This form of attack is for use with Shooting, Throwing, & Powers, in situations where the attacker has the luxury of spending a turn aiming his/her weapon without firing. A character Aiming must aim for a turn (loose a turn due to concentrating) & roll an Intuition FEAT. Green &Yellow success, the character gains a +1CS to hit. Red success, the character gains a +2CS.

The Ambush is an attack set up against a certain location. As soon as any character enters that location, the attack occurs. Karma is spent when the attack is set up, not made. An Ambush gains a + 1CS to hit.

A character who is taken by surprise has a greater chance of being affected by an attack than one who is expecting it. A Blindsiding attack gains a +2CS to hit and the character hit by a Blindsiding attack may not add Karma to any die rolls to determine if the attack Slams, Stuns, or Kills. The Judge has final say on Blindsiding, but guidelines are: if the character is taken unaware from behind, the character is distracted, the attacker is playing possum (the target does not anticipate an attack), the attack comes from an unsuspected quarter (an ally or supposed friend makes the attack). Characters with extraordinary senses or danger senses cannot be Blindsided in normal circumstances. Under special circumstances, though, Blindsiding these characters can be possible.

Combined Attack
A single character may be unable to pierce an enemy’s Force Field or Body Armor, but two or more individuals striking at the same spot may be able to affect the foe. As with combined material Strength FEATs, the two must inflict damage within in points of each other. The higher total is raised to the next rank of damage, at the lowest point (88 for Unearthly, etc.) providing the individual with the lower damage ability makes an Agility FEAT (the one with the higher FEAT must score a normal hit). This applies to Slugfest, Charging, and Energy and Force Powers.

A form of combined attack where one attacker holds the target and the other hits him/her. The first attacker must get a Hold or Partial Hold on the target. The second attacker then gets a +1CS on attacks (but a miss on the target may hit the Grappling attacker — make a second roll as if attacking that character).

Entangling Weapons
There are a number of bolos, nets, and webbing designed as weapons to entangle a foe. These hit with an Agility FEAT, but if they hit, the target must make an Agility FEAT against the material strength of the net, webbing, etc. Calculate the CS’s of the material strength against the character’s Agility. If the material strength is less than the character’s Agility, the character must roll a green character Strength FEAT. If the material strength is equal to or two ranks higher than the character’s Agility, a yellow FEAT is needed. If the material strength is three ranks higher than the character’s Agility, a red FEAT is needed. Failure indicates the target is enmeshed and may escape by breaking bonds as a Strength FEAT, or slipping the bonds, if the character has applicable abilities.

Fastball Special
A special form of Charging attack which involves the more powerful of the two using the less powerful as a Missile weapon. The attack supposes the throwing character can lift and throw the thrown character. The attack uses the thrower’s Agility to hit, or the thrown’s Fighting ability. whichever the players involved choose. Damage is done by the thrown character as determined by Endurance, or by a normal Slugfest attack, with the thrown character gaining benefits as for a Charging attack. (Pluses for Speed.)

Firing at a Moving Target
A character who is moving is harder to hit. A – 1CS applies to any target moving up to five areas that round; a -2CS applies to those against targets moving up to 10 areas that turn, and -4CS to those moving faster. The exception to this is attack on a character who is Charging directly at the firer, other than the target getting rapidly larger, there is no difference in location.

This tactic is used by individuals with Energy Powers to inflict concussive damage to a target without fear of instant death. The idea is to use the Power to bowl over an opponent and do damage with the rock and earth brought up by the attack. If the material strength is less than the damage inflicted, the target will take damage equal to the material strength. In addition, if the material is relatively thin, the strike may open a hole, causing the target to fall through (Agility FEAT to avoid). The chief function of the Groundstrike is that damage is inflicted on the Force Power Table. It’s disadvantage is that it is hard on the surrounding territory.

Holding One’s Fire
If a player has initiative, the character may hold off his/her attack until an opponent is within the best possible range. In other words, the opponent (loser of initiative) may move according to the character’s plans, but the attacker does not have to attack until the opponent is about to strike. (A good example is a character defending against a Charging opponent. That character chooses to hold their attack until the opponent is right on top of them. Then fires.)

