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What Can I Do in a Single Combat Panel?

Here are the

possible options: Move then Attack: Until you attack, you may activate any number of noncombat powers. Thus, a person can fly, sense the presence of robots, and use eyebeams all in one panelbut as soon as you attack, your panel is over. Move twice (sprint): or Reach Top Speed with a Super-movement. Attack then Move: (cannot activate any other powers). Heal: Healing, Restore, and similar powers take the place of an attack. Use a skill: Some skills take concentration and more than one panel or page and may take an extended check to complete. Hold off: You are waiting to take your turn. If you specift a certain situation, you may interrupt the action and take your panel. If you dont specify a situation you cannot

interrupt - you go immediately after the current panel.

Some movement may require a skill check at the Narrators discretion. Below are speeds for non-powered movement: Run Agility x3 squares Sprint Agility x6 squares (this takes a full page) Swim Brawn x1 squares Climb Brawn x1 squares Jump Brawn x Brawn squares (you move 10 of these squares/page in midair) Creep Half your Run speed (round down). You can use stealth/prowl while creeping. This is also the speed at which you can crawl.

to destroy it or disarm him, or specifically aim for an enemys head, trip them, need to shoot around cover, etc. Before rolling an attack, declare your called shot. To succeed, you need to hit by 10 or more. If there is no other effect (like disarming, breaking a gadget, tripping, avoiding cover, etc) a called shot does +10 Result Bonus to the damage. Called shot is versatile and can be used to pull off any number of tricks during combat. For instance, you could use it to knock something down onto an enemy, throw a tarp over his face, pull a rug from under a bunch of minions, etc.

Zany Actions
Specific types of called shots: Alley-Oop: Similar to the Fast-Ball Special, this action is just used to move a willing team member from one place to another. This is not a Teamwork maneuver, and does not require anyone delaying their panel, so you can do it on your turn to


You can try to hit an enemys gadget

anyone who is willing. You throw them a distance as if they were a (usually heavy) improvised weapon. Remember, though, that what goes up, must come down- so be sure your friend has something safe to land on (or is really tough)! Disarm: Instead of damage, you can attempt to disarm a weapon or item. If the item has the Easily Taken limitation, this is especially appropriate. Roll to hit, making a called shot to disarm the opponent. Roll damage, vs. the targets Brawn roll. If the target loses, they are disarmed of the item, but take no damage. Instead of disarming, you can try to destroy it if it is Fragile or is an ordinary object. If you choose to desroy and Item, you need to hit by 10, and the damage applies to the item directly. Improvising Cover: Strong characters can improvise cover, using an attack and ripping up the floor and holding or placing it as a wall. The Hits that this improvised cover

has is equal to the Brawn roll made by the improviser minus Brawn roll equal to the soak value of the material (see Collateral Damage, page 23). A result of 0 or less indicates you failed to improvise the cover. As a barrier, the weakened material has half its original Soak value. The area that it covers is like a wall, with 1 point of Arc for every full 20 Hits the cover has. Example: Captain Brick tries to rip up some metal roofing up to make cover. This is Thin Steel, and he rolls 32 for his Brawn check. The Thin Steel has a soak of 10, reducing his roll to 22. This ripped up improvised shield counts as an Arc 1 wall, with 22 Hits and 5 Soak. Staple: This trick shot only works while using sharp, ranged weapons that actually stick in the target (bows, shuriken, spears, etc.). You can declare you are attempting a staple shot. If you succeed in a called shot, the targets clothing or an item is stapled in place to the

ground, wall, etc. A stapled target must make a 10 Brawn check to break free from where they are stapled. If they succeed by less than 10, breaking free uses up their panel for that page (thus it takes a 20 or better to break free without using ones panel). Take the Hit: By holding off on taking your panel, or using a Hero Die to make an interrupt action, you can dive into the way of an attack meant for someone else, or provide cover to someone in a Burst. You can also hold onto an explosive and let it blow up in your hands or fall on it, so that only you take the damage from it instead of everyone else. By doing this, you are essentially taking a 0 for your defense. This move is only recommended for really tough or self-sacrificing characters.

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