Vigilance
Explorer
molonel said:Ah yes, I see. That makes sense. Not all special ops necessarily have that training.
Yeah, I tried to seperate out basic training from advanced individual training.
At least close enough for a game
Chuck
molonel said:Ah yes, I see. That makes sense. Not all special ops necessarily have that training.
molonel said:At the request of one of my players, I am grouping the maneuvers as tactical feats like those found in The Complete Warrior. I have added a couple of house rules: 1. Only one maneuver can be used per round (except Instant Stand and Block), 2. Characters may, by expending an Action Point, perform an additional one additional maneuver per round.
The tactical feats are as follows:
- Axe Kick, Heel Kick, Snap Kick.
- Back Kick, Jump Kick, Circle Kick.
- Joint Lock, Nerve Strike, Numbing Strike.
- Ridgehand, Kidney Punch, Uppercut.
- Leg Sweep, Groin Kick, Instant Stand.
- Heart Punch, Block, Choke Hold.
Vigilance said:Looks good.
Pagan priest said:Any chance I'll see these at my FLGS anytime soon? Or should I go beat them soundly about the head and shoulders for not having this already?
molonel said:One other difference between version 1 and version 2 of Blood & Guts seems to be the elimination of separate classes for the special operations groups, and replacing them with the generalized "Special Operations Training" 5-level class combined with unit bonuses.
Is that correct?