2008 hold ground

Rule changes, additions, addendums, errata, and updates.

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GM-Mike
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2008 hold ground

Post by GM-Mike »

When Hold Ground is initiated the warrior gains 10 temporary life points, and all melee attacks delivered to the front side of the warrior that deal damage to the warrior's armor or life points are reduced to 1. This damage is taken off armor first even if the attack is "vorpal" (See pg.84). In addition, Fear, Sleep, Poison, Disease, Knockout, and Press effects do not affect the warrior; instead they take 1 damage, taken from armor first. The warrior also becomes immune to taunt. Attacks to the rear of the warrior affect the warrior normally. While Hold Ground is active, the warrior cannot use other charged or activated skills except for "resist" skills such as "Resist Magic" or "Resist Poison" and Parry. While Holding Ground warriors cannot move their feet. At the end of Hold Ground, the warrior's life point total is reduced to zero life points or remains at its current total if it is less than zero life points.

(poison and disease have been added to the take 1 damage list)
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