pukunui
Legend
Kia ora everyone!
I'm working on converting SWSE's starship maneuvers to character-scale martial combat maneuvers. I present my first attempts below. Although I am doing it for my own purposes as part of a fantasy conversion of the SWSE ruleset, I think they could be used with the actual SWSE rules as well.
My conversion is going to have shades of Eberron and Arcanum and will thus involve some elements of steampunk/magitech, including airships and the like, and will have the same sort of swashbuckling, action/adventure feel that both those worlds have.
One thing I'm not going to have is vacuum-sealed suits of armor with their own life support, though, so instead of granting equipment bonuses to Fortitude, instead armor will grant DR. I think it fits the flavor better and doesn't really change the math as it relates to damage thresholds and the like.
The "attack pattern" descriptor struck me as being nearly identical to the "stance" concept from Bo9S / 4e, so I've gone with that. I've just ignored the "dogfight" descriptor, as it doesn't really apply to character-scale combat (I've considered trying to adapt dogfighting as some sort of combat challenge concept or something but haven't looked at it any detail).
Also, for the sake of simplicity, I've tied the Martial Maneuvers subsystem to the Initiative skill. It "beefs up" an otherwise under-utilized skill, if nothing else.
Anyway, without further ado, I give you my Martial Maneuvers (as adapted from the Starship Maneuvers in SotG):
NB. Anything in quotation marks is placeholder text that I'm using until I can think of something more appropriate. Feel free to make suggestions. Anything in sienna is something I'm unsure about mechanically in terms of balance and would like feedback on more than anything else. Thanks.
[sblock=Ackbar Slash]"Ackbar" Slash
A combat tactic made famous by the elven warlord “?”, the “Ackbar" slash involves a combatant moving into the midst of enemy forces in order to cause an opponent to strike its own allies. Time: Reaction. Target: One adjacent opponent.
Make an Initiative check. When you are the target of an attack made by an adjacent opponent that misses, you may activate this maneuver. The results of the Initiative check are as follows:
DC 20: The missed attack is instead redirected to a different adjacent opponent of your choice. Compare the original attack roll to the Reflex Defense of the new target; if the attack roll exceeds the target’s Reflex Defense, resolve damage as normal.
DC 25: As DC 20, but add a +1 circumstance bonus to the redirected attack roll.
DC 30: As DC 20, but add a +2 circumstance bonus to the redirected attack roll.
DC 35: As DC 20, but add a +3 circumstance bonus to the redirected attack roll.
Special: The new target of the redirected attack may not in turn use the "Ackbar" slash maneuver to redirect that attack.[/sblock]
[sblock=Concentrated Defense]Concentrated Defense [stance]
This stance focuses your defenses in a particular direction, making it easier to absorb incoming attacks from a certain angle. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 15 Initiative check, you successfully activate this maneuver. While you are engaged in combat, choose a single other opponent as the target of concentrated defense. Your DR is considered doubled for the purpose of absorbing attacks originating from that particular target. However, your DR is considered halved (round down; minimum 0) for the purpose of absorbing attacks from all other opponents).
You may change the target of this stance as a swift action.
Fighting Style (?)*: If you have the ? feat, you may add an additional +1 to your DR after modifying it as per the above.
Special: You must have at least 1 point of DR in order to use concentrated defense.
You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.
*I'm not sure what would work well with this, but I think it would be good to have something that enhances this maneuver.[/sblock]
[sblock=Attack Formation Zeta Nine]“Attack Formation Zeta Nine” [stance]
This stance emphasizes defense over offense and is typically used when engaging particularly hard-hitting opponents. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you successfully activate this maneuver. While you are using “attack formation zeta nine” as your chosen stance, you can subtract up to 5 points of damage from all your damage rolls and add the same amount to your DR.
Fighting Style (Melee Defense): If you have the Melee Defense feat, you gain a +2 bonus* to activate this maneuver.
Special: You must be wielding a melee weapon and have at least 1 point of DR in order to use “attack formation zeta nine”.
You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.
*First, should Melee Defense grant a bonus to activation or should it grant some other benefit? If yes, should the bonus have a type? Eg, should it be a maneuver bonus or a feat bonus or something?[/sblock]
[sblock=Shield Wall (Attack Pattern Delta)]Shield Wall [stance]
This stance utilizes close-range maneuvering by allies to make it more difficult to target and hit an individual. The stance typically requires the allies to move together toward their target, shielding those to the rear. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you successfully activate this maneuver. While you are using shield wall as your chosen stance, you gain a +1 maneuver bonus to your Reflex Defense any time you are adjacent to an ally.
