Rules compendium

Three responses to one Melee attack

Three responses to one Melee attack. A tied Full Guard causes no Wounds to either character. Clash’s illustrated 4 is a sample result, not a promised benefit.Three responses to one Melee attack. A tied Full Guard causes no Wounds to either character. Clash’s illustrated 4 is a sample result, not a promised benefit.Three responses to one Melee attack. A tied Full Guard causes no Wounds to either character. Clash’s illustrated 4 is a sample result, not a promised benefit.
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Three possible outcomes. The attacker’s total is 3 in each example. Your roll can be lower or higher. The defender is aware and can make and pay for the chosen response.

  1. No Response costs zero and rolls nothing. Attack total 3 beats target number 0, so the attacker hits and calculates Wounds.
  2. Full Guard against Melee uses Melee with Advantage. Its example total 3 ties the attacker’s 3, stopping the attack. It cannot wound the attacker.
  3. A legal Clash pays for the defender’s own weapon attack plus any Boost. The example defender’s attack total 4 beats 3 by one. Only the defender hits and calculates their own weapon’s Wounds.
  4. Use the actual final totals in play. Neither guard total 3 nor Clash total 4 is guaranteed by choosing that response.

Result: A tied Full Guard causes no Wounds to either character. Clash’s illustrated 4 is a sample result, not a promised benefit.

  • Apply each defender’s own discounts, cost modifiers, weapon reach and other attack requirements. An unaware defender follows No Response.
  • Against a Ranged attack, Full Guard uses Acrobatics and weapon Clash uses Ranged. Their specific legality rules still apply.
  • Exchange Responses are separate from Reactions and do not use a proactive Skill use or your own turn. Do not add a separate resistance roll.

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