Intermediate Combat Sciences

Combat Styles

Combat Disciplines


A character must be at least level 5 in order to learn intermediate sciences.

Combat Styles

You may only use one combat style each round, unless you have a combat discipline which has increased this number. You must choose which style(s) to use during a round before you take any actions for that round (choosing a style to use does not count as an action.) All of the bonuses and penalties from the chosen style(s) apply until the beginning of the next round.

Improved Aggressive - You may only take this technique if you have already taken Aggressive. You may now get a bonus of +4 on your attack rolls, and a -4 penalty on your defense rolls.
Improved Backlash - You may only take this technique if you have already taken Backlash. You may now get a bonus of +6 on the damage your attacks deal, and take 6 of damage from each successful attack. Effects which reduce damage still do not reduce the damage dealt to you as the drawback of using this style.
Improved Defensive - You may only take this technique if you have already taken Defensive. You may now get a bonus of +4 on your defense rolls, and a -4 penalty on your attack rolls.
Other - If a player comes up with a combat style of his/her own which is well-balanced and shouldn't interfere with the game, the GM should consider allowing it.
Improved PowerLunges - You may only take this technique if you have already taken Powerlunges. You may now get a bonus of +6 on the damage your attacks deal, and an -4 penalty to your defense rolls.
Improved Powerstrikes - You may only take this technique if you have already taken Powerstrikes. You may now get a bonus of +6 on the damage dealt by your attacks, and a -4 penalty to your attack rolls.
Improved Psionic Befuddling - You may only take this technique if you have already taken Psionic Befuddling. You may now choose to have each of your attacks give a struck foe a penalty of -4 on the use of psionics (and pseudo-psionics) for that round, and receive a -6 penalty on the damage dealt by your attacks.
Improved Psionic Interfering - You may only take this technique if you have already taken Psionic Interfering. You may now choose to have each of your attacks give a struck foe a penalty of -4 on the use of psionics (and pseudo-psionics) for that round, and receive a -4 penalty on your attack rolls.
Improved Quickstrokes - You may only take this technique if you have already taken Quickstrokes. You may now get a bonus of +4 on your attack rolls, and a -6 penalty on the damage dealt by your attacks.

Combat Disciplines

Additional Enemy Focus: Combat - You may only take this discipline if you have already taken Enemy Focus: Combat. You may choose an additional robot class, and get a +4 bonus on all opposed combat skill checks against robots of that class.
All-Out Combat-Based Defense - Once a day, for one round, you may try to resist Psi Atom forces using a Combat skill check instead of a Psi Atom skill check. Once a day, for one round, you may try to resist Psi Energy forces using a Combat skill check instead of a Psi Energy skill check.
Defensive Stun - Whenever one of your defensive rolls is at least 3 times that of the foe's attack roll, that foe is stunned and unable to take offensive action on the following round. Each foe can only be stunned once per day in this way.
Follow Up - Whenever you score a critical hit on a foe, you may immediately make another attack against that foe as a free action. You can only make one extra attack per round in this way.
Improved Concealed Attack - You may only take this discipline if you have already taken Concealed Attack. Unaware enemies now only get a +4 bonus to notice you after you attack them. The bonus is still cumulative.
Improved Fleet Foot - You may only take this discipine if you have already taken Fleet Foot. Your running speed is now doubled.
Improved Hard Hitting - You may only take this discipline if you have already taken Hard Hitting. The bonus to damage dealt by your attacks is now +4.
Improved Precise Attack - You may only take this discipline if you have already taken Precise Attack. Called attacks and careful attacks now have their penalty reduced by 4 (still to a minimum of 2.)
More Hero's Vitality - +10 hp.
More Strong Combat Inner Strength - +4 combat ISP.
More Strong General Inner Strength - +2 general ISP.
Style Combining - You may use two combat styles during the same round.
Titanium Toughness - You may only take this discipline if you have already taken Steel Toughness. All damage dealt to you is now reduced by 2. This still doesn't apply to self-inflicted damage.

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