Fighting Style (Shield): If you are wielding a shield with which you are proficient, you gain a +2 bonus* to activate this maneuver.
Special: If any adjacent allies are using shield wall as well, your maneuver bonus to Reflex Defense increases to +2.
*Should wielding a shield provide some other benefit for this maneuver? If I stick with the activation bonus, should it be a typed bonus?[/sblock]
[sblock=Improved Fighting Defensively (Wotan Weave)]“Improved Fighting Defensively”
This maneuver allows you to dance and weave around your enemies, slowing your movement but also making you more difficult to hit. Time: Swift action. Target: You.
Make an Initiative check. When you fight defensively or use the total defense action, you may make an Initiative check as a swift action in the same turn to improve your Reflex Defense at the expense of lost speed. The result of the Initiative check determines the effect, if any:
DC 15: Your speed is reduced by one-half (round down), but you gain an additional +1 maneuver bonus to your Reflex Defense until the start of your next turn.
DC 20: As DC 15, except the maneuver bonus is +2.
DC 25: As DC 15, except the maneuver bonus is +5.
Special: If the “improved fighting defensively” maneuver would reduce your speed to 0 squares, you automatically fail to activate this maneuver.[/sblock]
[sblock=Overrun (Corellian Slip)]Overrun
A team-work focused tactic, the overrun maneuver allows you to take down an opponent threatening one of your allies by plowing straight through them. Time: Full-round action. Target: One enemy within (2 x your speed) squares.
Make an Initiative check. When you activate this maneuver, you move up to twice your speed in a straight line through your opponent’s square. If something halts your movement before you enter your opponent’s square*, the maneuver fails to activate. When you enter your opponent’s square, you make an attack as a swift action against the target. The result of the Initiative check determines the effectiveness of the maneuver:
DC 15: If you deal damage to the target with your attack, you do not provoke opportunity attacks from the target during your movement. In addition, you knock the target prone.
DC 20: As DC 15, but add a +1 circumstance bonus to your attack roll.
DC 25: As DC 15, but add a +1 circumstance bonus to your attack roll and +1 die of damage.
DC 30: As DC 15, but add a +2 circumstance bonus to your attack roll and +1 die of damage.
DC 35: As DC 15, but add a +2 circumstance bonus to your attack roll and +2 dice of damage.
Fighting Style (Mounted Combat): If you have the Mounted Combat feat and are mounted when you successfully activate this maneuver, your mount makes the attack and deals trampling damage to the target equal to its primary natural weapon damage**.
Special: You can only use this maneuver against opponents who are one size category larger than you (or your mount) or smaller.
If you fail to successfully activate this maneuver, you still move through your opponent’s square, provoking opportunity attacks as normal. You do not get to make an attack as a swift action and you do not knock the target prone.
*Is there actually anything that can halt your movement in the SWSE rules?
**Does that seem fair and/or balanced?[/sblock]
[sblock=Devastating Hit]Devastating Hit
This maneuver lets you score an incredibly precise hit on an opponent, targeting vital areas and potentially disabling your target. Time: Standard action. Target: A single enemy within range.
Make an attack roll. The result of the attack roll determines the result, if any:
Exceed’s Target’s Reflex Defense by 0-4: You deal normal weapon damage to the target, +1 extra die of damage.
Exceed Target’s Reflex Defense by 5-9: You deal normal weapon damage to the target, +2 extra dice of damage.
Exceed Target’s Reflex Defense by 10 or more: You deal normal weapon damage to the target, +3 extra dice of damage.[/sblock]
[sblock=Slowing Strike (Engine Hit)]“Slowing Strike”
This maneuver allows you to hobble an opponent, slowing them down with a successful hit. Time: Reaction. Target: One enemy that you just attacked.
Make an attack roll. If you deal damage with a critical hit or deal damage that is equal to or greater than the target’s damage threshold, you may activate this maneuver as a reaction. Compare the result of your attack roll to the target’s Reflex Defense to determine the effect, if any:
Exceed’s Target’s Reflex Defense by 0-4: Target’s speed is reduced by 1 square for the remainder of the encounter. The target may spend three swift actions as per the recover action (see page XXX) to negate this effect.
