Monday, December 16, 2013

New Combat Maneuvers!

Game Mastermind's Manual!
Volume 3!

A Crushing Attack is an attempt to roll over, trample, or stomp a smaller defender or obstacle. To use this, the attacker must be riding an animal, driving a vehicle, or be significantly larger than the defender (using Growth).
               A Crushing Attack is a normal physical attack with the AV equal to the attacker’s Animal Handling (Riding), Vehicles, or DEX if large. The EV is the animal's or large attacker’s STR, or, if a vehicle, the vehicle’s APs of weight. To a defender, the Crush Attack is very obvious, so he gets a +2 CS to his OV to avoid it. However, once it hits, the Crush Attack is very dangerous to a defender, causing his RV to suffer a -3 CS penalty. Damage caused by a Crush Attack to a defender is automatically considered Killing Combat. A Crushing Attack never causes Knockback.
               If the Crushing Attack is made against an obstacle, then no OV or RV penalties apply. Instead, the attack damages the obstacle, flattening it. Once enough RAPs are gathered to exceed the obstacle’s BODY, it is crushed and the attacker can move unimpeded forward. Until then, the attacker is Stuck crushing the obstacle. While Stuck, the attacker is vulnerable to attack. His OV is reduced -2 CS against all attacks until he is unstuck.

A Disarm is a variation on a Take Away, but in this case, the attacker is merely trying to knock the weapon or gadget away from the defender’s grasp.
               A Disarm is a normal dice action using the attacker’s DEX/STR as the AV/EV and the defender’s DEX/STR as the OV/RV though the defender automatically receives a special +2 CS to his OV. If the Disarm attempt earns one or more RAPs, the defender automatically drops any one item in his possession. The attacker must specify which item he is trying to knock away from the defender before rolling the dice, if there is more than one possibility. A CS gained on the roll knocks the item a distance away, just like a normal Knockback. In this way, the item can be damaged. Otherwise, it falls undamaged to the ground at the feet of the defender, requiring him to expend an automatic action to retrieve it. If the defender is disarmed before his turn, any actions he had planned with his item are lost.
               A Disarm never causes any damage to the defender. Whether an item can or cannot be dropped depends on whether or not it is listed in upper and lower case letters, or in all capitals (see Gadgetry).

Smash Attacks are a form of Sweep Attack employing improvised physical objects such as lightpoles, dumpsters, cars, or boulders against a single opponent. The object is swung in an attempt to smash a single defender with the object. The attacker’s STR must be at least 2 APs higher than the weight of the object in order to heft it and use it like a weapon.
               Smash Attacks are rather uncoordinated, giving the attacker a +2 CS to OV. However, the attack gains a -2 CS to RV due to the impact of the item.
               Objects can be thrown as well, but when used in this fashion, have an EV equal to their APs of weight and do not gain the CS bonus to RV..
If the RAPs of damage are greater than the BODY of the object used in the attack, the object is destroyed. The attacks do count as using melee weapons, so they count as killing combat.

Trick Shots can be used by ranged weapons to defeat armor by targeting vulnerable areas. If successful, the attack causes harm to the wearer, ignoring the armor. The OV CS for this varies according to the armor worn. Melee weapons cannot use this option.
Vest, breastplate                   +1           
Jacket, leather shirt               +2           
Long coat, chain mail            +3           
Full body, full plate                +4           
Power Armor                         +5          

Block: This maneuver requires some clarification. A Block is a maneuver is not employed to use a shield to block an attack. The character should instead use the shield's defense power.

A Counter is a variation of a Block, but instead of using a physical object, the defender uses a ranged attack power. Doing this, the defender is attempting to weaken or deflect an incoming attack.
               A Counter is a dice action and in order to perform a Counter, the character must have some ranged power of the same category as the incoming attack (physical vs. physical, mental vs. mental, or mystical vs. mystical). The AV/EV of a Counter attempt is equal to the defender’s APs of power. The OV/RV is equal to the APs of power of the incoming attack. RAPs resulting from the Counter are subtracted from the EV of the attack. If the EV is reduced to zero, then the attack fails. However, as long as the EV is above zero, the attack continues normally, but with a reduced EV.
               If the original Counter dice action fails, the attack is resolved normally and the defender automatically suffers a -2 CS to his OV against it.
               A defender cannot Counter more than one attack per phase.

An Intervene is an attempt by the defender to interpose himself between an incoming blow and another person. It is a variation of a Block. If the Intervene maneuver succeeds, the defender takes the damage instead of the other person.
               An Intervene is a dice action and in order to perform one, the defender must be able to move himself between the other person and the incoming attack. The AV/EV of an Intervene attempt is equal to the defender’s DEX or Movement power. The OV/RV is equal to the AV of the incoming attack. If the Intervene dice action earns one or more RAPs, it succeeds, and the attack is then resolved normally, using the defender’s BODY as the RV and an OV of 0 (since the defender is trying to get hit).
               Any RAPs caused by the attack are inflicted upon the defender’s Current BODY Condition instead of the other person’s. 
               If the original Intervene dice action fails, the attack is resolved normally and the defender automatically suffers a -1 CS to his OV against it.
               A defender cannot Intervene more than once per phase. Only physical attacks may be Intervened.

               An Intervene is a particularly heroic and dangerous action and a character should gain a few extra HPs at the end of the session.

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