Combat- B362

Combat Turn Sequence - B362

Turn Sequence - B363

Highest basic speed goes first.Highest DX for ties, roll randomly for same DX

"Your Turn" - B363

Your turn is the one-second period that stretches from when you choose a maneuver until your next opportunity to select a maneuver.

Maneuvers - B363

Full-Turn Maneuvers These maneuvers take the entire second, even if possess superhuman speed. Ex: holding down a button for 1 sec takes 1 sec no matter how fast you are.*Step* - 1/10 move (1 yard min) in any direction and freely change facing. Can be taken before or after action. If more than 1 yard, can also break up the movement. Can use full step to transition between kneeling and standing. (B368)

Free Actions - B363

Drop an Item - at any point during movement within reach (usually 1 hex).*Crouch* - at the beginning of your turn, or after an action if don't move or only step. Rise at any time. (B368)

Do Nothing - B364

Change Posture - B364

Aim - B364

Evaluate - B364

Attack - B365

Feint - B365

All-Out Attack - B365

Move and Attack - B365

All-Out Defense - B366

Concentrate - B366

Ready - B366

Wait - B366

Movement - B367

Moving Through Other Characters - B368

Evading - B368

Quick contest of DX if opponent tries to stop:
  • -5 if foe standing
  • -2 if foe kneeling
  • +2 if approach from side
  • +5 if approach from behind
  • +5 if foe lying down

Attacking - B369

Melee Attacks - B369

Hit Location - B369

Assumed attacking target's center of mass (torso)

Deceptive Attack - B369

May not reduce effective skill below 10

Rapid Strike - B370

Once per turn. -6 for both attacks. Can target multiple opponents.

Unarmed Combat - B370

  • Striking skills Boxing, Brawling, Karate
  • Grappling skills Judo, Sumo Wrestling, Wrestling

Striking - B370

Grabbing - B370

Attack the hand, defend normally. Regular contest of ST as full-turn maneuver. Success take weapon, fail lose grip.

Grappling - B370

Stunning:Next maneuver must be Do Nothing (+stun): Follow Do Nothing rules to recover (roll HT to recover, -4 penalty stays in effect entire turn whether or not recover). B364.
Topic revision: r2 - 16 May 2012, DamianSmall
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