Maneuver Bases

Combat Fighter System Review

Street Fighting and Self Defense Guide

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Purpose of Bases


Locks up an opponent's weapon


Blocks an incoming attack


Attempts to knock loose an

opponent's weapon


Gives the character a DCV

bonus against attacks


Disrupts opponent's senses

Grab Weapon

Gives the attacker a hold on the

opponent's weapon


Does damage to the opponent



Purpose of Bases


Uses non-damaging strength on

the opponent

Grab Opponent

Gives the attacker a hold on the



Puts the opponent on the


You're familiar with Bind from the Styles section earlier, and with Block, Disarm, Dodge, Strike, Grab and Throw from the HERO System Rulesbook. Note that the Throw Basis, in and of itself, does not do damage to a target; a Throw maneuver could be gentle enough to do no damage at all to a foe. Refer to "Throw" in the "Combat Maneuvers" section of this book for more information.

The Exert Basis means that the character is able to exert his Strength (usually with a bonus from the maneuver) on his target for one specific purpose. That purpose may be to increase the chances of a successful Disarm, to decrease the target's chances to break out of a Grab, to push the target back and so forth. Many Exert maneuvers are listed in the Maneuvers table in Chapter One of this book. The extra STR from the Exert does not cost extra END.

The Flash Basis means that the character is somehow able to temporarily "blind" or disable one of his target's senses. Common attacks of this sort include poking someone in the eyes, clapping their ears in such a way as to temporarily deafen them and striking certain nerve clusters to numb the sense of touch.

You can only use one Exclusive Basis in a maneuver. You can't, for instance, create a maneuver that performs both a Block and a Strike. A maneuver doesn't have to have an Exclusive Basis; some use only a Non-Exclusive Basis.

You can use none, one or several Non-Exclusive Bases in a maneuver. For example, you could have a maneuver where you get a hold of a target and make it very hard for him to escape (the Grab Basis with the Exert Basis); you could have one where you throw a target very roughly to the ground, doing him harm (the Strike Basis with the Throw Basis); you could have one where you get a hold on a target and hit him simultaneously (the Strike Basis with the Grab Basis).

Whatever you choose, this is all just the work of conceiving the maneuver—and understanding the limitation of which sorts of bases may be put in a maneuver in combination and which may not be. To actually build the maneuver, to buy the appropriate bases, you have to start shelling out Character Points for Maneuver Elements (see below).

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