Exceed Target’s Reflex Defense by 5-9: As above result, except the target’s speed is reduced by 2 squares and the target must spend a full-round action to negate this effect*.
Exceed Target’s Reflex Defense by 10 or more: As above, except the target’s speed is reduced by 3 squares and the penalty is considered to be persistent*.
*Do these seem fair and balanced?[/sblock]
[sblock=Crippling Strike (Thruster Hit)]Crippling Strike
This maneuver allows you to cripple an opponent, reducing their maneuverability. Time: Reaction. Target: One enemy that you just attacked.
Make an attack roll. If you deal damage with a critical hit or deal damage that is equal to or greater than the target’s damage threshold, you may activate this maneuver as a reaction. Compare the result of your attack roll to the target’s Reflex Defense to determine the effect, if any:
Exceed’s Target’s Reflex Defense by 0-4: Target takes a -1 penalty to Reflex Defense and all Dexterity-based skill checks and ability checks.
Exceed Target’s Reflex Defense by 5-9: As above, except the penalty is -2.
Exceed Target’s Reflex Defense by 10 or more: As above, except the penalty is -5 and the target can move only at one-half its normal speed (round down)*.
*Does this seem fair and/or balanced?[/sblock]
[sblock=Press The Advantage (Howlrunner Formation)]“Press The Advantage” [stance]
"This stance divides an attacking force into two or more groups, making it easier to attack an enemy’s flanks." Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you successfully activate this maneuver. While you are using “press the advantage” as your chosen stance, you gain a +1 maneuver bonus on attack rolls while adjacent to any ally.
Special: If any adjacent allies are using “press the advantage” as well, your maneuver bonus on attack rolls increases to +2.[/sblock]
[sblock=I Have You Now]I Have You Now*
"The maneuver allows a character to close in on his or her target and strike with devastating effect." Time: Swift action. Target: One adjacent enemy.
Make an Initiative check. The result of the Initiative check determines the effect, if any:
DC 15: If you successfully damage the target of this maneuver this turn, compare your attack roll to the target’s Fortitude Defense. If your attack roll exceeds the target’s Fortitude Defense, the target moves -1 step down the condition track.
DC 20: As DC 15, except you gain a +1 maneuver bonus on your attack roll.
DC 25: As DC 15, except you gain a +2 maneuver bonus on your attack roll.
DC 30: As DC 15, except you gain a +3 maneuver bonus on your attack roll.
*I'm a little unsure about this whole maneuver since it's pretty similar to what normally happens when your damage is more than your target's damage threshold and I don't really know how it would interact with that mechanic -- would it stack or overlap or what? Should I make this maneuver do something else or scrap it entirely? Any ideas?[/sblock]
[sblock=Overwhelming Assault]Overwhelming Assault [stance]
Characters that use the overwhelming assault stance concentrate their attacks on a single target to the exclusion of all others. Time: Swift action. Target: You (and special; see text).
Make an Initiative check. If you succeed on a DC 20 Initiative check, you activate this maneuver. While you are engaged in combat, choose one enemy as the target of overwhelming assault. On your turn, before making an attack roll, you may choose to subtract a number from all attack rolls you make against that target and add twice that number to all damage rolls. The penalty on attack rolls applies to all attacks you make before the start of your next turn, but the bonus on damage rolls applies only on attacks you make against the target you designate.
You may change the target of this stance as a swift action.
Fighting Style (Power Attack): If you have the Power Attack feat, you may add three times the number you subtract from your attack rolls to your damage rolls against your designated target.
Special: You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.[/sblock]
[sblock=Dive For Cover (Snap Roll)]Dive For Cover
"This maneuver lets a character slip away from his or her current location with incredible speed, causing enemies to attack empty space." Time: Reaction. Target: You.
Make an Initiative check. Your Initiative check result replaces your Reflex Defense until the start of your next turn. If your Initiative check result is lower than your normal Reflex Defense, you may choose to retain your normal Reflex Defense.
Special: You use this maneuver as a reaction to an incoming attack; when you do so, you make your Initiative check and replace your Reflex Defense before the result of that attack is resolved. You must declare that you are using this maneuver before the attack is resolved and damage is rolled.[/sblock]
[sblock=Reckless (Strike Formation)]“Reckless” [stance]
Characters who use the “reckless” stance devote themselves to overpowering an enemy at the cost of their own defense. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you activate this maneuver. While you are using “reckless” as your chosen stance, you add +1 die of damage as a maneuver bonus on all damage rolls, but you take a -2 penalty to Reflex Defense as well.
