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Combat Maneuvers

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Maneuver Roll Effect Comments
Aiming Perception + Gun Fu
Perception + Getting Medieval
Adds Success Levels to Damage Delays shot to end of the round
Bow Shot Dexterity + Getting Medieval - 2 4 x Strength Slash/Stab
Max of 20 points of damage
Ranged attack modifiers apply
Break Neck Str + Kung Fu versus Str + Con Upon Victory: 4 x Str Bash Target must be successfully Grappled prior to maneuver.

If under -9 Life Points:
Roll a Survival Test - Success Levels to survive.

Catch Weapon Dexterity + Kung Fu - 5 Catch a weapon thats thrown at you If Catcher's roll < Thrower's roll, add +5 damage
Choke Str + Kung Fu versus Str + Con Upon Victory: (Strength - 1) Bash Target must be successfully Grappled prior to maneuver.
Asphyxiation (-2 to subsequent actions)
Crossbow Shot Dexterity + Getting Medieval 16 Slash/Stab Ranged attack modifiers apply
Decapitation Dexterity + Getting Medieval - 5 Weapon Damage x 5 Target must make a survival test if Life Points < -9
Disarm Dexterity + Getting Medieval - 2
Dexterity + Kung Fu - 3
Target's weapon is knocked out of their hand Resisted by Parry
Dodge Dexterity + Acrobatics
Dexterity + Getting Medieval
Dexterity + Kung Fu
Attacker fails to hit -2 versus missile attacks.
Feint Intelligence + Kung Fu
Intelligence + Getting Medieval
Adds Success Levels to next action. Defender rolls
Perception + Kung Fu or Perception + Getting Medieval
to resist.
Grapple Dexterity + Kung Fu + 2
versus
Dodge maneuver
Wrap your arms around the target
Renders them unable to move or attack.
-2 for single limb; -1 for whole body.
Subsequent Maneuvers Include: Choke, Break Neck
Groin Shot Kung Fu - 3 Incapacitates the target until recovery Roll Willpower doubled to recover.
-1 for females
-(2 x Success Levels) for males.
Gunshot Dexterity + Gun Fu Varies by Weapon Range modifiers apply
Head Butt Dexterity + Kung Fu - 2 2 x (Strength + 1) Bash No defense if target is grappled
A miss means the attacker takes the damage instead.
Jump Kick Dexterity + Kung Fu - 3 3 x (Strength + 1) Bash Roll Acrobatics + Dexterity for Launch; successes add to

damage.
Failure to launch is...a fall

Kick Dexterity + Kung Fu - 1 2 x (Strength + 1) Bash Successful parry allows leg grapple attempt.
Knockout Dexterity + Kung Fu - 2
Dexterity + Getting Medieval - 2
1/2 usual Bash Target rolls Constitution x 2 - Success Levels
If Success Levels < 1 then lose consciousness.
Melee Weapon Dexterity + Getting Medieval Varies by Weapon
Parry Dexterity + Kung Fu
Dexterity + Getting Medieval
None Defensive action; -2 vs. thrown weapons, -6 vs. arrows
Punch Dexterity + Kung Fu 2 x Strength Bash
Slam Tackle Strength + Sports 2 x Strength Bash Resist with Strength or fall over.
Spin Kick Dexterity + Kung Fu - 2 2 x (Strength + 2) Bash Successful Parry allows leg Grapple attempt.
Stake Dexterity + Getting Medieval 2 x Strength Slash/Stab Normal Stab; see also Through the Heart
Sweep Kick Dexterity + Kung Fu - 1 Strength Bash Resist with Dexterity + Acrobatics or fall down.
Takedown Strength + Kung Fu Strength Bash Resist with Parry or Dodge or fall down.
Through the Heart Dexterity + Getting Medieval 4 x Strength Slash/Stab
5 x Strength Slash/Stab vs. Vampires
Vampire turns to dust if taken to 0 Life Points.
Throw Weapon Dexterity + Getting Medieval - 1 Varies by Weapon Range: 2 x (Strength + 1)
Toss 2 x Strength - 4 Strength Bash Target goes # of Success Levels in yards and falls.
Requires a minimum of 4 Strength. Must Grapple first.
Wrestling Hold Dexterity + Kung Fu - 2 Target has -1 per Success Level until escape.