With a few sessions of our new V&V campaign under our belts, and without a rules upgrade imminent (but would love to see it one day!), and having looked at
John's stuff and one of
Majestic's suggestions, and being a bit of a rules tinkerer (I have a wee credit in the Pulp City miniatures rules as part of the Games Development Team), I thought I would add a couple of extra options to our selection.
Aim and Slam were inspired by John, but done differently, hopefully for simplicity, and similarly Dodge was inspired by Majestic, but toned down somewhat.
Comments and criticism welcome!
Combat ManeuversAim: Requires one Action to use and declare a target; the next action by the character using Aim must be an attack against that target or the benefits are lost. With the Aim attack, add +4 to the to hit roll required.
Dodge: Use with Evade, with PR cost = 2; adds +1/10 of Agility (rounded down) to Evasion bonus.
Power Up: Uses an Action, PR expenditure (variable) and must declare a target; the next Action by the character using Power Up must be an attack against that target or the benefits are lost. With the Power Up attack treat die rolls less than the Power expended for Power Up as being equal to the Power spent (to a maximum of the die result). Power Up can only be used to affect dice for Carry Capacity-based damage or damage from powers; for example, if using a sword, only the base HTH damage could be affected, not the extra dice/damage from the sword itself. Devices, Magic/Psionic Items, and technological weapons cannot be affected.
Slam: Add velocity damage to damage from an unarmed HTH attack; half of the extra damage from velocity is applied to the attacker using the Slam.