Mechanics - Modifiers - Reach

Reach applies to melee attacks, and attempts to dodge them.

By default, most melee attacks have a reach of 0.


Reach can be generated by:

The effects of a maneuver.

The size of a weapon (if the maneuver utilises it).

The size of the attacker’s body (“Natural” reach).


If there is sufficient space between combatants:

Attacking with greater Reach, causes the Defender’s dodge or block roll to be penalized by the amount their reach is exceeded by the attacker.

Defending with greater Reach, causes the Defenders dodge or block roll to gain bonus dice equal to the amount their reach exceeds the attacker’s.


If there is not sufficient space between combatants:

Effective Reach granted by weapons and maneuvers is shortened to the space between combatants for calculating any possible bonuses.

The amount by which Reach granted by weapons and maneuvers exceeds the space between combatants removes twice that many dice from the maneuver’s roll.

“Natural” Reach granted by body size is unaffected by insufficient space between combatants.


Sufficient Space:

Note, combatants can usually move up to a meter as part of their attack and defense maneuvers, use the most generous calculation of space possible given the characters’ movement over the whole exchange. Insufficient space will only usually occur when a combatant is grappled, backed against a wall, or otherwise immobilized.

Reach 0 attacks are not penalized by closeness, even when grappling.

Reach 1 attacks require at least half a meter or so of space between combatants to be advantageous.

Reach 2 attacks require a full meter between combatants to be advantageous.

Reach 3 attacks require at least a meter and a half between combatants to be advantageous.

Reach 4 attacks require at least two meters between combatants to be advantageous.


Your weapon’s statistics will tell you its reach, but as a rule of thumb…

Reach 0 weapons are very short: bare hands, switch blades, kitchen knives, etc.

Reach 1 weapons are around fifty centimeters: machetes, police batons, etc.

Reach 2 weapons are up to a meter long: sledge hammers, wood axes, etc.

Reach 3 weapons are a meter and a half long: garden hoes, long shovels, full length brush hooks, etc.

Reach 4 weapons are greater than two meters long: old school pikes for example.


Specific merits or powers will list any “Natural Reach” effects, but as a rule of thumb…

Natural Reach 0 is what normal people have.

Natural Reach 1 is what people over two meters tall have.

Natural Reach 2 is what people over three meters tall have.



Ranged Weapons and Reach:

When attacking, ranged weapons grant an effective reach equal to the distance between shooter and victim (Ie: reach 1 at half a meter, 2 at one meter, 3 at a meter and a half, and reach 4 at two or more meters). 4 is the maximum effective reach for ranged weapons.

As long as the reach value of the distance between shooter and defender is greater than the reach of the defender, then the reach of the defender does not mitigate the reach of the shooter. (Ie: if your weapon can’t reach the shooter it won’t help you.)

When defending, ranged weapons don’t grant any special range advantage. If using a ranged weapon to physically block reach is determined by the length of the weapon as per any other item.


Mechanics - Modifiers - Reach

Kapre Aswang Avandus