Luring is a tactic by which the character makes him/herself a target in order to encourage the opponent into attacking them, whether to keep the opponent from attacking others, lead the character into an uninhabited area, or to persuade the opponent to throw a punch or make a charge, only to jump out of the way at the last moment. A character trying to Lure states so. The opponent gets a +2CS on attacks, but at the moment of attack, the defender can pull a defensive move of his or her choice. If the attack misses, the lured character will hit whatever was directly behind the luring character (the character’s choice).

Multiple Targets
A character may affect multiple targets by making a single attack that will affect multiple targets, or by making separate attacks against the attackers.

Non-Adjacent Weapon Combat
In most cases, two characters must be next to each other in order to engage in Slugfest combat, though an exception is noted if the character has a weapon that will reach. Super-strong opponents are always grabbing lampposts, columns. and buses to smash one another For this type of combat. the attacker and target do not have to be adjacent. but should be within 1 area of each other (unless the attacker is using something massive like the Concorde to strike his or her opponent). The attacker must be able to lift the object he/she is using, and if the target’s material strength or Body Armor is higher, the weapon may be shattered and the item useless.

Point Blank Range
A Shooting character who is adjacent to a non-fighting opponent gains a + 3CS to hit that opponent. If the opponent is fighting, or engaged in Slugfest or wrestling, there is a – 3CS to hit with Missile weapons. Whether or not a target is fighting is determined when the attacker fires. If the attacker gets initiative in the round the opponent tries to escape, the attacker has a + 3CS – otherwise, he/she has a -3CS.

Pulling Punches
It is possible to inflict less damage than maximum for some attacks, and it is possible to select a lower effect than the color rolled for other attacks. Attack forms where reduced damage is available are Blunt Attacks, Throwing Blunt, Energy Powers, Force Powers, and Grappling. and any farm of attack that uses the magic code phrase “inflicts up to a certain level of damage.” Attack forms where it is possible to have lesser effects than found on the Battle Effects Table (for example, lessening a Stun to a Slam) are Blunt Attacks. Force Powers, EnergyPowers, Grappling, and Charging.

This tactic involves putting something between the target and the attacker, usually an inanimate abject but sometimes, in the case of character leaping into the fray to stop an attack on another individual, a character him/herself. In the first case, the character may decide to use something as a shield. All other FEATs attempted in that round, including combat are -2CS unless the object used as a shield is a device or object commonly used by the character in that way. The material strength of the item is used as a form of Body Armor against the attack. This applies only to physical attacks and similar attacks that may be deflected in this manner. This form of defense may be used against Slugfest, Throwing, Shooting, and Charging attacks, but not Grappling and Grabbing attacks. The character may also provide a form of shielding to other targets within the same area (or within a half-area for ranged movement) by putting his/her own body in the way of an attack directed against another. The character may make this decision only in the decision section of the turn, and then if the character is closer to the target than the attacker (therefore it is only useful against Shooting, Throwing, and Charging attacks). The character or an object interposes him/herself in the line of fire and is considered the target instead of the intended target.

A version of the Groundstrike used by those with Edged or Blunt Slugfest attacks. The attacker must have a Strength at least two ranks higher than the material he is standing on; the character then strikes at the ground with fists, legs, etc.. setting up a shockwave that will travel up to 2 areas away in any direction. Those in the path of the Shockwave are attacked by as if by a Charge of the attacker’s Strength. No damage is done by a Shockwave attack (though incidental damage may be inflicted by damaged buildings, bridges falling down, etc.) but targets may be stunned or slammed if these results are rolled.

Shooting to Neutralize
It’s often a good idea to try to shoot a weapon out of a miscreant’s hand. This requires a Bullseye result, and while it inflicts damage. a Kill result is treated as a Bullseye as well. This is one of the few cases where a Kill result may be reduced. It may be used only to knock an
opponent’s weapon out of his/her hand.

Shooting to Stun
A trick shot, involving grazing the target in such a way as to knock him/her out. This is a Bullseye result for Shooting combat. A Bullseye result is treated as a Stun, but a Kill is still a Kill result.


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