Fight Maneuver Table
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Maneuver
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WA modifier
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Damage
|
Location
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Notes
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Throw Opponent
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0
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NA
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NA
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Throw opponent into adjacent hex. Loses one action, and becomes
prone. Requires 2 hands.
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Slam
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-1
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1k+
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random
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Hurl opponent into any adjacent hex. Loses one action, becomes
prone, takes damage. Requires two hands.
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Trip or Sweep
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+1
|
none
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NA
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Knock opponent down. Loses 1 action, becomes prone.
Requires two feet.
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Entangle
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Varies
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none
|
NA
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Usable only with net. A successful attack immobilizes the
target in the current hex. The target is limited to making escape
maneuvers until successful. For information on Escape, see Defend
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Grab
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+1
|
NA
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hands
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Roll Body Type + 1d10 against opponent's Body Type +1d10.
If you roll higher you have taken an object out of your opponent's hands.
Requires one hand.
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|
Pin
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0
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NA
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arm
|
As above. If successful you pin one of your opponent's arms
with one of yours (opponent may not use any systems placed partially or
completely in that arm until a successful escape is made). Requires
one hand.
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Bear Hug
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-1
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NA
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arms
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As above, but you pin both your opponent's arms with both of your
own. Requires two hands.
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|
Feint
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0
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NA
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NA
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Roll as if making an attack, taking WA and mods into account.
Opponent rolls INT + Notice + 1d10. If you roll higher you may add
+1 to your next attack roll for every point you beat your opponent by.
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Tackle
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+1
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NA
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NA
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Knock your opponent back one hex. Defender loses 1 action,
both become prone. Requires two hands, two feet.
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Drop
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-2
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1k + 1k for every two hexes travelled before the attack
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Torso
|
Combines movement and attack. Attacker makes a running leap,
and adds damage based on the number of hexes travelled. Up to two
actions worth of consecutive movement may be combined for purposes of calculating
damage. Successful hit = defender knocked back one hex, loses
one action, becomes prone. Attacker becomes prone in hex (whether
attack succeeds or not). Requires two hands, two feet.
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