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Stripped Gears Combat
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==Advanced Maneuvers== Advanced Maneuvers (Junk Johns must spend a Drive Point to force their robots to use these) *Charge – Make a multiple action using your Melee Combat skill and Athletics. The results below depend on the W of your Athletics set. **Standard Success (2x): Your attack does an extra S. **Expert Success (3x): Your attack does +2S, +1K **Master Success (4x+): Your attack does +3S, +2K *Disarm – Make a called shot to the arm holding the desired weapon. If the weapon is two-handed, you may pick any arm location. If the weapon is integrated to the robot’s body, take a -1d penalty to the attack, and you only succeed on a Master Success. If the weapon is sharp, electrified, superheated, or otherwise dangerous to grasp, you must make a multiple action with Dodge or take 1K to one of your arms. **Standard Success (2x): You do no damage, but you dislodge the weapon. It lands X feet away, where X is the Height of your roll. **Expert Success (3x): As above, except that your opponent takes S to the targeted location. **Master Success (4x+): Your opponent takes two points of S and, if you have a free hand, you’re now holding the weapon. Otherwise, it’s at your feet. *Disfiguring Strike – Perform a called shot to the head using an attack that does Killing damage. **Standard Success (2x): You do one point of Killing damage and gain one favor point for your turn. **Expert Success (3x): You do two points of Killing damage and gain two favor points for your turn. **Master Success (4x+): You do three points of Killing damage and gain three favor points for your turn. *Dismember – Make a called shot to a limb that’s already full of Killing damage. **Standard Success (2x): You remove the targeted limb and you gain one favor point for your turn. **Expert Success (3x): As above, and you gain one favor point for the turn. If you have a hand free, you may choose to have the limb in your hand. **Master Success (4x+): As above, and your opponent takes 2K to the torso. *Display Kill – Make a normal attack at -1d penalty. You must KO your opponent to get the benefit of Display Kill. **Standard Success (2x): Add your Width to your favor for the turn, whichever is higher. **Expert Success (3x): As above, but you add your Style bonus to your favor. **Master Success (4x+): As above, but you also add your highest social skill to your favor. *Slam – Make a Melee Combat attack roll against Difficulty 3. You can only use this maneuver against opponents who are within 500 pounds of your weight or smaller. **Standard Success (2x): Target is Downed and takes 1S to locations 3 and 5. **Expert Success (3x): Target is Downed and takes 1S to every location except 10. **Master Success (4x+): Target is downed and takes 1S to ever location, plus an additional shock to the location indicated by the Height of your set. **Special: Damage above assumes the target lands on a flat, safe surface. Slamming an opponent into a hazard or from a great height can increase damage at GM’s discretion. *Trip – Make a called shot to locations 1 or 2. Do not take the standard 1d called shot penalty. If your opponent is using the Charge, Shove, or Tackle maneuvers, add 1d to your pool. **Standard Success (2x): You do no damage, but your opponent loses a die from a set and has a -1d penalty to any action taken in the next round. **Expert Success (3x): As above, plus target is downed. **Master Success (4x+): As above, plus target takes 1S to each arm. *Taunt - Add 1 to your favor for the round. This can be used as a multi-action with itself and other maneuvers. **Standard Success (2x): The favor point increase from taunting caps at your Realism stat. **Expert Success (3x): The favor point increase from taunting caps at your Realism stat + one. **Master Success (4x+): The favor point increase from taunting caps at your Realism stat + two.
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