3.1.4.3 Advance and attack [A/F]

This action allows a phasing character to move one hex forwards or sideways on the combat "board" and attack an opponent with a melee weapon. The character can optionally turn 60 degrees before advancing. If striking with a normal melee weapon, the target must be in one of the three adjacent hexes in front of the character's new position. If striking with a polearm, the target may be in one of the hexes immediately beyond that (see diagram below).

Advance and attack diagram

Once any reactions to the attack have been declared, dice rolls are made to determine whether the attack hits the target. A character declaring an advance and attack action gets a +1/2 bonus on the attack dice roll compared to a stand and attack action; this is because it is easier to attack when moving and harder to defend against a moving opponent.

As a follow-on: If a character successfully parries an incoming attack (stepping backwards in the process), he/she can follow up with an immediate advance and attack action against the opponent (stepping forwards again). This represents a riposte maneuver. Because the weapons do not lock in a parry (unlike in a block), the successful parrier may use the same weapon he/she parried with (or a second ready weapon) for the riposte attack, and the opponent may use the original attacking weapon to block or parry the riposte.

For example, Cogan is attacking Urlik with a hand-&-half sword. Urlik parries Cogan's attack with his axe and immediately ripostes with his axe. Cogan uses his hand-&-half sword to parry this attack, etc.

Action point cost: The number of action points that an advance and attack action or follow-on uses depends on the weapon attack mode used; it varies between two and four action points.