Combat Maneuvers (NeXT)

Information on how to play the game, including full tutorials on how combat works.
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Combat Maneuvers (NeXT)

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Post by Tony »

Combat Maneuvers

A set of actions that can be taken in combat, a "combat maneuver" refers to a non-Ability, non-Skill, non-Feat action that does not require a skill level or an advanced skill to perform; they are common in learning basic techniques.

Combat Maneuvers are reserved for Martial Arts and Weapon Proficiency skills for melee weapons. They are considered "Standard Actions."
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Flanking
An actual maneuver that involves a character moving around the environment to reduce the effects of the "Concealment" status effect. Not all uses of the "Concealment" status can be flanked, but a successful maneuver will wither reduce or negate the status effect.

As a combat move, this is considered a Standard Action but certain skills, feats, traits, or other effects can allow the character to act while making a flanking maneuver.

Grappling
A non-damaging method of locking a target into a limited range of motion during combat. A grapple can come in many forms, whether it’s simply holding onto a target’s limbs or midsection or engaging them in a battle of strength or maneuvering. This maneuver can only be used on targets up to one size class larger than the character (so if a character is normal sized, it can only grapple with characters from Tiny 3 to Giant 1).
Grappling can be performed with the Martial Arts skill or a Weapon Proficiency for a melee-type weapon, which can be considered a “locking” maneuver with the weapon(s) in use. If any of these checks are critical successes or failures, they do not draw from the crit deck.

Status: Grappled - An entity is limited in its range of motion due to being held by another one. The target of a grapple is unable to take “move” actions on its own. Any action that is not breaking or reversing the grapple is rolled one “step” down throughout the grapple, including attacks and defense, but damage is calculated normally.

Initiating a grapple: A character declares the combat maneuver and rolls a standard Martial Arts or Weapon Proficiency-based attack against the target. The target can choose to either dodge (Athletics/Acrobatics) or block the attack to resist it. If the target fails to defend against it, both the character and the target are considered grappled.

Breaking a grapple: The entity that initiated the grapple can break it as a “free action” on its turn. On its turns, the target of a grapple can make an Athletics, Acrobatics, Martial Arts, or Weapon Proficiency check against the initiating character’s Martial Arts or Weapon Proficiency to break it as a free action. The target can act regardless of whether the grapple is broken.

Reversing a grapple: The target of a grapple can, as a standard action, try to reverse the grapple on the initiating character. This can be made with a Martial Arts or Weapon Proficiency check, with either of those as a defense for the initiating character. If the original target wins, it is now considered to be the initiating character, which means it can break the grapple as a free action on its next turn.

Assisted grappling: If multiple entities try to grapple a target, a “main” entity is selected to roll the checks, with all other entities adding their “assist bonus” to it, equal to their Martial Arts or Weapon Proficiency skill level * 5. This can be used to either help an entity initiate a grapple, maintain a grapple, or break one.

Bull Rush / Drag
A non-damaging maneuver that pushes, pulls, or otherwise influences a target entity into moving a certain direction by one Area. Use a Martial Arts or melee weapon’s Weapon Proficiency check against a target’s defense (Athletics, Acrobatics, block). If any of these checks are critical successes or failures, they do not draw from the crit deck. These maneuvers can only be used on targets up to one size class larger than the character (so if a character is normal sized, it can only bull rush or drag characters from Tiny 3 to Giant 1).

Bull Rush - Using a charging maneuver, impact a target to force it straight backward.
Drag - Essentially pull an enemy straight in the direction behind the character (so target’s “forward”).

Disarm
A non-damaging maneuver that allows a character to remove an equipped weapon from a target’s use. Use a Martial Arts or a melee weapon’s Weapon Proficiency check against a target’s defense (Acrobatics, Athletics, block) to determine success. This maneuver can only be used on targets up to one size class larger than the character (so if a character is normal sized, it can only grapple with characters from Tiny 3 to Giant 1).

If the check succeeds, the target drops the equipped item from its Weapon or Sidearm inventory slot -- whichever is in use at the time -- to the ground in the same Area.
If the check is a critical success, the character can choose to ‘catch’ the weapon and equip it themselves without a separate action. This does not draw from the crit deck.
If the check is a failure, the maneuver fails.
If the check is a critical failure, the character drops the equipped item in its Weapon or Sidearm inventory slot -- whichever was used for the disarm check -- to the ground in the same Area. This does not draw from the crit deck.

Since a disarmed weapon falls in the same Area as the character/target, it does not require a Move action to reach it -- however, a character must declare picking up and equipping the weapon as a standard action (unless it possesses the Quick Draw Advanced Skills under the Reaction skill, which allows it to equip as a free action). Once the item is unequipped, anyone within reach of it can pick it up based on initiative order.

Stances

Stances are special martial movements you can take in battle to tip the tide in your favor when you perhaps might not or maintain a superior stance over an opponent.

Be warned, when confronted with the weakness of your stance you will suffer your penalty but gain none of your benefits, leaving you with the choice to drop your stance or shift to another.

Taking a stance, dropping a stance, or shifting to another stance all take 1 turn.

Offensive Stance - Allows the weapon wielder to take an offensive stance, sacrificing up to 1/2 Skill level worth of dodge/block, and gain an equal amount of accuracy.
Weakness: Retaliation Stance

Defensive Stance - Allows the weapon wielder to take a defensive stance, sacrificing up to 1/2 Skill level worth of accuracy, and gain an equal amount of dodge/block.
Weakness: Offensive Stance

Retaliation Stance - Allows the weapon wielder to take a retaliatory stance. User suffers a -15 roll penalty to Awareness rolls for attacking and Dexterity rolls for dodging and blocking; however, the wielder receives an automatic one-strike counterattack (modifiable by the "Reaction" advanced skills) regardless of a successful dodge or block. Criticals and Divines are exempt from this stance.
Weakness: Defensive Stance

Like My Life Depends On It - A character can forgo attack or defense by dropping their weapons, casting aids, shields to perform a dodge at double their normal roll. They are, however, left prone for a turn and it will require a round to retrieve their weapons, as Mild "Knockdown" status. This is a 'special state' and must be adhered to.
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Vehicle Maneuvers
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Thrust System
The thrust system allows a vehicle or being to adjust their speed mid-flight to increase or decrease attack or dodge bonuses.
On a flight speed scale of:

-100% -80% -60% -40% -20% 0% +20% +40% +60% +80% +100%

Vehicles will may opt for a attack/defense bonus/penalty, depending on their speed versus the target speed, and the direction of acceleration. Slower gains a bonus to attack and a penalty to dodge, while faster would be a penalty to attack and a bonus to dodge. Bonuses and penalties to attack and dodge are achieved equally per the difference of notches on the above scale, at a rate of +2/-2 depending on the direction.

PLACEHOLDER
Tailing
Once a vehicle is attacked, everyone else who attacks that same vehicle gets a +5 to their roll.

On your turn you can, instead of attacking, opt to 'tail' another fighter, rolling your vehicle attack roll (no bonus) against their dodge. If you succeed, you tail them, gaining +5 to your attack rolls against them, and they have to roll their operation against you to shake you (or someone else has to fire at them).

PLACEHOLDER
Last edited by Daedalus on July 15th, 2023, 9:57 pm, edited 8 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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