Spelljammer
Overhand Attack
GM NOTE: Think about simplifying this. Maybe max additional damage equal to rank but for every +1 damage, suffer minus to SC and DEF.


An overhand attack allows to the character to make an exceptionally hard blow by taking advantage of the weight of his weapon.

An overhand attack can be done with any moderately heavy weapon. It cannot be done with a dagger, short sword, longsword or any pole arm (to name a few).

An overhand attack can be used one handed or two handed. It can be used two handed even with weapons designed to be used one handed, but the attacker cannot have a shield, other than a buckler, on their arm. If they have a buckler, they gain no bonus to Defense during the round in which they employ an overhand attack.

The bonuses for overhand attack depend on whether it is being employed in a one-handed or two-handed fashion:
  • Two Handed Overhand Attack - +1 to Strike Chance and +1 to Damage for each rank with this skill. If the attacker misses by 20 or less, and the target is using a shield, there is a chance equal to damage + 2% per rank, that the shield is broken. Thus, if a rank 5 attacker needs a 60 or less to hit, but rolls between 61 and 80, and rolled 18 points of damage, the chance of breaking the target's shield is 18 + (2 x 5) = 28%. The chance of shield breakage for a magical shield is reduced by the bonus of the shield (i.e., a shield that adds +5 to DEF would only have a 23% chance of breakage). If the magic shield has other abilities, the GM may further reduce the chance of breakage.
  • One Handed Overhand Attack - +1 to Damage at ranks 2, 4, 6, 8 and 10. No bonus to Strike Chance.

Using the Overhand Attack is not without cost:
  • The character loses one attack.
  • The initiative modifier for an Overhand Attack is -2.
  • The character cannot use the Defending combat option.
  • The character suffers a penalty to his DEF. The character must make an Overhand Attack skill roll (((DEX - 15) x 3) + (rank x 5)) to determine Defense penalty:
      • Absolute Success: -5 to DEF
      • Success: -10 to DEF
      • Near Success: -12 to DEF
      • Partial Success: -15 to DEF
      • Failure: -20 to DEF
      • Absolute Failure: -25 to DEF and Drop Weapon
      • Blunder: -30 to DEF and Throw Weapon

Drop Weapon - Roll 1d20-10. If the result is positive, the weapon hits you as you drop it. Take damage equal to the positive amount and, if the weapon is magical with a bonus to damage, add that bonus to the damage. For example, if you are using a +3 battle axe, and your 1d20 roll comes out to 12, minus 10 = 2, you would take 2 points of damage, plus 3 more for the magic of the weapon. See Combat rule for Picking Up a Dropped Weapon.

Throw Weapon - Roll 1d20 to determine how many feet you throw your weapon. Roll 1d8 for direction. If there is someone or something in the path of the throw, the GM will determine what happens.

An Overhand Attack can only be used once per round. If an Overhand Attack is used in consecutive rounds, subtract a cumulative 25 from the Overhand Attack skill roll (for determining DEF penalty) on the above table for each round that it is used after the first. As soon as the character doesn't use the Overhand Attack on a given round, the penalty is removed.

The character's rank with this skill cannot exceed his rank with the weapon for which he is using this skill. Maximum rank with this skill is 10.

OLD VERSION

This skill can only be used with two-handed weapons where the hands are close together on the weapon. Thus, it can be used with two-handed sword or battle axe, but not with quarterstaff or spear. An overhand attack allows to the character to make an exceptionally hard blow by taking advantage of the weight of his weapon. When performing an overhand blow, the attacker adds +1 to his Strike Chance for each rank with this skill. If he hits, then he also gains a +1 to damage (+1 per 3 ranks, round down).

The downside of using an overhand attack is that the character is more vulnerable to attack. The character cannot use the Defending combat option (sacrificing Strike Chance to add to Defense). Additionally, the character must make an Overhand Attack skill roll (((DEX - 15) x 3) + (rank x 5)) to determine Defense penalty:

Absolute Success: -5 to DEF, +1 Damage
Success: -10 to DEF
Near Success: -12 to DEF
Partial Success: -15 to DEF
Failure: -20 to DEF
Absolute Failure: -25 to DEF
Blunder: -30 to DEF

The character's rank with this skill cannot exceed his rank with the weapon for which he is using this skill.