Ero sivun ”SPSP:Maneuvers” versioiden välillä

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(Ak: Uusi sivu: ==Shooting maneuvers== ''Pistol'' *Aimed shot: +3 dice. Cooldown 3 rounds. Pistol 1 *Quick reload: Reload for free. Pistol 4 *Dead eye shot: +6 dice. Cooldown 3 rounds. Pistol 5 ...)
 
 
(11 välissä olevaa versiota 2 käyttäjän tekeminä ei näytetä)
Rivi 1: Rivi 1:
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==Shooting maneuvers==
 
==Shooting maneuvers==
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*Quickdraw: +1 Initiative level. Ranged Combat 3
 +
*Overwatch: Prepare an action, gaining +1 Initiative level for that action. Ranged Combat 4
  
 
''Pistol''
 
''Pistol''
  
*Aimed shot: +3 dice. Cooldown 3 rounds. Pistol 1
+
*Gangsta style: Fixed pool of 4 dice, no modifiers at all. CD1. Pistol 1
*Quick reload: Reload for free. Pistol 4
+
*Quick reload: Reload instead of moving. Pistol 3
*Dead eye shot: +6 dice. Cooldown 3 rounds. Pistol 5
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*Double tap: Two attacks on single target. CD1. Pistol 5
*Melee shot: Melee range shot that does not provoke an attack of opportunity, Pistol 5
 
*Double tap: Two attacks on single target. CD1. Pistol 6
 
 
*Walk the shots: Up to three attacks, one attack for each target. CD1. Pistol 7
 
*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
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*Precise Shot/Trick Shot: A succesful hit destroys the targets weapon or causes it to be dropped. CD1. Pistol 9
  
  
 
''Shotgun''
 
''Shotgun''
  
*Kneecap: -1 dice. Target slowed. CD2. Shotgun 1
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*Kneecap: -1 dice. Target slowed (loses next move action) if hit. CD2. Shotgun 1
*Aimed shot: +3 dice. Cooldown 3 rounds. Shotgun 3
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*Breaching shot: -2 dice. Double damage against mechanical targets. CD3. Shotgun 3
 
*Wideload: -3 dice attack on everyone in wide cone. CD1. Shotgun 5
 
*Wideload: -3 dice attack on everyone in wide cone. CD1. Shotgun 5
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*Decimate: Combine two manouvers of your choice into one manouver gaining benefits of both. CD1. Shotgun 7
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*Doom shot (!): Reroll any wound results. Shotgun 9
  
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Doom Shot is a passive skill, not a maneuver.
  
 
''SMG''
 
''SMG''
  
*Spray and pray: Half dice attack on adjacent targets also. Autoweapons 1
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*Burst fire: Can fire concentrated bursts. Autoweapons 1
*Aimed shot: +3 dice. Cooldown 3 rounds. Autoweapons 3
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*Full auto: Can fire full auto. Autoweapons 3
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*Spray and pray: Half dice attack on adjacent targets also, while using full auto. Autoweapons 5
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*Spray, no pray: Full dice attack on adjacent targets also, while using full auto. Autoweapons 7.
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*Drill it: Double attack dice against a single target while using full auto.
  
  
Rivi 28: Rivi 37:
  
 
*Aimed shot: +3 dice. Cooldown 3 rounds. Rifle 1
 
*Aimed shot: +3 dice. Cooldown 3 rounds. Rifle 1
*Burst fire: Can fire automatic with assault rifles. Rifle 2
+
*Diving shot: 1 shot, go prone. CD1. Rifle 3
*Full auto: Can fire full auto with assault rifles. Rifle 3
 
 
*Dead eye shot: +6 dice. Cooldown 3 rounds. Rifle 5
 
*Dead eye shot: +6 dice. Cooldown 3 rounds. Rifle 5
*Spray and pray: Half dice (round down) attack on adjacent targets also. Rifle 7
 
 
*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==
  
*Attack of opportunity: Passive. Melee combat 4
+
*Melee shot: Melee range shot that does not provoke an attack of opportunity, Melee combat 5
*Street samurai: Passive. Use close combat instead of dodge to defend against ranged attacks, if enemies are close. Melee combat 6
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*Attack of opportunity: Passive. Melee combat 3
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*Street samurai: Passive. Use close combat instead of dodge to defend against ranged attacks, if enemies are close. Melee combat 7
  
 
''Unarmed''
 
''Unarmed''
  
*Roundhouse kick: Attack two targets in range. CD2. Unarmed 4.
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*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 7.
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*Stunning Fist: If opponent is hit, Body roll to resist 1 round stun. CD3. Unarmed 5.
*Disarm: Opponent drops weapon. CD2. Melee weapons 8. Unarmed 8.  
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*Disarm: Opponent drops weapon. CD2. Unarmed 9.  
  
  
Rivi 52: Rivi 59:
 
*Pommel strike: No HP damage, target is slowed. CD1. Melee weapons 3
 
*Pommel strike: No HP damage, target is slowed. CD1. Melee weapons 3
 
*Cleave: Attack all adjacent targets. CD2. Melee weapons 5
 
*Cleave: Attack all adjacent targets. CD2. Melee weapons 5
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*Disarm: Opponent drops weapon. CD2. Melee weapons 7.

Nykyinen versio 10. kesäkuuta 2015 kello 18.50


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
  • Precise Shot/Trick Shot: 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. Shotgun 9

Doom Shot is a passive skill, not a maneuver.

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.
  • Drill 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.