Fighting Style (Rapid Attack): If you have the Rapid Strike or Rapid Shot feats, you may …*
Special: You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.
*I'm not really sure what sort of benefit either of those feats should grant with this maneuver. Any ideas?[/sblock]
[sblock=Sure Strike (Target Lock)]Sure Strike
This maneuver allows a character to focus on a single target, lining up an attack with careful precision. Time: Standard action. Target: One enemy.
Make an Initiative check. The result of the Initiative check determines the result, if any:
DC 15: When attempting to attack the target, you gain a +1 maneuver bonus on opposed skill check rolls* and attack rolls.
DC 20: As DC 15, except the maneuver bonus on opposed skill check rolls increases to +2.
DC 25: As DC 15, except the maneuver bonus on opposed skill check rolls and attack rolls increases to +2.
DC 30: As DC 15, except the maneuver bonus on opposed skill check rolls increases to +5 and the maneuver bonus on attack rolls increases to +2.
DC 35: As DC 15, except the maneuver bonus on opposed skill check rolls and attack rolls increases to +5.
*Are there any actual character-scale opposed skill checks in SWSE? I can't think of any ... the only one I know of is the opposed Pilot check for dogfighting, but that's starship-scale. Should I just leave it out or replace it with sometihng else?[/sblock]
[sblock=Retaliate (Skywalker Loop)]Retaliate
"This maneuver allows you to strike back at an opponent who has left himself vulnerable after failing to hit you." Time: Reaction. Target: One enemy adjacent to you who has just missed with an opportunity attack against you.
Make an Initiative check. If you have provoked an opportunity attack from an adjacent enemy and that enemy has missed with its attack, you may activate this maneuver with a DC 20 Initiative check as a reaction. If successful, you may make an opportunity attack against that opponent.
Special: If your opportunity attack misses, the target may not in turn use the retaliate maneuver to make another opportunity attack against you.[/sblock]
[sblock=Catch Me If You Can (Afterburn)]“Catch Me If You Can”*
"This maneuver allows you to charge past enemies with a sudden burst of speed, making it more difficult for them to take advantage of your exposed flanks." Time: Full-round action.** Target: You.
Make an Initiative check. The result of the Initiative check determines the effect, if any:
DC 20: You can immediately run as a free action. Additionally, during this action you gain a +1 maneuver bonus to Reflex Defense to avoid opportunity attacks made against you.
DC 25: As DC 20, except the maneuver bonus to Reflex Defense increases to +2.
DC 30: As DC 20, except the maneuver bonus to Reflex Defense increases to +5.
DC 35: As DC 20, except the maneuver bonus to Reflex Defense increases to +10.
*I'm also unsure about this whole maneuver since it's so similar to the Mobility feat. It's been suggested to me that I make it a mounted combat maneuver or scrap it entirely. Any ideas?
**I'm a bit confused about this. The Afterburn maneuver says it requires a full-round action to activate, yet it allows you to run as a free action ... is the rest of your turn eaten up to get the Reflex Defense or is it an error?[/sblock]
[sblock=All the rest]
Here's the rest of the starship maneuvers. I don't know if I can use them or not. I've got a few vague ideas for a some of them. Feel free to make suggestions if you can think of a way to make them work at character-scale.
Counter - grants an extra action during a grapple?
Darklighter Spin - some sort of ranged area attack? I do plan on having guns in my setting but not ones that can be set to autofire ...
Evasive Action - ???
Explosive Shot - some sort of "ranged cleave" maybe?
Intercept - some sort of combat challenge or grapple or something? Or leave it how it is: a maneuver that lets you move towards a moving enemy and make an opportunity attack against them?
Segnor's Loop - I don't really see the utility of this as a starship maneuver let alone a character-scale martial maneuver ...
Shield Hit - some sort of "improved penetrating attack" to ignore DR maybe?
Skim The Surface - move through a larger opponent's space and attack them as you go?
Tallon Roll - some sort of "no escape" thing letting you follow an opponent who's trying to withdraw?
Target Sense - I think I'm going to make this a spell (Force power) and maybe make Battle Strike a martial maneuver instead[/sblock]
Whew! OK. That's it. Thanks for hanging in there. Please critique away!
Thanks in advance.
