Charging combat is a form of attack that combines movement and combat. Whereas making any other attack or action halves movement, a charging character may make his full movement and still strike. Charging is a favoured method for heroes trying to close the distance between themselves and an opponent with a range weapon, and certain individuals such as Rhino, Juggernaut, and Bulldozer make this their preferred form of attack. A character must move at least one area to make a charging attack, but may move his entire movement rate to reach the combat. For each area the character moves through before reaching combat, the attacker gets a +1 CS, up to a maximum of +3 CS (Endurance for figuring this may not be raised beyond Shift Z in any event). Charging attacks are resolved on the Universal Table, checking under the Charging column of the Effects Table. The character making a charging attack may score a Miss, Hit, Slam, or Stun. Body Armor may influence the damage of a charge attack. If the defender’s Body Armor is greater than the damage inflicted by the attacker, the damage is rebounded onto the attacker. If the attacker’s Body Armor is greater than the rebounded damage, neither side takes damage. (Stuns and Slams still apply.) Example: The character making the attack above has Good Body Armor, and makes the attack at 10 speed with Good Endurance on an opponent with Excellent Body Armor. The first 20 points of that are covered by the target’s Body Armor, and as such are returned to the user. The attacker takes 20 points, 10 of which are absorbed by his own body armor. The attacker therefore takes 10 points from his own attack. Charging inanimate objects is handled in a similar manner, with the item’s material strength counted as Body Armor. Charging through a Good strength wall will inflict 10 points of damage on the attacker, unless that damage is absorbed by Body Armor. This applies to characters who are slammed through walls, charge past a target into a wall, or fail to pull out of a dive.
The Stun result has the potential of taking a character out of the fight for a number of rounds. A character may be stunned as result of any Slugfest attack, Throwing attack, Force attack, and Charging attack. The target rolls an Endurance FEAT on the Universal Table, and checks the result on the Effects Table (is this getting familiar, guys?). There are three types of Stun results.
The Slam result is possible as the result of Blunt Attacks and Charging and refers to the physical knocking down or away of an opponent. There are three types of Slam under the Advanced Set rules. The subject of a Slam result rolls on the Universal Table for an Endurance FEAT, checking the result on the Effects Table. The result may be No Slam, Stagger, 1 Area, or Great Slam. A character slammed into a building takes damage as if he/she were making a charging attack at that building. Buildings and other obstructions affect the speed of the character as for normal movement.
The Kill result is potentially the most dangerous for the user (and definitely the target). A Kill result may be checked for as the result of an Energy attack, an Edged attack in Slugfest, or a Shooting attack. It may also be called for by reducing a character’s total health to 0 — see Life, Death, and Health, following. The target receiving a Kill result makes an Endurance FEAT on the Universal Table, checking under the Kill column of the Battle Table. There are three results on this table. A Kill result has detrimental effects on the attacker as well as the target. A hero who kills will lose all Karma (check under the Karma section in the next chapter).
A Miss result for Charging inflicts no damage. In addition, the character continues his/her move for half the character’s speed (round up) after the attack. Any change in direction would require an additional Agility FEAT. If the straight line passes into some material obstacle, the character makes an attack on that obstacle instead. The attacked character may return the attack only if his action was originally following the charge.
1 to 10 (White)
The character is knocked out for 1-10 rounds (roll a die). During this time a character may take no actions.
GRAND SLAM (White)
The target is knocked away with a speed equal to the Strength of the attacker taken as ground speed. (A hit with Unearthly Strength sends the victim 10 areas.) The direction is determined as for 1 Area Slam.
ENDURANCE LOSS (White)
The character’s Endurance is reduced by one rank. The character is dying (check under Life, Death, and Health), and will continue to lose Endurance at one rank per turn until the situation is cleared.
A Hit result for Charging inflicts up to his maximum current Endurance or his Body Armor rank in damage, whichever is higher, plus two additional points of damage for every area covered in the attack. (A character moving 10 areas with an Endurance of Good (10) hits an unarmored opponent at top speed, inflicts 10 + 2×10 = 30 points of damage.)
The character is knocked down and may take no action next round. The character is still conscious, but as the apparent result is the same as 1-10 rounds, a character can play possum and keep his/her ears open.
The target is knocked one area away (ranged or area movement). If the attacker inflicted any damage on the target, the attacker chooses the direction of the Slam (any compass direction or straight up or down). If no damage was inflicted, the defender chooses the direction (most likely avoiding fellow teammates, buildings, and other large, nasty items).
ENDURANCE LOSS EDGED/SHOOT
The character is affected as an Endurance Loss only if the method of attack was Edged attack in Slugfest or a Shooting attack. Any other attack form is considered No Effect.
A Slam result for Charging inflicts damage as for a hit, and in addition may Slam an opponent. Opponent rolls against the Endurance: Slam Chart.
The target is knocked back a step or two, perhaps knocked to one knee, but is fully capable of engaging in combat next round. The Stagger result indicates the target takes the damage of a hit and is no longer considered adjacent to his/her attacker. There is no further damage unless the situation demands it. (Say, the target is on the edge of a cliff and staggers over the precipice — a great way for villains to meet obscure deaths.)
A Stun result for Charging inflicts damage as for a hit, and in addition may Stun the opponent. The attacker may inflict up to his Endurance or Body Armor in damage, but additional damage from speed is fixed. The attacker may also choose a lesser effect than that rolled. Opponent rolls against the Endurance: Stun Chart.
STUN- The character is not affected by the Stun result
SLAM- The target is not affected by the Slam. The target still takes damage as for a normal hit.
KILL- The character takes damage as listed for the attack form, but is not slain.