Catalog / Techniques / Rush Attack
Rush Attack
Techniques · Melee Techniques
- Attack
- Technique
- Melee
You charge in and use your momentum to strike and throw your target off balance.
For 2 Action Points, move up to your Speed to end adjacent to a creature you can reach. This movement doesn't provoke Reaction Attacks. Then make a melee weapon attack against that creature. If the attack hits and deals damage, the target must make a Reflex Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).
On a failed save, the target is Off-Balance. At the end of each of its turns, it can attempt a DC 15 flat check to end Off-Balance, or it can spend 1 Action Point on its turn to end the condition instead.
Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Off-Balance by spending actions costs 2 Action Points instead of 1.
Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.