Alloy: Combat part 2
Aside from basic actions such as Shoot or Hit, there are standard maneuvers characters may attempt which add capabilities. You want to remove someone’s weapon? Use a Disarm maneuver. You want to aim a sweeping attack at multiple people? Use an Arcing Strike. You want to knock them prone? Use a Trip maneuver. You want to sweep the legs out from an entire group of opponents at once? Use an Arcing Trip combination.
There are 3 types of maneuvers: basic, modifiers, and stunts. Trip is an example of a basic maneuver. It has an Action Cost of 3, a TN of 2, and it has specific game effects when it is successful. Arcing Strike is an example of a modifier maneuver. It has an Action Cost modifier, a TN which replaces the basic maneuver’s TN if it is higher, and it widens the targets the basic maneuver can affect. A stunt maneuver is a powerful maneuver, often a modifier as well, that requires the user to spend rolled successes to use it.
Arcing Strike, Modifier
AC: +2, TN: Varies (1 plus 1 per 2 target), Close Combat/Limited Ranged Combat
A character may attack all adjacent enemies in a single 180* arc in front of them. There is only a single attack roll, and all enemies with Dodge or Parry totals equal to or less than the attack total are hit. This maneuver modifies another maneuver by adding 2 to the Action Cost and uses its own TN unless the base attack has a higher difficulty. This TN is figured as 1 plus 1 per 2 targets rounded normally. Thus, the TN is 2 for 2-3 targets, and 3 for 4 targets. It is assumed that a target takes up a 45º arc of the swing, but opponents are counted because a character may use this maneuver to attack two targets on the extremes of the target zone rather than standing adjacent to one another. This maneuver may be attempted with certain thrown weapons, such as throwing knives, at Close range.
Armor Piercing Strike, Modifier, Stunt
AC: +2, TN: +0, Close Combat
A character can attempt to bypass some of a character’s worn armor by attempting this stunt maneuver. This maneuver modifies another maneuver by adding 2 to the Action Cost. To halve a target’s armor costs 1 success, to ignore it altogether costs 3 successes. If the stunt cost of this maneuver cannot be paid in full, according to the attacker’s choice, they lose all potential extra successes.
Careful Action, Modifier
AC: +2, TN: +0, Close/Ranged Combat
A character may make a tentative action which favors defense. This maneuver modifies another by adding 2 to the Action Cost of the action, but all enemies attacking the character suffer a -1D penalty until your next action phase. You may perform this action multiple times in a row to maintain a defensive stance, but you cannot combine it with an action which is Reckless this round.
Crippling Blow, Modifier, Stunt
AC: +2 TN: +1, Close Combat
The character may aim for an opponent’s limbs in an attempt to cripple them temporarily. This is a stunt maneuver and costs 2 successes to get the desired effect. Any Wound this attack deals makes the opponent Lame until fully healed in the selected limb. If the target suffers an Injury, he takes 2 instead. If the target is driven to critical status by this attack, the resultant disability is permanent and can only be removed via extreme means. If a crippling blow of lesser severity is not treated properly it may become permanent as well. If the character can’t pay the price and still hit, they miss instead. This maneuver modifies another maneuver by adding 2 to the Action Cost and adding 1 to the original maneuver’s TN.
AC: 3, TN: Varies, Close/Ranged Combat
In attempting a disarm, a character does no damage on a hit, but instead causes the opponent to lose their grip on whatever they are holding. The object is then flung in a random direction. If 2 or more extra successes are rolled, the character’s player can choose the direction the item is sent. The normal TN is 2 for Close Combat, and 3 for Ranged Combat, but the roll must equal or beat the target’s Dodge or Parry to succeed.
AC: 3, TN: None, Close Combat
The character removes himself from immediate combat with those next to him. Once the maneuver completes the character stands at Close distance once again from all nearby opponents, including those perviously engaged. The character is technically still considered engaged until the phase before their next active phase ends, thus enemies may direct attacks at the character as he leaves engagement. Once that Phase ends, enemies must choose to engage you again before attacking in melee once more. Disengage actions can be interrupted if the GM rules the character is blocked or grabbed in the time period before their Disengage begins up until the phase the maneuver begins on.
AC: 3, TN: None, Close Combat
The character moves to engage a non-adjacent foe, closing to adjacent status. If currently engaged, see the Switch Opponent combo. You may engage all foes who are adjacent to one another at the same time. The act of engaging an enemy is reciprocal, they are considered engaged as well and must Switch Opponents or Disengage to get away from the attacking character and vice versa.
AC: 3, TN: 1, Close Combat
The character performs a quick attack on a chosen engaged foe. If the roll garners enough successes to equal or beat the target’s Dodge or Parry pool, the attack deals weapon base damage.
AC: 3, TN: 1, Close Combat
The character latches an appendage onto an opponent they are engaged with. This does no damage, but it can lead to a grapple assault. This is conducted as an Agility + Brawling test versus the target’s Dodge (or Parry if the GM approves). Extra successes obtained on the roll add to any eventual Grapple’s success. You can use the Grab maneuver for more than setting up a Grapple. It can represent touching the target, as some spells and attacks require such. It can also be used to prevent an opponent from completing a Disengage action, although you are forced to let go if you do not make your next action a Grapple.
