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  • #152528
    Anonymous
    Inactive

    So I was looking at the pounce technique in CoH pg 109 and the guarded charge technique in the core book pg 268. They are both base techniques and they are both derivatives of the charge action. I liked the idea of combining them because then I could pounce without reducing my avoidance to 11, but… Since they are both derivatives of charge how does this work? Or does it not work? Because, it seems silly to combine them like normal to make an advance maneuver and suddenly have a charge take 6 ticks rather than three. Since they are both charge actions it seems like this shouldn’t be the way the work. But since they are both charge actions, maybe they shouldn’t be combineable? It seems to me like they should, but I can see why they may not be…. So I though I would ask here.

    #274621
    Anonymous
    Inactive

    A guarded charge/pounce would be a +3(5) maneuver dropping Avoidance by -4 (or -2 with enough ranks)

    #274624
    Anonymous
    Inactive

    and +2 (5) if you also have the Quick (ta).

    #274625
    Anonymous
    Inactive

    A guarded charge/pounce would be a +3(5) maneuver dropping Avoidance by -4 (or -2 with enough ranks)

    Thanks, that makes sense. I was forgetting how combining works. Forgot it was pretty much all in the recovery, not the speed, that makes a lot more sense.

    #274626
    frootsnax
    Participant

    …if you really wanted to go +6(5) I doubt many judges would stop you…. \":P\"

    By Tier 3 I am finding options really start to open up in terms of what characters can do. If there was a core (or cores…) of “mechanics” you had in your mind for your character (mobility/flight/dim door, multi-target attacking, single target damage spikes, battlefield control….) by early tier III your PC is going to be there.

    I hadn’t realized guarded charge was a base maneuver. I will keep an eye on that. Tukufu’s preferred “move and attack” option is Passing Attack plus Whirlwind.

Viewing 5 posts - 1 through 5 (of 5 total)
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