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PROJECT ANNUSTARIA
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Chapter 20: Other Forms of Attacking.​
Weapons are not the only part of combat that could prove helpful. There are often hand-to-hand and unconventional methods that can turn the tide of a combat scenario. These include punching, shoving, grappling, and throwing stones. All of these have special properties that make them distinct compared to weapon attacks. This chapter will explain the rules and mechanics behind the other forms of attacking.
20.1 Punching:

Punching does not count as a weapon attack, and every party is capable of doing it. It has a range of 1. When performing this action, roll a d6. If you roll a 1, the move misses and does no damage. If the roll is any other number, the move hits. It does 1 normal damage + your attack modifier, doing a minimum of 1 damage. If you roll a 6, it is a critical hit, doing double the damage that it usually does. Your pieces cannot make a punch toward your own party members; friendly fire is not tolerated!

This section, “Ludicrous Ludo: Section 20.1”, is adapted from page 95 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 20.1” is under a CC BY-SA 4.0 license.

20.2 Running Punch:    

Pieces can perform a running punch, which modifies how their upcoming movement roll works during their movement phase. It is seen as a punch powered up by running towards your opponent. When this action is performed, move the action marker on the Track-Keeping Board to the “running Punch” space.


When performing this action, on your upcoming movement phase, make the movement roll like usual. If you land on the space right before an opponent’s piece or enemy creature, the piece gets to perform a running punch on it. The running punch deals damage equal to the number of spaces the piece just moved + your attack modifier, dealing a minimum of 1 damage. If your party member does not land on the space right before an opponent’s piece or enemy creature, nothing happens except for using the movement roll like normal. 

​If the player performing the running punch rolls a number higher than the number of spaces needed to land just before an opponent, that player may choose to either have the running punch succeed, or cancel it. If they choose for it to succeed, the piece stops on the space right before the opponent’s piece, and the remaining number of spaces that could be moved are canceled. If the player chooses to cancel the running punch, the running punch automatically fails, and the piece moves the number of spaces shown on the die, unless otherwise blocked from doing so.

Extra movement rolls gained by rolling 6’s, or other rules within the game, do not trigger running punches. Only the free movement roll that comes with each turn is capable of doing so. Running punches may not result from bonus die rolls.
If an opponent’s piece tries to tackle a piece trying to move past it, a running punch does not happen. However, the piece being tackled in this situation may use a reaction to perform a regular punch if the tackle is successful, unless it rolled a critical failure, or the opponent’s piece rolled a critical success on the contest roll. If the defender wins the contest roll, the rules relating to tackling function as usual.

​If an opponent’s piece tries to tackle a piece trying to move past it, a running punch does not happen. However, the piece being tackled in this situation may use a reaction to perform a regular punch if the tackle is successful, unless it rolled a critical failure, or the opponent’s piece rolled a critical success on the contest roll. If the defender wins the contest roll, the rules relating to tackling function as usual.

20.3 Shoving:

If one of your pieces is within a range of 1 space of an opponent’s piece, and facing that piece, that piece can use an action to perform the shove action against it. The creature your piece is shoving must also be no more than 1 size larger than your piece.

A contest roll is made, with the player doing the action being the offender. The offender adds their strength modifier, while the defender adds their dexterity modifier. If the defender wins the roll, nothing happens. If the offender wins the roll, the other piece gains the prone status condition. Add the penalty to the corresponding side shown in this table if any penalties need to be applied.
Picture

​Critical successes and failures are possible with contest rolls for shoving. If the offender rolls a critical success, the other piece not only becomes prone but also takes 1d4 normal attack damage. If the defender rolls a critical success, the other piece gains the inflicted status condition caused by shoving instead. If the offender rolls a critical failure, they gain the prone status condition instead of the other piece. If the defender rolls a critical failure, they not only gain the inflicted status condition caused by shoving but also take 1d4 normal natural damage.

    
​
The contest roll could also result in a glazing hit. If this occurs, the piece being shoved still gains the prone status condition, but may use a reaction right then to get up. The player whose piece this is happening to gets to decide whether or not to do so, if they can do it at all.


This section, “Ludicrous Ludo: Section 20.3”, is adapted from pages 94-96 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 20.3” is under a CC BY-SA 4.0 license.

20.4 Grappling:

If one of your pieces is within a range of 1 space of an opponent’s piece, and facing that piece, that piece can use an action to perform the grapple action against it. The creature your piece is grappling must also be no more than 1 size larger than your piece.
    
A contest roll is made, with the player doing the action being the offender. The offender adds their strength modifier, while the defender adds their dexterity modifier. If the defender wins the roll, nothing happens. If the offender wins the roll, both pieces in the interaction gain the restrained status condition until the grapple is broken. The grapple lasts a maximum of until the first special rules phase of the grappling player’s next turn. Add the penalty to the corresponding side shown in this table if any penalties need to be applied.
Picture

Critical successes and failures are possible with contest rolls for grappling. If the offender rolls a critical success, the other piece not only becomes restrained but also takes 1d4 normal attack damage. If the defender rolls a critical success, the other piece gains the inflicted status condition caused by grappling instead. If the offender rolls a critical failure, the defender can perform either a punch or grapple on the offender without using an action, bonus action, or reaction. If the defender rolls a critical failure, they not only gain the inflicted status condition caused by grappling but also take 1d4 normal natural damage.

    
The contest roll could also result in a glazing hit. If this occurs, the piece being grappled still gains the restrained status condition, but may use a reaction right then to get out of it. The player whose piece this is happening to gets to decide whether or not to do so, if they can do it at all.

    
​
Finally, the piece that is being restrained by a grapple may, on the action phase of their turn, escape the grapple by using the struggle action. When they do this, they are no longer restrained and also roll a d6. If it lands on anything other than a 6, nothing else happens. If it lands on a 6, that piece may then choose to perform either a punch, shove, or grapple on the piece that grappled them without using an action, bonus action, or reaction, if they can.


This section, “Ludicrous Ludo: Section 20.4”, is adapted from pages 94-96 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 20.4” is under a CC BY-SA 4.0 license.

20.5 Throwing Stones:

Another damaging action that anyone could take is throwing stones at the opponent. Rocks are found all over the map and thus could be found from any space. Because of this, it could be done when your party has run out of ammo for their ranged weapons or does not have any ranged weapons. Throwing stones at the opponent is treated as a weapon attack; thus, an attack roll is needed. Like a weapon attack, it has stats, which are presented below.

Stones:
Available at level 1.

  • Weapon Type: Ranged.
  • Handedness: One-handed.
  • Damage: 1d4 + attack modifier normal attack damage.
  • Range: 3 spaces.
  • Weapon type: Non-inventory.
  • Ammo type: Stones.
  • Maximum Ammo: 1.
  • Ammo regeneration: NA.
  • Stun factor: +2.
  • Special Attributes: 
    • Slow. 
    • Special.

This weapon is not a part of the party’s regular weapon slots.

First, a player cannot perform a double shot with throwing stones. Second, a player does not gain ammunition for throwing stones when ammunition is delivered via the Calendar Board. Finally, it does not occupy a weapon slot or a looted weapon slot, unlike all other weapons.

​There are two options for gaining stones to throw at the opponent. The first option is to take your bonus action to get the rock and your action to throw it. You take the special actions phase of your turn after both of these conditions are met. Another option is to use the same action, or if possible, reaction to both collect the rock and attack with it. If your piece does so, the attack roll is made with disadvantage. When your pieces make opportunity attacks or retaliations, you must make the attack roll with disadvantage if your pieces are using stones.
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