improved Dual Weapon, which allows the use of medium weapons to Double Strike. Once they have Hard Target or Wall of Steel, the dual weapon fighter can attack four times, when they have a higher initiative, without Disadvantage and confer Disadvantage on any inbound attacks.

Starting Talents: Ambidextrous, Dual Weapon, Specialization

Advancement: Improved Dual Weapon, Bullet Storm & Hard Target or Whirlwind & Wall of Steel

The duelist specializes in close combat using a pair of one-handed weapons. Because the off-hand weapon is not used to Double Strike, they are not restricted to light weapons. Using their off-hand weapon for defense, the duelist gains Advantage on their first Defend Action in any given turn. When the have a higher initiative, they will use Reckless Attack to gain Advantage; the penalty to Defend is offset by off-hand parry. If the duelist uses light weapons, they should favor Dexterity to improve their Quickness and once they have Specialization (light melee), their damage check will use Dexterity as the linked statistic. Ambidextrous allows the duelist to use weapons with different traits in each hand and attack with the favorable weapon situationally without Disadvantage. For example, if armed with an axe and a mace, the duelist would only attack with the mace when facing an opponent in heavy armor.

Starting Talents: Ambidextrous, Parry, Reckless Attack

Advancement: Counter Attack, Disarm, Feint, Improved Parry, Specialization

Heavy Melee
The heavy melee fighter specializes in using heavy weapons in close combat.  After Strength and Fight, the heavy melee fighter should have a high Toughness allowing them to shrug off damage. Heavy Fighter alleviates the penalties to Defense and Quickness checks when wielding a heavy weapon. As a Complex Action, the heavy melee fighter can use Cleave to inflict Strength + 2d12 Brutal damage with a battle axe for example. When they have a higher initiative, they can attack twice with Advantage using Improved Onslaught.

Starting Talents: Butcher, Heavy Fighter, Cleave

Advancement: Onslaught, Improved Onslaught, Specialization, Sweeping Strikes

The shootist specializes in ranged combat providing multiple tactical options with a variety of weapons. Clearly, Fortitude and Shoot are the highest priority.  Specialization is unlikely as the shootist excels in using all firearms basing their weapon choices on the tactical situation. When the setting and situation allows, a Tac Carbine (6mm) provides the shootist with the widest variety of options.

Starting Talents: Aim, Double Tap, Focused Fire

Advancement: Improved Double Tap, Kill Shot, Machine Gunner, Rapid Reload, Split Fire

The sniper specializes in ranged combat attacking from concealment and cover using either a longbow or a sniper rifle. After Fortitude and Shoot, the sniper should have a high Hide and Notice. When using a scoped sniper rifle, the sniper can fire out to 900 yards with Advantage using Aim. Once they have Crack Shot, they simply have Advantage all the time when they Aim. With all of the talents below, the sniper can Aim from concealment in the first turn and then use Kill Shot, a Complex Action, on the next turn to attack with Advantage inflicting and additional weapons die of damage or Fortitude +2d10 in the case of a sniper rifle. If they have surprise with Ambush, the target is Exposed potentially granting another attack as a Free Action if they win the Quickness check.  Murder increases the damage on the additional attack to Fortitude +2d10 again.

Starting Talents: Aim, Ambush, Kill Shot

Advancement: Crack Shot, Murder

The unarmed fighter specializes in engaging in melee combat without any weapons or armor. The unarmed fighter may favor Strength or Dexterity. Strength will make it less costly to improve Fight, but Dexterity contributes to both Athletics and Quickness. Being able to Double Strike by having a higher initiative and having a good Move to be able to close into melee are both equally important. Due to the lack of armor, a high Fortitude and Toughness are critical. Fortitude also contributes to Spirit which will be important as the unarmed fighter’s Armor die for Soak checks.

Starting Talents: Unarmed Combat, Unarmored Combat, Specialization (hand-to-hand)

Advancement: Assault, Improved Assault, Death Strike, Evasion, Iron Hand, Improved Iron Hand, Iron Hide, Improved Iron Hide, Parry