Block does not allow you to act in the following Phase before the character you successfully blocked. You can execute attacks of opportunity while you are blocking.
It is possible to Block an attack directed at someone else. To do this, you must be in hand-to-hand range of either the attacker or the target. If your make the roll with a -2 penalty, the attack is Blocked.
Choke Hold has a DCV modifier of -2, not +0.
An attacker using one hand instead of two has a -5 penalty to effective Strength and can use only half the Strength bonus from any Martial manoeuvre. A defender using one hand instead of two has a -5 penalty to effective Strength and can use only half the Strength bonus from any Damage Classes.
Choke Hold has a DCV modifier of -2, not +0.
A character who is using a Grab manoeuvre can perform one of the following actions: Grab and Block, Grab and Control, Grab and Redirect, Grab and Shove, Grab and Squeeze, Grab and Throw.
An attacker using one hand instead of two has a -5 penalty to effective Strength and can use only half the Strength bonus from any Martial manoeuvre. A defender using one hand instead of two has a -5 penalty to effective Strength.
You can attempt to Block one incoming attack per Phase with the Grabbed character's body. If you make the roll with a -2 penalty, the attack is Blocked and the Grabbed character takes the damage. You cannot Block multiple attacks per Phase with this manoeuvre.
You can attempt to hold the Grabbed character so that the Grabbed character cannot attack back. You must roll at least 2 more than the Grabbed character on the Strength versus Strength contest to exert Control until your next Phase; you must roll each Phase that you wish to maintain control.
If you Grab an opponent's weapon, you can attempt to attack anyone within hand-to-hand range with the weapon, including the character holding it. A successful hit will do only the weapon's base damage if the opponent is resisting (that is, does not let go). You do not take the weapon away from the opponent if you choose this option.
You can attempt to Shove a Grabbed opponent back 1". You must move with the opponent (even if this makes the total distance travelled in the Phase greater than half your combat movement) and are not required to let go. Shoving does no damage unless the target is Shoved into a fixed object, which will inflict your Strength damage.
You cannot move through the hex of a character other than your target while performing a Move By or a Move Through manoeuvre.
Both manoeuvres inflict damage derived from your Strength and your velocity in inches per second. Moving at velocities of greater than 30"/second (90"/Phase) inflicts damage as indicated on the following table. Divide the character's velocity/Phase by 3 to determine the number of dice to be added to a Move Through, and halve that number of dice for a Move By.
Note that moving at Mach One is worth +40 DC to a Move Through, while escape velocity is worth +60 DC to a Move Through.
|
inches/second |
d6 |
inches/second |
d6 |
inches/second |
d6 |
|
30-32 |
30 |
186-220 |
41 |
1048-1245 |
51 |
|
33-38 |
31 |
221-261 |
42 |
1246-1481 |
52 |
|
39-46 |
32 |
262-311 |
43 |
1482-1761 |
53 |
|
47-55 |
33 |
312-370 |
44 |
1762-2094 |
54 |
|
56-65 |
34 |
371-440 |
45 |
2095-2491 |
55 |
|
66-77 |
35 |
441-523 |
46 |
2492-2962 |
56 |
|
78-92 |
36 |
524-622 |
47 |
2963-3523 |
57 |
|
93-110 |
37 |
623-740 |
48 |
3524-4190 |
58 |
|
111-130 |
38 |
741-880 |
49 |
4191-4983 |
59 |
|
131-155 |
39 |
881-1047 |
50 |
4984-5926 |
60 |
|
156-185 |
40 |
This manoeuvre allows the character to push an opponent away. As with a Throw, you cannot Shove an opponent you cannot lift off the ground with your Strength. A successful Shove moves an opponent back 1", +1" for every 2 points by which you exceed the Shoved character's result in the Strength versus Strength contest. The Shoved character applies their Knockback Resistance -10 (usually 10 - 10 = 0) to their Strength check.
Shoving does no damage unless the opponent is Shoved into a fixed object, which will inflict your Strength damage. You may move with the target, but cannot move further than your total combat movement in the Phase.
An attacker using one hand instead of two has a -5 penalty to effective Strength and can use only half the Strength bonus from any Martial manoeuvre.