Maneuvers Decryptions

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Below is the long list of maneuvers, both Hand-To-Hand and Ranged, from which the following sections' martial arts are constructed.

In the chart, the Maneuver column gives the maneuver's generic name (though most are renamed when placed in specific martial art styles).

The next column, Phs, indicates what part of a Phase the maneuver takes to perform. Most are half-Phase maneuvers; some, like a Haymaker, are full-Phase plus one Segment and land at the end of the Segment after the maneuver is launched.

The next column, Pts, gives the maneuver's cost.

The next two columns, OCV and DCV, show the Combat Value modifiers of the maneuver.

In the Ranged Martial Arts Maneuvers list, the next column, Rng, indicates the bonus or penalty added by the maneuver to the standard Range Modifier.

Hand-To-Hand Martial Arts Maneuvers Maneuver Phs Pts OCV DCV Damage/Effect

Ballestra

/

5

+2

-2

STR +4d6; Half Move Required

Basic Strike

/

3

+1

STR +2d6 Strike

Breaking Throw

/

5

-2

-2

Grab One Limb; /d6 HKA (2

DC), Disable; Target Falls

Choke Hold

/

4

-2

Grab One Limb; 2d6 NND(2)

Counterstrike

/

4

+2

+2

STR +2d6 Strike, Must Follow

Crush

Defensive Block Defensive Strike Defensive Throw Takeaway Throw

STR +4d6 Crush, Must Follow

Successful Grab

Block, Abort

STR Strike

Block, Target Falls

Grab Weapon, +15 STR to take weapon away; Target Falls

Eye Gouge

/

4

-1

-1

2d6 Sight Group Flash

Fast Strike

/

4

+2

STR +2d6 Strike

Flying Dodge

/

5

+4

Dodge All Attacks, Abort; FMove

Flying Tackle

/

3

-1

STR +v/5 Strike; You Fall, Target Falls; FMove

Grappling Throw

/

3

+2

STR +2d6 Strike; Target Falls; Must Follow Grab

Joint Break

/

5

-1

-2

Grab One Limb; /d6 HKA

(2 DC), Disable

Joint Lock/Throw

/

4

+1

Grab One Limb; 1d6 NND(3);

Target Falls

Killing Strike

/

4

-2

/d6 HKA (2 DC)

Killing Throw

/

5

-2

/d6 HKA (2 DC); Target Falls

Legsweep

/

3

+2

-1

STR +1d6 Strike; Target Falls

Martial Block

/

4

+2

+2

Block, Abort

Martial Disarm

/

4

-1

+1

Disarm; +10 STR to Disarm roll

Martial Dodge

/

4

+5

Dodge, Affects All Attacks,

Abort

Martial Escape

var.

4

+ 15 STR vs. Grabs

Martial Grab

/

3

-1

-1

Grab Two Limbs, +10 to STR for

holding on holding on

Martial Strike Martial Throw Nerve Strike Offensive Strike Passing Strike Reversal

Root

Sacrifice Disarm Sacrifice Lunge

/

4

+2

/

3

+1

/

4

-1

+1

/

5

-2

+1

/

5

+1

var.

4

-1

STR +2d6 Strike STR +v/5; Target Falls 2d6 NND(1) STR +4d6 Strike STR +v/5; FMove STR +15 to Escape; Grab Two Limbs

STR +15 to resist Shove; Block, Abort

Disarm, +10 STR to Disarm roll STR +v/5; FMove

Sacrifice Strike Sacrifice Throw

Shove Takeaway

Takedown Weapon Bind

STR +4d6 Strike

STR Strike; You Fall, Target

Falls

+ 15 STR to Shove

Grab Weapon, +10 STR to Take weapon away

STR Strike; Target Falls

Ranged Martial Arts Maneuvers Maneuver Phs Cost OCV DCV Rng Damage/Effect

Defensive Shot

V

3

-1

+2

+0

Strike

Distance Shot

1+1

5

+0

-2

+6

Strike; +1 Segment

Far Shot

V

5

+1

-1

+4

Strike

*The GM may chose to assign extra damage to the target from the fall and the target's velocity.

The last column, Damage/Effect, describes (in short form) what the maneuver does when used successfully.

Brief explanations of the terms used to build these maneuvers follows; for further information, refer to the "Designing Martial Arts Maneuvers" and "Combat Maneuvers" sections of this book.

Abort: The character can abort his next Phase to perform this maneuver on a segment not normally his Phase. (See "Aborting an Action," HERO System Rulesbook.)

Bind: This maneuver element can only be used against a weapon. A successful Bind will lock up the opponent's weapon and keep him from attacking; it will also allow the character to shove his opponent around the field.

Block: This prevents the opponent's attack from hitting the target, and sets up the defender to strike first on the next Phase (assuming they both act in the same Phase). (Refer to "Block" in the HERO System Rulesbook for further details.)

