Shove

The discussion of "Grab And Shove," above, generally applies to the Shove maneuver as well. However, Shove offers several benefits above the simple Grab and Shove.

First, when using Shove a character does not have to Grab his opponent, which can be time-consuming and potentially dangerous.

Second, a character using Shove can propel his target back more than 1", and does not have to move with him. For every 10 STR in the Shove maneuver, the target can be pushed back 1"; thus, at even its lowest level a Shove moves its target back 2". A Shoved character can make a DEX, Breakfall or Acrobatics roll (his choice) at -1 for every point by which the Shoving character made his to-hit roll to fall down at any point during his "move." This will avoid any further movement and reduce the damage that the Shove would have caused by half. However, the fallen character is treated as being at the same disadvantage as a Thrown character—the Shoving character gets to attack him first on their next Phase (if they move next in the same Phase), regardless of relative DEX.

The third advantage to Shove is that the extra STR of the maneuver not only adds to the distance a character can move his target, it adds to any damage that he does if the target is shoved into a solid object. The target cannot take more dice of damage than the (DEF+BODY) of the object he is shoved into (just like Knockback).

The fourth advantage to Shove is that it can be used on more than one target at a time, in two ways. First, an attacker can Shove one target into another target, causing damage to both of them. The attacker needs to make a separate to-hit roll to hit the second target; any OCV bonuses bought with the Shove maneuver do not apply to hitting the second target.

Second, in some instances a character will be able to use his Shove maneuver on several characters simultaneously—for example, when he's holding a staff and several thugs grab it and he Shoves all of them off of him. In this sort of situation, the Shoving character uses his STR from his Shove maneuver. To calculate the combined STR of the characters resisting the Shove, determine what their lifting capacity is, based on the Strength Table in the HERO System Rulesbook. Add their lifting capacities together, then use that figure and the Strength Table to determine what their combined STR is for the purpose of resisting a Shove. Example: Cheng Fei, a practitioner of Tai Ch'i Ch'uan, has been attacked by three thugs on the street who want to knock him down and rob him. Cheng gets his forearm between himself and the three thugs as they try to knock him down, so he decides to shove them away from him, using his Shove maneuver; he has STR 40 for this purpose. The thugs have STRs of10,15 and 10. Their lifting capacities are 100, 200 and 100 kilograms, respectively, for a total of400 kg. This is the equivalent of STR 20 for purposes of resisting being Shoved. Cheng rolls 9 BODY on his dice, the thugs roll 3 on theirs, and they are thrown back 4" from their intended target!

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