And that's it for the modifiers. Next, we get the various combat maneuvers used in the game. Combat maneuvers are just different ways to attack or defend. There are eight standard combat maneuvers which are available to every character: Punch, Haymaker, Kick, Block, Dodge, Grab, Move By, and Move Through. There are also five martial combat maneuvers that are only available to characters who buy the Martial Arts skill. These are Martial Punch, Martial Kick, Martial Block, Martial Dodge, and Martial Throw. Basically, every character uses the same maneuvers; specific martial arts styles are just for color in this edition.
The Combat Maneuvers Chart gives the OCV and DCV modifiers for each maneuver, as well as how its damage (if any) is calculated. Punch is the basic maneuver, with no modifiers; it's +0 OCV, +0 DCV, and damage is your STR/5 in dice. Incidentally, I should mention that the DCV on the moves is not for the target; it's the DCV adjustment the attacker gets for using the maneuver. And the CV adjustments last until your next phase or action.
The next move is the Haymaker. This is where you wind up to take a big swing at the target, and it comes with a hefty -5 DCV penalty; you are wide open to someone else attacking you. Furthermore, it takes an extra segment to do this, so if you're starting the Haymaker on Phase 3, it's not going to land until Phase 4, possibly giving the target time to react if they have an action before the end of Phase 4, when the Haymaker lands. However, if you do hit the target, they take an additional +1/2 multiplier of damage on the punch. For example, the Thing (STR 60) lines up a Haymaker on the Hulk. Hulk, for whatever reason, just takes the punch. Assuming the Thing's attack succeeds (It's Clobberin' Time!), the damage would normally be 12D6, but instead is an additional +6 dice, for a total of 18D6 of damage.
The Kick is like a Haymaker; it takes just as long to do, and the damage is the same +1/2 multiplier. However, the trade-off is a -2 OCV and only a -2 DCV. So, you're less likely to hit, but you're also less likely to be hit in return.
A Block is exactly what it says: You block the opponent's attack. You don't do damage, and there are no CV adjustments, but you make an attack roll of your own just as if you were punching the attacker. If you succeed, the attack is nullified and you take neither damage nor knockback. As a bonus, if you and the attacker both have your next action phases in the same segment, you get to counterattack first, regardless of DEX order. So, Daredevil (SPD 6) blocks Kraven's (also SPD 6) deadly strike on phase 4. Both of them go on phase 6, but Daredevil will strike first even if Kraven's DEX is higher. Note that you can block any punch even if you don't have a phase ready; this is called 'aborting' in later editions, though it's not mentioned here. If you do abort to a block, you lose your next action phase entirely. And you can't block more times than you have phases in a single turn.
Dodge is a maneuver that denies you the chance to attack, but gives you a +3 DCV against someone else's attack. You can't move more than 1/2 your total movement in a phase when you are dodging.
Grab is where you get a hold of the target's costume, their foci, or even them. If you succeed in a Grab, you can squeeze or throw the opponent. Grab takes a -1 OCV and a -2 to DCV, but once you succeed you can hold on to the opponent until they can break free or until you squeeze them into unconsciousness. In a squeeze, you do your STR in damage each phase; getting out of a Grab requires you to roll 1D6 for every 5 points of STR you have, and you have to roll higher than the grabber's STR score. So, Daredevil (STR 20, 4D6 roll) isn't getting out of Spider-Man's grasp (Spidey's STR is going to be at least 30, which is more than DD can roll on 4D6).
Move By is a maneuver in which you charge past an opponent, striking them as you go, such as clotheslining them on the way by. The maneuver requires you to move your full movement in the phase; if you have 15" of Flight, then you are moving 15" during this maneuver. The target can be anywhere along the path of movement; the result is the same. The OCV is -2 and the DCV is -2. The damage is calculated as follows: 1/2 your STR (so a STR of 20 would be reduced to 10, meaning 2D6 damage) plus 1D6 for every 5" of velocity on the move (so the Flight 15" would add 3D6, making a total of 5D6 damage).
That's it for this page; we'll finish the combat maneuvers next time, including the Martial Arts maneuvers that everyone loves so much. Until then, Excelsior!
No comments:
Post a Comment