Had a crack at tidying it up
Combat Manoeuvres
Mighty Man is being sorely tested my Destructo, hoping to buy more time until his team mates can join him he decides to go on the defensive.
Confident that Micro Man is on his last legs, Dr Combat goes on the offensive, swapping his Kung Fu Style from Stork to the more aggressive Tiger.
The Jumping Jack wants no part in fighting the Jolly Green Giant, deciding that discretion is the better part of valour he concentrates on not being turned into Jack Jam, dodging this way and that.
The ninja strikes quickly, its Katana lashing out. Needing to end this fight quickly Bull winds up a hay-maker, going all out to finish the pesky assailant.
The idea of manoeuvres is to allow characters a little more variety in how they approach a fight. Sometimes the character needs to to tie up a villain, even if they can't hurt them, or the Hero needs to finish the fight quickly. These manoeuvres add some variety to the proceedings.
Balanced: The Character seeks to attack and defend, this is the default combat stance. The character tries to keep unharmed as they look for an opening in their enemy.
Offensive: +1 Dice Modifier on Attack Rolls -2 Dice Modifier on Defences Rolls until their next panel.
Defensive: +1 Dice Modifier on Defence Rolls -2 Dice Modifier on Attack Rolls until their panel on the next page.
Dodge: With this manoeuvre the character forsakes attacking for staying out of harms way. The character gets a +4 Dice Modifier on Defence rolls until their next panel.
All Out: With this manoeuvre the character forsakes Defence for attack. The character gets a +2 Dice Modifier split between attack and damage, but -x1 and -4 Dice Modifier on Defence Rolls until their panel on the next page.
Haven't tried the following - but the above seem to work to well
Feint: The character tries to trick their assailant into making a bad move. 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 +2 to Attack 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 .
"No Stamina": This requires the character to forgo attacking, spending their time dodging and taunting their assailant instead. If the Character can dodge a number of panels in a row equal to their assailants Brawn then the assailant rolls a mind check target 20. If they fail they suffer a -2 Dice Modifier on Attack, Defence and Damage Rolls until they take a panel to catch their breath. This is a classic Brawler vs Brick trick.
“Double Team”: If two or more characters are fighting the same opponent they get a +1 Dice Modifier to attack rolls, but all other adversaries get a +1 to their attack rolls against them until the end of the page. The characters must declare they are double teaming at the beginning of the page and may not choose any other manoeuvres. The GM may rule that the team mates don't know each other well enough to “Double Team”. Time to hit the Battle Gym.
“Play Dead”: An unethical character may try and convince their opponent that they are down and out, when in fact they are not. A deception or acting roll is required to pull this off. If the the character has suffered over half their hits there is +2 Dice Modifier to the deception roll.
Wrestling Manoeuvres
Some wrestling manoeuvres, inspired by the WWE. Soaking is always on Brawn only. Being prone requires a move action to get up, unless they character has fast style.
“Test of Strength”: The character offers to test his strength against their opponent. If the opponent accepts each make a Brawn Roll, the winner intimidates the loser. The opportunity for a sneak attack is present, if both sides try a sneak attack combat as normal, otherwise the attacker gets a +2 Modifier to attack and damage, but they also get 1 setback point.
“Clobber'n Time”: The character can set up their opponent. The character makes a Brawn roll vs's their opponent. If they win by 10 the opponent has -2 to Defence and Soak Rolls until they breakout or are released.
“Choker”: The character makes a Brawn roll against their opponent, if they beat it by 20 they have applied a choker hold. On each successive page that the hold is maintained the opponent suffers Brawn damage + x1 Per page applied. Once the hold is broken the damage multiplier is reset. Immunity to Asphyxiation applies to this attack.
“Submission”: The character makes a Brawn roll against their opponent, if they beat it by 20 they have applied a Submission hold. On each successive page that the hold is maintained the opponent suffers brawn damage, they also must make a mind check, the target being the damage taken after soaking. Failure means they surrender. Unethical opponents may wish to attack after they surrender, they are considered intimidated in this instance. Immunity to Pain applies to this attacks.
“Suplex”: The character makes a Brawn roll against their opponent, if they beat it by 10 they have performed a suplex. The opponent takes Brawn damage with a +2 Dice Modifier. The opponent is released and both characters end up prone.
“Power Slam”: The character makes a Brawn roll against their opponent, if they beat it by 20 they have hoisted their opponent above their heads and slammed them to the floor. The opponent takes Brawn damage with a +4 Dice Modifier. The opponent is released and the opponent ends up prone on the floor.
“Clothesline”: The character makes a Brawn roll against their opponents Agility/Brawn (highest), if they beat it by 10 they have performed a clothesline, whipping their opponent around into their outstretched arm. The opponent takes Brawn damage and is knocked prone.