Disable: This maneuver is intended to disable a limb, thereby making it useless. Refer to the "Designing Martial Arts Maneuvers" section of this book for details.

Disarm: A character who successfully performs a Disarm can try to knock a one-handed weapon or other hand-held device from his opponent's grasp. Both characters make STR rolls, counting only BODY. If the defender rolls more BODY, he holds onto his weapon. If the attacker rolls more BODY or the rolls are tied, the weapon goes flying Vd6 hexes in the direction of the strike (which is the attacker's choice, subject to GM approval). (See "Disarm" in the HERO System Rulesbook.) Disarm cannot be used on objects held in two hands.

Extra Segment: This maneuver does not land until the bottom of the next segment (just like a Haymaker). A character may perform a half-move and then launch a maneuver which requires an Extra Segment.

FMove: This maneuver may be performed at the end of a full move instead of just a half-move. This does not mean it is a 0-Phase maneuver. If performed after a half-move or no move at all, it still counts as a combat action and ends the character's phase.

Grab: With a successful Grab, the character has gotten a hold on an opponent; the basic Grab holds two of the target's limbs. He may now apply STR damage to his opponent or may throw his opponent to the ground. This element is also known as Grab Opponent.

Grab Weapon: With a successful Grab Weapon maneuver, the character has managed to grab his opponent's weapon (in such a manner that the grabber will not be hurt by the weapon). They now execute a STR vs. STR contest. (This takes 0 time for both of them and is performed each time the Grab Weapon maneuver is successfully performed.) Ifthe Grabber wins, he wrests the weapon away and can use it. If the target wins, he wrests the weapon away and can use it. If the roll is a tie, both hold on to the weapon and neither can use it.

Must Follow: This maneuver must follow some other specific successful maneuver. If the first maneuver is performed successfully, on the next Phase, and not before, the attacker can perform the Following maneuver. The attacker can also perform the Following maneuver after itself. For example, Crush can Follow a Grab or a previous Crush. A maneuver listed with "must follow" must make a to-hit roll each phase; even if the target is Grabbed and at reduced DCV, no hit is automatic.

NND(1): This is a No Normal Defense attack (see the "No Normal Defense" Power Advantage in the HERO System Rulesbook). The defense for this attack is wearing rigid solid armor or having Lack of Weakness (refer to the discussion of Nerve Strikes in the "Combat Maneuvers" section of Chapter Three of this book for more information).

NND(2): This is a No Normal Defense attack (see the "No Normal Defense" Power Advantage in the HERO System Rulesbook). The defense for this attack is having solid armor on the neck, or not having to breathe (refer to the discussion of Nerve Strikes in the "Combat Maneuvers" section of Chapter Three of this book for more information).

NND(3): This is a No Normal Defense attack (see the "No Normal Defense" Power Advantage in the HERO System Rulesbook). The defense for this attack is having solid armor on the joint that is being bent, having Resistance, or in some other way being immune to the pain caused by a joint-lock (i.e., having Stretching powers, sufficient STR to prevent the torquing of the joint and so forth) (refer to the discussion of Nerve Strikes in the "Combat Maneuvers" section of Chapter Three of this book for more information).

Note: NND Maneuvers are NOT increased by a character's STR. If the maneuver description says the maneuver does 2d6NND, that's what it does, regardless of the character's STR. Extra DC, on the other hand, DOES increase NND maneuver damage.

Take Full DMG: The attacker takes damage from the maneuver. The attacker takes normal damage equal in DC to the damage done by the attack: Therefore a 2d6 Killing Attack, 6d6 Normal Attack, and 3d6 No Normal Defense Attack (all of which are 6 DC attacks) would do 6d6 Normal Damage to the character.

Target Falls: Successful use of this maneuver throws the target to the ground. This isn't necessarily a brute-force maneuver; it could be, but could also be a joint-lock bearing the target to the ground. The fact that most maneuvers with this ingredient are Strikes does not mean that in the maneuver the attacker necessarily punches or kicks the target; that just indicates that the maneuver does the attacker's STR damage to the target, usually from hitting the ground.

v/5: The maneuver gets a damage bonus based on the relative velocity of the two combatants. The maneuver does +v/5 in d6 normal damage.

Var.: The Escape maneuver normally takes a half-move to perform. However, when a character is first grabbed, he can perform a Casual Strength STR roll to escape, using half his STR (plus half his bonus for the Escape maneuver); this takes no time. Escape doesn't constitute an attack; if a character Escapes a hold and has a half-move left, he can then attack.

You Fall: The attacker automatically falls down, in the hex where he performed the attack, regardless of whether or not the attack is successful.

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Responses

  • rahel
    How does NND work with HKA hero system?
    3 years ago

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