AC: 6, TN: 1, Close Combat, Requires successful Grab first or AC & TN increase by 2.
The character cements a hold on an opponent, which both restrains their ability to attack others, move, and escape the grapple. This is conducted as a Strength + Brawling test versus the target’s Strength + Brawling. Any extra successes from the Grab are bonus successes on this test. Success means that the character takes Strength Damage plus extra successes at the end of your action phase, if you choose. It also means that the character must best the grappling character in a Grapple check to move, attack any other character, or escape the grapple. Note, a character cannot restrict the attacks or movement of a target larger in Size category than themselves.
AC: 6, TN: 1, Ranged Combat
The character aims before firing a ranged attack at a chosen target within range with a +1D bonus to hit because they prepared for it. If the roll is equal to or beats the target’s Dodge pool, the attack deals weapon damage + 3, plus any Vicious trait bonus.
AC: Varies, TN: Varies (1-3), Close Combat
The character may make a Intellect + Tactics opposed test versus all enemies he is engaged with. If the roll is equal to or higher than all opponents and the set TN, up to 3, the target’s have their next action phase number increases by the TN plus 1. If the roll fails, nothing happens except wasted time on the part of the acting character. The Action Cost for this maneuver is equal to 2 plus the number of opponents which would be affected.
AC: 3, TN: 1, Ranged Combat
The character aims a basic ranged attack at a chosen foe within range. If the roll is equal to or beats the target’s Dodge pool, the attack deals weapon base damage.
Reckless Action, Modifier
AC: Varies, TN: +1, Close/Ranged Combat
The character can undertake an action which causes him to be exposed, but yields a time savings. This lowers the Action Cost of the associated action by a third (rounded down), with a minimum AC modifier of -1. This raises the action’s TN by 1 as well, making an opposed action a hard action. Reckless only applies to a single action, but it can be applied multiple times in a row. However, you cannot combine it with an action which is Careful this round.
Action Cost Reckless AC
Spinning Strike, Modifier
AC: +4, TN: Varies (1 per 2 targets, minimum of 2), Close Combat.
A character may attack all adjacent characters with a single attack. There is only one attack roll, and all characters engaged with the character whose Dodge or Parry totals are less than this total are hit. This maneuver modifies another maneuver by adding 4 to the Action Cost and uses its own TN unless the base attack has a higher difficulty. The TN is 1 plus 1 per 2 targets, with a minimum of 2. Normally this is 2 for a 180º arc, and 4 for a full 360º arc, but opponents are counted because a character may not be beset by the full 8 enemies it is possible to hit when using this maneuver.
AC: 6, TN: 1, Close Combat.
The character prepares and follows through with a forceful attack with a +1D bonus to hit. This deals weapon damage +3 Damage, plus any Vicious trait bonus, to the target if hit.
Stunning Strike, Modifier
AC: +2, TN: +0, Close Combat.
The character aims an attack with the intention of flustering the target. The attack roll is made normally. A successful hit does base damage for the weapon and the type of strike, but also delays the opponent by a number of phases equal to 2 plus the number of extra successes achieved. Extra damage is not possible on a stunning strike.
Takedown (“Pounce”, “Tackle”)
AC: 10, TN: 1, Close Combat.
The character may make a full move and tackle an opponent of the next larger size category as himself or smaller. The character makes a Strength + Brawling test versus the target’s Dodge or Parry. This causes the target to be knocked prone and to become grabbed if successful. As long as the target’s Strength is not 3 or more higher than the attacker’s the target’s next action phase is also delayed by 2 plus the number of extra successes achieved. If 2 or more extra successes are garnered over the target, it does the character’s base attack damage in addition to the effects listed above. Takedowns automatically Disengage the character from other opponents.
AC: 6, TN: Varies, Ranged Combat.
The character fires a shot to cut a rope, free a clasp, or otherwise affect the environment in a simple way at a distance. The TN Varies, but usually 2 is suggested for a fair target size, with 4 being a rope or other tiny target. Range affects the shot as per normal.
AC: 3, TN: 2, Close Combat.
The character does no damage on a hit, but instead causes the opponent to lose their footing and become prone. If 2 or more extra successes are garnered, the opponent may be pushed in a desired direction while rendering them horizontal. This secondary benefit can push them out of engagement with the character and into close range.
AC: 1, TN: None, Close Combat
The character may grip most large weapons with two hands to get more stability and control. If this maneuver is used with a weapon that does not have the Two-Handed trait, but does have an increased Action Cost modifier, the character may lower the AC modifier by 1. This includes weapons such as the battle axe, bastard sword, and saber. The grip persists until the character drops the weapon, or makes a decision to let go with their off hand for some reason.
Weak Spot Attack, Modifier, Stunt
AC: +1, TN: 3, Close/Ranged Combat
The character may aim for an opponent’s weak spot in an attempt to do more damage. This is a stunt maneuver and costs 1 success to get the desired effect. It doubles the damage done by each success over the target’s Dodge or Parry. If the character can’t pay the price and still hit, they miss instead. This maneuver modifies another maneuver by adding 1 to the Action Cost and replacing the original maneuver’s TN with 3 if it is less than that value.