If an Element is not described separately here, it works exactly the same as the hand-to-hand Element does, as discussed above.
DCV bonuses are a relatively rare Element in ranged martial arts maneuvers. They are used to indicate a maneuver which the character has practiced so much and is so proficient with that he can move around and avoid enemy attacks while still aiming accurately at his target.
A character may not have both DCV + and DCV -Elements in the same maneuver.
DCV + costs 2 points per +1 DCV; a maximum of +2 DCV may be purchased.
A Disarm maneuver is used to knock a weapon out of an opponent's grasp. As explained in Dark Champions, determining whether a ranged attack knocks a weapon out of someone's grasp is a two-step process. First, the Damage Classes of the attacking weapon must be converted to STR; second, a STR vs. STR Roll is made, in the standard method for the Disarm maneuver. For example, a 1d6+1 RKA arrow has 4 DC, which is the equivalent of a 20 STR for purposes of a knocking a weapon out of an opponent's hand. While a ranged "Disarm" of this sort does not take the usual -2 OCV for a standard Disarm maneuver, the shooter does suffer OCV penalties for targeting the weapon; there is a list of these penalties in Dark Champions. Refer to the HERO System Rulesbook for more information on Disarm and DCs.
The Disarm + Element adds STR to a ranged weapon's disarm ability. This reflects the shooter's accuracy with the maneuver and his general skill at disarming opponents with his ranged attack. A maximum of +20 STR may be added; the first +10 STR costs 1 point per +5 STR; all STR thereafter costs 2 points per +5 STR.
A disarmed weapon will usually end up ^d6 inches away from its former holder in the direction of the disarming attack (disarming player's choice, within reason). It is up to the GM whether the disarmed weapon will be damaged; the Disarm + Element itself does no damage to the weapon.
This stands for Normal Damage, which adds d6s to the damage done by the missile weapon the character is using. Remember that it takes two d6s to add one DC to a Killing Attack weapon. For this reason a N-Damage maneuver is usually bought with +2d6 or +4d6, since odd numbers round down (for example, +3d6 would round to +1 DC when used to increase a Killing Attack). See below for a more detailed description of adding DCs to K-Damage maneuvers and weapons.
N-Damage costs 1 point per +1d6 up to 2 DC, and +2 points for every+1d6 thereafter, to a maximum of +4d6. Thus, +4d6 would cost 6 points.
OCV + is the same as the hand-to-hand version, except that it costs 2 points per +1 OCV taken, to a maximum of +2 OCV.
This Restrictive Element reflects the inherent difficulty or inaccuracy of a particular maneuver over distance. Rng - points add to the standard range modifiers imposed by the HERO System rules (refer to the HERO System Rulesbook for information). For every 1 point of Rng -, there is an additional -1 OCV versus Range for the maneuver.
A maximum of two points of Rng - may be taken for a maneuver, at a subtraction of -1 point each from the total cost of the maneuver. A maneuver may not have both the Rng - and Rng + Elements.
Rng + is bought for maneuvers which are inherently more accurate than normal over a distance. Rng + points add to OCV to counteract the standard penalties for ranged attacks.
Rng + costs +1 point per point for the first four points, and +2 points per point for the next four points, for a maximum of +8 OCV vs. Range.
A maneuver may not have both Rng + and Rng -modifiers.
This maneuver Element may seem a little unusual in the ranged maneuver context, but it is possible. Essentially, it involves using the ranged attack to trip an opponent or knock his feet out from under him.
With larger weapons (such as arrows, spears, and throwing axes), the Throw Element usually means that the weapon has been propelled so that it snags the opponent's feet and trips him or knocks him down. This form of Throw does not do damage to the opponent other than the damage from the fall itself, as with a Martial Throw. With smaller weapons (such as bullets, shuriken and throwing knives), this maneuver involves hitting the opponent in the legs or feet, thereby "cutting his feet out from under him" or knocking him down.
In the description of a maneuver, a Throw is indicated by the use of the word "Falls," as in "Target Falls."
The Throw Element costs 2 points.
Some ranged maneuvers take an extra Phase to perform, simulating the attacker's need to carefully aim the attack. This Restrictive Element subtracts 1 point from the cost of the maneuver. In a maneuver's description this Element is indicated by the words "+1 Segment."
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