Cheers,
Jonathan
I'm working on converting SWSE's starship maneuvers to character-scale martial combat maneuvers. I present my first attempts below. Although I am doing it for my own purposes as part of a fantasy conversion of the SWSE ruleset, I think they could be used with the actual SWSE rules as well.
My conversion is going to have shades of Eberron and Arcanum and will thus involve some elements of steampunk/magitech, including airships and the like, and will have the same sort of swashbuckling, action/adventure feel that both those worlds have.
One thing I'm not going to have is vacuum-sealed suits of armor with their own life support, though, so instead of granting equipment bonuses to Fortitude, instead armor will grant DR. I think it fits the flavor better and doesn't really change the math as it relates to damage thresholds and the like.
The "attack pattern" descriptor struck me as being nearly identical to the "stance" concept from Bo9S / 4e, so I've gone with that. I've just ignored the "dogfight" descriptor, as it doesn't really apply to character-scale combat (I've considered trying to adapt dogfighting as some sort of combat challenge concept or something but haven't looked at it any detail).
Also, for the sake of simplicity, I've tied the Martial Maneuvers subsystem to the Initiative skill. It "beefs up" an otherwise under-utilized skill, if nothing else.
Anyway, without further ado, I give you my Martial Maneuvers (as adapted from the Starship Maneuvers in SotG):
NB. Anything in quotation marks is placeholder text that I'm using until I can think of something more appropriate. Feel free to make suggestions. Anything in sienna is something I'm unsure about mechanically in terms of balance and would like feedback on more than anything else. Thanks.
[sblock=Ackbar Slash]"Ackbar" Slash
A combat tactic made famous by the elven warlord “?”, the “Ackbar" slash involves a combatant moving into the midst of enemy forces in order to cause an opponent to strike its own allies. Time: Reaction. Target: One adjacent opponent.
Make an Initiative check. When you are the target of an attack made by an adjacent opponent that misses, you may activate this maneuver. The results of the Initiative check are as follows:
DC 20: The missed attack is instead redirected to a different adjacent opponent of your choice. Compare the original attack roll to the Reflex Defense of the new target; if the attack roll exceeds the target’s Reflex Defense, resolve damage as normal.
DC 25: As DC 20, but add a +1 circumstance bonus to the redirected attack roll.
DC 30: As DC 20, but add a +2 circumstance bonus to the redirected attack roll.
DC 35: As DC 20, but add a +3 circumstance bonus to the redirected attack roll.
Special: The new target of the redirected attack may not in turn use the "Ackbar" slash maneuver to redirect that attack.[/sblock]
[sblock=Concentrated Defense]Concentrated Defense [stance]
This stance focuses your defenses in a particular direction, making it easier to absorb incoming attacks from a certain angle. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 15 Initiative check, you successfully activate this maneuver. While you are engaged in combat, choose a single other opponent as the target of concentrated defense. Your DR is considered doubled for the purpose of absorbing attacks originating from that particular target. However, your DR is considered halved (round down; minimum 0) for the purpose of absorbing attacks from all other opponents).
You may change the target of this stance as a swift action.
Fighting Style (?)*: If you have the ? feat, you may add an additional +1 to your DR after modifying it as per the above.
Special: You must have at least 1 point of DR in order to use concentrated defense.
You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.
*I'm not sure what would work well with this, but I think it would be good to have something that enhances this maneuver.[/sblock]
[sblock=Attack Formation Zeta Nine]“Attack Formation Zeta Nine” [stance]
This stance emphasizes defense over offense and is typically used when engaging particularly hard-hitting opponents. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you successfully activate this maneuver. While you are using “attack formation zeta nine” as your chosen stance, you can subtract up to 5 points of damage from all your damage rolls and add the same amount to your DR.
Fighting Style (Melee Defense): If you have the Melee Defense feat, you gain a +2 bonus* to activate this maneuver.
Special: You must be wielding a melee weapon and have at least 1 point of DR in order to use “attack formation zeta nine”.
You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.
*First, should Melee Defense grant a bonus to activation or should it grant some other benefit? If yes, should the bonus have a type? Eg, should it be a maneuver bonus or a feat bonus or something?[/sblock]
[sblock=Shield Wall (Attack Pattern Delta)]Shield Wall [stance]
This stance utilizes close-range maneuvering by allies to make it more difficult to target and hit an individual. The stance typically requires the allies to move together toward their target, shielding those to the rear. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you successfully activate this maneuver. While you are using shield wall as your chosen stance, you gain a +1 maneuver bonus to your Reflex Defense any time you are adjacent to an ally.
