Ero sivun ”SPSP:Maneuvers” versioiden välillä
Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuunRivi 21: | Rivi 21: | ||
*Wideload: -3 dice attack on everyone in wide cone. CD1. Shotgun 5 | *Wideload: -3 dice attack on everyone in wide cone. CD1. Shotgun 5 | ||
*Decimate: Combine two manouvers of your choice into one manouver gaining benefits of both. CD1. Shotgun 7 | *Decimate: Combine two manouvers of your choice into one manouver gaining benefits of both. CD1. Shotgun 7 | ||
− | + | *Doom shot: Reroll any wound results. CD0. | |
''SMG'' | ''SMG'' | ||
Rivi 28: | Rivi 28: | ||
*Full auto: Can fire full auto. Autoweapons 3 | *Full auto: Can fire full auto. Autoweapons 3 | ||
*Spray and pray: Half dice attack on adjacent targets also, while using full auto. Autoweapons 5 | *Spray and pray: Half dice attack on adjacent targets also, while using full auto. Autoweapons 5 | ||
+ | *Spray, no pray: Full dice attack on adjacent targets also, while using full auto. Autoweapons 7. | ||
+ | *Dril it: Double attack dice against a single target while using full auto. | ||
Rivi 36: | Rivi 38: | ||
*Dead eye shot: +6 dice. Cooldown 3 rounds. Rifle 5 | *Dead eye shot: +6 dice. Cooldown 3 rounds. Rifle 5 | ||
*Headshot: -2 dice, but all hits count double. CD2. Rifle 7 | *Headshot: -2 dice, but all hits count double. CD2. Rifle 7 | ||
+ | *Get him: Opponent halves dodge successes. CD1. Rifle 9. | ||
==Melee maneuvers== | ==Melee maneuvers== |
Versio 9. kesäkuuta 2015 kello 01.47
Shooting maneuvers
- Quickdraw: +1 Initiative level. Ranged Combat 3
- Overwatch: Prepare an action, gaining +1 Initiative level for that action. Ranged Combat 4
Pistol
- Gangsta style: Fixed pool of 4 dice, no modifiers at all. CD1. Pistol 1
- Quick reload: Reload instead of moving. Pistol 3
- Double tap: Two attacks on single target. CD1. Pistol 5
- Walk the shots: Up to three attacks, one attack for each target. CD1. Pistol 7
- Disarm: A succesful hit destroys the targets weapon or causes it to be dropped. CD1. Pistol 9
Shotgun
- Kneecap: -1 dice. Target slowed (loses next move action) if hit. CD2. Shotgun 1
- Breaching shot: -2 dice. Double damage against mechanical targets. CD3. Shotgun 3
- Wideload: -3 dice attack on everyone in wide cone. CD1. Shotgun 5
- Decimate: Combine two manouvers of your choice into one manouver gaining benefits of both. CD1. Shotgun 7
- Doom shot: Reroll any wound results. CD0.
SMG
- Burst fire: Can fire concentrated bursts. Autoweapons 1
- Full auto: Can fire full auto. Autoweapons 3
- Spray and pray: Half dice attack on adjacent targets also, while using full auto. Autoweapons 5
- Spray, no pray: Full dice attack on adjacent targets also, while using full auto. Autoweapons 7.
- Dril it: Double attack dice against a single target while using full auto.
Assault Rifle
- Aimed shot: +3 dice. Cooldown 3 rounds. Rifle 1
- Diving shot: 1 shot, go prone. CD1. Rifle 3
- Dead eye shot: +6 dice. Cooldown 3 rounds. Rifle 5
- Headshot: -2 dice, but all hits count double. CD2. Rifle 7
- Get him: Opponent halves dodge successes. CD1. Rifle 9.
Melee maneuvers
- Melee shot: Melee range shot that does not provoke an attack of opportunity, Melee combat 5
- Attack of opportunity: Passive. Melee combat 3
- Street samurai: Passive. Use close combat instead of dodge to defend against ranged attacks, if enemies are close. Melee combat 7
Unarmed
- Roundhouse kick: Attack two targets in range. CD2. Unarmed 3.
- Stunning Fist: If opponent is hit, Body roll to resist 1 round stun. CD3. Unarmed 5.
- Disarm: Opponent drops weapon. CD2. Unarmed 9.
Armed
- Thrust: -1 dice, halves opponents armour. CD1. Melee weapons 1
- Pommel strike: No HP damage, target is slowed. CD1. Melee weapons 3
- Cleave: Attack all adjacent targets. CD2. Melee weapons 5
- Disarm: Opponent drops weapon. CD2. Melee weapons 7.