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Combat Manuevers for BASH.

Your house rules, and add-ons
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WaylanderPK
Costumed Crimefighter
Costumed Crimefighter
Posts: 189
Joined: Sun Jul 03, 2011 11:00 pm

Post by WaylanderPK »

All of these are off the top of my head.

Fast Manoeuvres
A list of manoeuvres that proponent of a fast martial arts style may use.

“Lighting Fast”: The character may make an additional attack in their panel. All attacks are made at -2 Dice Modifier to hit. This stacks with paired weapons and Swift strike,

“Wall Run”: The character runs up the wall and flips over their assailant. The character makes an acrobatics roll – target 20, if successful they get a +2 Dice Modifier to attack, if they fail they receive a -2 Dice modifier to Defence and Attack until the start of their panel in the next page.

“Flying Kick”: The character a launches a flying kick, For every point the attack roll beats opponents defence the opponent takes as additional damage. If the character does not hit the their opponent they suffer a -2 Defence Modifier until the start of their panel in the next page.


“Backflip”: A proponent of fast martial arts can use their acrobatics to add to their defence. The character sacrifices their attack and makes an acrobatics roll, target 20. If they succeed they add their multiplier in Acrobatics to their defence until the start of their next panel. If they fail they reduce their defence my the same amount (to a minimum of 0)

Tough Manoeuvres
Tough Martial Arts concentrates on withstanding damage

“Iron Skin”: The character gives up their attack but adds an additional +2DM to their soak. This is not limited to x5.

“Breath Control”: A proponent of tough martial arts can ignore a strike. If their Soak roll is higher than the opponents attack roll they take no damage. This costs 1 hero point to activate.

“Iron Will”: Years of physical and mental training have given the martial artist a deep reserve of will. The character may use their +2 Soak from their training as Mental Defence. If they elect to do so they soak at their normal value until the start of their panel in the next page.

Defensive Manoeuvres
Defensive Martial Arts concentrates on not being hit

“Defensive Stance”: The character reduces the chance of being hit by employing one of the many defensive styles. The character receives a +2 Dice modifier to Defence Roll, but sacrifices some of their ability to strike. They receive a -2 Dice Modifier on Attack Rolls until the start of their panel in the next page.

“Throw”: If the character is missed and they roll a double in defence they my elect to throw their opponent. The character makes a counter attack roll,if they beat the opponents defence by 10 they throw their opponent. Roll Brawn with a +2 Multiplier Bonus. Your
opponent takes the result, reduced by 10x their Brawn, as
knock-back, they are released and prone.

“Block”: The character attempt to block an incoming attack. As an interrupt the character makes an attack roll, for every point higher than your opponents you reduce the damage by that amount. For every point lower you increase the damage by that amount.

Tricky Manoeuvres
Here is a lit of moves that a tricky martial artists can employ

“Look over there!”: Like feint this move is intended to draw the opponent out of position and make them easier to attack. Years of martial arts training make the proponent of a tricky style particularly adept at this. The character makes an Agility/Mind Roll vs the Agility/Mind of their combatant (Each choose Higher of their two). Success and the character gains a +4 to Attack and Defence rolls until the start of their panel on the next page. Failure on the other hand and the character has made a false step, they suffer the -2 Dice Modifier to Defence .

“Trap”: If the character is missed and they roll a double in defence they my elect to grapple the opponent if they make their counter attack roll by 10. If the make their roll by 20 then they may perform a grappling manoeuvre.

"Sweep the Leg”: The character sweeps their opponents leg. If the character beats their opponents defence by 10 they are knocked prone and take damage as normal. Failure to knock their opponent down leaves the character open for counter attack, they suffer a -2 Defence Modifier until the start of their panel in the next page.
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