Fighting Style (Shield): If you are wielding a shield with which you are proficient, you gain a +2 bonus* to activate this maneuver.
Special: If any adjacent allies are using shield wall as well, your maneuver bonus to Reflex Defense increases to +2.
*Should wielding a shield provide some other benefit for this maneuver? If I stick with the activation bonus, should it be a typed bonus?[/sblock]
[sblock=Improved Fighting Defensively (Wotan Weave)]“Improved Fighting Defensively”
This maneuver allows you to dance and weave around your enemies, slowing your movement but also making you more difficult to hit. Time: Swift action. Target: You.
Make an Initiative check. When you fight defensively or use the total defense action, you may make an Initiative check as a swift action in the same turn to improve your Reflex Defense at the expense of lost speed. The result of the Initiative check determines the effect, if any:
DC 15: Your speed is reduced by one-half (round down), but you gain an additional +1 maneuver bonus to your Reflex Defense until the start of your next turn.
DC 20: As DC 15, except the maneuver bonus is +2.
DC 25: As DC 15, except the maneuver bonus is +5.
Special: If the “improved fighting defensively” maneuver would reduce your speed to 0 squares, you automatically fail to activate this maneuver.[/sblock]
[sblock=Overrun (Corellian Slip)]Overrun
A team-work focused tactic, the overrun maneuver allows you to take down an opponent threatening one of your allies by plowing straight through them. Time: Full-round action. Target: One enemy within (2 x your speed) squares.
Make an Initiative check. When you activate this maneuver, you move up to twice your speed in a straight line through your opponent’s square. If something halts your movement before you enter your opponent’s square*, the maneuver fails to activate. When you enter your opponent’s square, you make an attack as a swift action against the target. The result of the Initiative check determines the effectiveness of the maneuver:
DC 15: If you deal damage to the target with your attack, you do not provoke opportunity attacks from the target during your movement. In addition, you knock the target prone.
DC 20: As DC 15, but add a +1 circumstance bonus to your attack roll.
DC 25: As DC 15, but add a +1 circumstance bonus to your attack roll and +1 die of damage.
DC 30: As DC 15, but add a +2 circumstance bonus to your attack roll and +1 die of damage.
DC 35: As DC 15, but add a +2 circumstance bonus to your attack roll and +2 dice of damage.
Fighting Style (Mounted Combat): If you have the Mounted Combat feat and are mounted when you successfully activate this maneuver, your mount makes the attack and deals trampling damage to the target equal to its primary natural weapon damage**.
Special: You can only use this maneuver against opponents who are one size category larger than you (or your mount) or smaller.
If you fail to successfully activate this maneuver, you still move through your opponent’s square, provoking opportunity attacks as normal. You do not get to make an attack as a swift action and you do not knock the target prone.
*Is there actually anything that can halt your movement in the SWSE rules?
**Does that seem fair and/or balanced?[/sblock]
[sblock=Devastating Hit]Devastating Hit
This maneuver lets you score an incredibly precise hit on an opponent, targeting vital areas and potentially disabling your target. Time: Standard action. Target: A single enemy within range.
Make an attack roll. The result of the attack roll determines the result, if any:
Exceed’s Target’s Reflex Defense by 0-4: You deal normal weapon damage to the target, +1 extra die of damage.
Exceed Target’s Reflex Defense by 5-9: You deal normal weapon damage to the target, +2 extra dice of damage.
Exceed Target’s Reflex Defense by 10 or more: You deal normal weapon damage to the target, +3 extra dice of damage.[/sblock]
[sblock=Slowing Strike (Engine Hit)]“Slowing Strike”
This maneuver allows you to hobble an opponent, slowing them down with a successful hit. Time: Reaction. Target: One enemy that you just attacked.
Make an attack roll. If you deal damage with a critical hit or deal damage that is equal to or greater than the target’s damage threshold, you may activate this maneuver as a reaction. Compare the result of your attack roll to the target’s Reflex Defense to determine the effect, if any:
Exceed’s Target’s Reflex Defense by 0-4: Target’s speed is reduced by 1 square for the remainder of the encounter. The target may spend three swift actions as per the recover action (see page XXX) to negate this effect.
Exceed Target’s Reflex Defense by 5-9: As above result, except the target’s speed is reduced by 2 squares and the target must spend a full-round action to negate this effect*.
