Gunsword Combat Reference

=Attack Phase=

Movement Actions
=Fate Compensator= 1 Player (2 Checks) = 1 Fate Re-Roll

X Players (1 Check) = X Fate Re-Rolls

'''Sometimes when players are facing an encounter, they will attempt a difficult large scale maneuver which requires a series of successive checks (Either one player making at least two checks or multiple players making a single check). Each player involved with the maneuver contributes one Fate re-roll to the group. Players involved in the maneuver may use any number of the Fate re-rolls for any of the die rolls (Skill Checks, Attacks, Damage Rolls and etc...). The result of the Maneuver may provide various bonuses (Bypassing DR, Resistance, Causing a Status, or Causing a Vulnerability)'''

=Critical Rolls= Critical Confirmation: When a weapon threatens a critical hit on a target, roll another attack roll, if this attack roll hits, the critical hit is confirmed and the all damage of the attack is multiplied by the critical modifier.

'''Natural 20: No additional attack roll is needed to confirm this critical hit. It is an automatically Confirmed Critical Hit.'''

'''Natural 1: Skill or Attack roll completely fails. Gain a single redemption point. Roll a d10 and follow the Critical Fail Table.'''

=Redemption and Critical Fails= '''Whenever a player rolls a 1 for a skillcheck (requested by the DM) or attack roll (d20), the player adds one Redemption point to their character sheet. A player may spend three redemption points to re-roll one d20 roll. If the player chooses to re-roll a 1, the player still adds one redemption point, while spending three redemption points for the re-roll. There is a penalty for rolling 1’s when the roll is a Skill Check requested by the DM, or an Attack Roll. A Critical Fail leads to a result that is randomly decided from a chart of “Critical Fails.”''' '''Redemption: Trade three Redemption points for a single Re-Roll. '''

You may spend the redemption point you receive on a 1 to re-roll that same 1.

=Aerial Charge= A Character that falls more than 30ft onto a target that they wish to attack, performs an Aerial Charge Attack.

The Attack roll gains a +2 to Attack, but the attacker suffers a -2 penalty to AC.

The Attack deals bonus damage equal to the Character’s Weight (10+Equipment Weight).

The attacker still suffers Fall Damage (1d6 damage every 10ft Fallen) and is prone from the Fall 

The Acrobatics and Athletics DC to stop from falling prone is equal to the distance fallen. =Fall Damage= Every 10ft fallen deals 1d6 fall damage.

An Acrobatics/Athletics check negates an amount of distance in feet equal to the check.

An Athletics check can be made to catch a ledge (If available) before falling (5+Distance Fallen (D20))  =Status Effects=