Additional Combat Maneuvers

almightygm

Mongoose
I know no one is clamoring for more Combat Maneuvers, but here are a few I thought I might try on my experienced group of players (who aren't intimidated by more options). Thoughts? Others you've thought of?

Regain CA (Offensive/Defensive - CS Only)
Combatant is able to regain the CA spent on this attack/defense

Fast Reload (Offensive, Ranged Only)
Subtract 1 CA from reloading time if next attack is with the same ranged weapon.

Gain Hero Point (Offensive/Defensive - CS vs opponent's CF)
If you roll a CS and the opponent rolls a CF, you can forfeit your 3 combat maneuvers to gain one Hero Point.

Inspire (Offensive/Defensive)
Your successful attack/defense gives one ally who can see you +10% on next attack or defense. If a Critical Success, all allies who can see you gain this bonus.

Demoralize (Offensive/Defensive)
Your successful attack/defense gives any enemy you choose who can see you -10% on attack or defense. If a CS, all enemies who see you suffer this penalty.

Make Vulnerable (Defensive, CS Only)
Your masterful defense positions your enemy so that an ally can spend a CA and make an immediate strike at + 20% for attacking an enemy from behind.

Force Shift (Offensive/Defensive, CS Only)
Your skillful maneuvering allows you to pull/shove/intimidate your opponent, forcing them to move 1d3 meters in the direction of your choosing. The opponent can resist with a successful opposed Evade roll against original attack/defense roll.Can only be done to opponents of up to twice the Size of the attacker.
 
I'm wondering if Mongoose has any combat maneuvers they've tested but got left on the cutting room floor, so to speak.
 
almightygm said:
I'm wondering if Mongoose has any combat maneuvers they've tested but got left on the cutting room floor, so to speak.

I wonder if there are any in Monster Coliseum. either for gladiators, representing their different styles, or for animals.
 
I like things like fast reload but things like gain hero point is more of a rules mechanic hook than what I would think of as a combat manoeuvre. I've found them nice aides to visual description as much as anything else, things that aren't "real" just don't seem right to me.

Just my $0.02
 
almightygm said:
Regain CA (Offensive/Defensive - CS Only)
Combatant is able to regain the CA spent on this attack/defense

One could potentially do a never ending chain of attacks using this action. A high skilled warrior would almost certainly spend her last action for this if her opponent cannot parry the next blow.
 
Mikko Leho said:
almightygm said:
Regain CA (Offensive/Defensive - CS Only)
Combatant is able to regain the CA spent on this attack/defense

One could potentially do a never ending chain of attacks using this action. A high skilled warrior would almost certainly spend her last action for this if her opponent cannot parry the next blow.
This was precisely why this type of Combat Manoeuvre wasn't included in the core rules, however unlikely it is to get a sequence of criticals.

However it could fit very nicely with a Clone Wars style game where the Jedi do seem to get a blinding sequence of attacks compared to the groups of robots/troopers.
 
Mikko Leho said:
almightygm said:
Regain CA (Offensive/Defensive - CS Only)
Combatant is able to regain the CA spent on this attack/defense

One could potentially do a never ending chain of attacks using this action. A high skilled warrior would almost certainly spend her last action for this if her opponent cannot parry the next blow.
No because Regain CA is CS only !
 
To make it even less likely to have an action chain, you could change it to where the enemy has to get a CF in addition to your CS.

I might add that I have not play tested any of these. Just ideas I had and may play test.

I can also see Jarec's point in making all the combat maneuvers deal directly with combat effects rather than rules abstractions like Hero Points - I was considering Combat Maneuvers on a "reward the player" level.

Another thought I had was making Bleed and Stun available to ranged attacks since ranged weapons seem to have very few Combat Maneuvers that apply.
 
I made one :

Chain of attack (Offensive)
Attacker uses 1 CA to make an immediate second attack. The target didn't need to be the same.
(like Riposte but for Attacker)
 
An other one :

Deviate (Defensive, CS only)
If you don't take damage, your skillful maneuvering allows you to redirect the incoming blow on an other target. (the new target must be in reach of the initial attacker)
The new target can use CA to defend itself normaly.

(a little bit powerfull but so fun ! ) :D
 
I would be quite willing to consider having CS versions of some of the CM's that are more effective. For instance a CS Bleed that imposes a negative modifier on the Resilience roll or drops the opponent 2 levels of Fatigue on the initial strike. My only concern would be to end up with a bloated list of CM's which could slow the game as players spend longer looking for ways to max out their CS rolls. I think these would best be limited to personal signature moves that characters would have to learn at the cost of Hero Points or through extended training. These would help to add to the storytelling feel of the CM's whilst making them increasingly rare and hero like rather than being generally available. So for instance a character might learn decapitating strike, a kind of max damage/select location combo. This would be something that only works on a CS/CF combo (maybe a CS spend Hero Point combo) that the character learnt from a weapons master in a far off land after doing a special quest.

Still like the fast reload idea though. Definitely need more ranged CM's.
 
Just thinking and it occurs to me that specialist CM's would be a great way to model martial arts training. These would definitely have to be something that would require training rather than being generic.
 
Jarec said:
Just thinking and it occurs to me that specialist CM's would be a great way to model martial arts training. These would definitely have to be something that would require training rather than being generic.

That's precisely why they're there! :)
 
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