Exceed Target’s Reflex Defense by 10 or more: As above, except the target’s speed is reduced by 3 squares and the penalty is considered to be persistent*.
*Do these seem fair and balanced?[/sblock]
[sblock=Crippling Strike (Thruster Hit)]Crippling Strike
This maneuver allows you to cripple an opponent, reducing their maneuverability. Time: Reaction. Target: One enemy that you just attacked.
Make an attack roll. If you deal damage with a critical hit or deal damage that is equal to or greater than the target’s damage threshold, you may activate this maneuver as a reaction. Compare the result of your attack roll to the target’s Reflex Defense to determine the effect, if any:
Exceed’s Target’s Reflex Defense by 0-4: Target takes a -1 penalty to Reflex Defense and all Dexterity-based skill checks and ability checks.
Exceed Target’s Reflex Defense by 5-9: As above, except the penalty is -2.
Exceed Target’s Reflex Defense by 10 or more: As above, except the penalty is -5 and the target can move only at one-half its normal speed (round down)*.
*Does this seem fair and/or balanced?[/sblock]
[sblock=Press The Advantage (Howlrunner Formation)]“Press The Advantage” [stance]
"This stance divides an attacking force into two or more groups, making it easier to attack an enemy’s flanks." Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you successfully activate this maneuver. While you are using “press the advantage” as your chosen stance, you gain a +1 maneuver bonus on attack rolls while adjacent to any ally.
Special: If any adjacent allies are using “press the advantage” as well, your maneuver bonus on attack rolls increases to +2.[/sblock]
[sblock=I Have You Now]I Have You Now*
"The maneuver allows a character to close in on his or her target and strike with devastating effect." Time: Swift action. Target: One adjacent enemy.
Make an Initiative check. The result of the Initiative check determines the effect, if any:
DC 15: If you successfully damage the target of this maneuver this turn, compare your attack roll to the target’s Fortitude Defense. If your attack roll exceeds the target’s Fortitude Defense, the target moves -1 step down the condition track.
DC 20: As DC 15, except you gain a +1 maneuver bonus on your attack roll.
DC 25: As DC 15, except you gain a +2 maneuver bonus on your attack roll.
DC 30: As DC 15, except you gain a +3 maneuver bonus on your attack roll.
*I'm a little unsure about this whole maneuver since it's pretty similar to what normally happens when your damage is more than your target's damage threshold and I don't really know how it would interact with that mechanic -- would it stack or overlap or what? Should I make this maneuver do something else or scrap it entirely? Any ideas?[/sblock]
[sblock=Overwhelming Assault]Overwhelming Assault [stance]
Characters that use the overwhelming assault stance concentrate their attacks on a single target to the exclusion of all others. Time: Swift action. Target: You (and special; see text).
Make an Initiative check. If you succeed on a DC 20 Initiative check, you activate this maneuver. While you are engaged in combat, choose one enemy as the target of overwhelming assault. On your turn, before making an attack roll, you may choose to subtract a number from all attack rolls you make against that target and add twice that number to all damage rolls. The penalty on attack rolls applies to all attacks you make before the start of your next turn, but the bonus on damage rolls applies only on attacks you make against the target you designate.
You may change the target of this stance as a swift action.
Fighting Style (Power Attack): If you have the Power Attack feat, you may add three times the number you subtract from your attack rolls to your damage rolls against your designated target.
Special: You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.[/sblock]
[sblock=Dive For Cover (Snap Roll)]Dive For Cover
"This maneuver lets a character slip away from his or her current location with incredible speed, causing enemies to attack empty space." Time: Reaction. Target: You.
Make an Initiative check. Your Initiative check result replaces your Reflex Defense until the start of your next turn. If your Initiative check result is lower than your normal Reflex Defense, you may choose to retain your normal Reflex Defense.
Special: You use this maneuver as a reaction to an incoming attack; when you do so, you make your Initiative check and replace your Reflex Defense before the result of that attack is resolved. You must declare that you are using this maneuver before the attack is resolved and damage is rolled.[/sblock]
[sblock=Reckless (Strike Formation)]“Reckless” [stance]
Characters who use the “reckless” stance devote themselves to overpowering an enemy at the cost of their own defense. Time: Swift action. Target: You.
Make an Initiative check. If you succeed on a DC 20 Initiative check, you activate this maneuver. While you are using “reckless” as your chosen stance, you add +1 die of damage as a maneuver bonus on all damage rolls, but you take a -2 penalty to Reflex Defense as well.
Fighting Style (Rapid Attack): If you have the Rapid Strike or Rapid Shot feats, you may …*
Special: You may choose to deactivate this stance with a swift action. The maneuver remains spent if you do so.
*I'm not really sure what sort of benefit either of those feats should grant with this maneuver. Any ideas?[/sblock]
[sblock=Sure Strike (Target Lock)]Sure Strike
This maneuver allows a character to focus on a single target, lining up an attack with careful precision. Time: Standard action. Target: One enemy.
Make an Initiative check. The result of the Initiative check determines the result, if any:
DC 15: When attempting to attack the target, you gain a +1 maneuver bonus on opposed skill check rolls* and attack rolls.
DC 20: As DC 15, except the maneuver bonus on opposed skill check rolls increases to +2.
DC 25: As DC 15, except the maneuver bonus on opposed skill check rolls and attack rolls increases to +2.
DC 30: As DC 15, except the maneuver bonus on opposed skill check rolls increases to +5 and the maneuver bonus on attack rolls increases to +2.
DC 35: As DC 15, except the maneuver bonus on opposed skill check rolls and attack rolls increases to +5.
*Are there any actual character-scale opposed skill checks in SWSE? I can't think of any ... the only one I know of is the opposed Pilot check for dogfighting, but that's starship-scale. Should I just leave it out or replace it with sometihng else?[/sblock]
[sblock=Retaliate (Skywalker Loop)]Retaliate
"This maneuver allows you to strike back at an opponent who has left himself vulnerable after failing to hit you." Time: Reaction. Target: One enemy adjacent to you who has just missed with an opportunity attack against you.
Make an Initiative check. If you have provoked an opportunity attack from an adjacent enemy and that enemy has missed with its attack, you may activate this maneuver with a DC 20 Initiative check as a reaction. If successful, you may make an opportunity attack against that opponent.
Special: If your opportunity attack misses, the target may not in turn use the retaliate maneuver to make another opportunity attack against you.[/sblock]
[sblock=Catch Me If You Can (Afterburn)]“Catch Me If You Can”*
"This maneuver allows you to charge past enemies with a sudden burst of speed, making it more difficult for them to take advantage of your exposed flanks." Time: Full-round action.** Target: You.
Make an Initiative check. The result of the Initiative check determines the effect, if any:
DC 20: You can immediately run as a free action. Additionally, during this action you gain a +1 maneuver bonus to Reflex Defense to avoid opportunity attacks made against you.
DC 25: As DC 20, except the maneuver bonus to Reflex Defense increases to +2.
DC 30: As DC 20, except the maneuver bonus to Reflex Defense increases to +5.
DC 35: As DC 20, except the maneuver bonus to Reflex Defense increases to +10.
*I'm also unsure about this whole maneuver since it's so similar to the Mobility feat. It's been suggested to me that I make it a mounted combat maneuver or scrap it entirely. Any ideas?
**I'm a bit confused about this. The Afterburn maneuver says it requires a full-round action to activate, yet it allows you to run as a free action ... is the rest of your turn eaten up to get the Reflex Defense or is it an error?[/sblock]
[sblock=All the rest]
Here's the rest of the starship maneuvers. I don't know if I can use them or not. I've got a few vague ideas for a some of them. Feel free to make suggestions if you can think of a way to make them work at character-scale.
Counter - grants an extra action during a grapple?
Darklighter Spin - some sort of ranged area attack? I do plan on having guns in my setting but not ones that can be set to autofire ...
Evasive Action - ???
Explosive Shot - some sort of "ranged cleave" maybe?
Intercept - some sort of combat challenge or grapple or something? Or leave it how it is: a maneuver that lets you move towards a moving enemy and make an opportunity attack against them?
Segnor's Loop - I don't really see the utility of this as a starship maneuver let alone a character-scale martial maneuver ...
Shield Hit - some sort of "improved penetrating attack" to ignore DR maybe?
Skim The Surface - move through a larger opponent's space and attack them as you go?
Tallon Roll - some sort of "no escape" thing letting you follow an opponent who's trying to withdraw?
Target Sense - I think I'm going to make this a spell (Force power) and maybe make Battle Strike a martial maneuver instead[/sblock]
Whew! OK. That's it. Thanks for hanging in there. Please critique away!
Thanks in advance.
Cheers,
Jonathan
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