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Bull Rush

Type

Movement

Time

1 Full Action

Error Range

+0

The character may move up to his Speed directly toward any 1 opponent whose Size is up to 1 category bigger than his own. When he enters the chosen opponent’s square, the characters make an opposed Athletics (Str) check. These checks possess the Armor Check Penalty tag. The bigger combatant gains a +4 bonus with this check per Size category of difference between them.

Alternately, a mounted character or a character operating a vehicle may perform a Bull Rush action using the appropriate skill required to make a Maneuver check with the mount or vehicle. In this case, an Armor Check Penalty has no effect but the Size modifier still applies.

If the acting character loses this opposed check, he moves back 1 square and becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks.; otherwise, his opponent is pushed directly back 1 square + 1 additional square per 4 points of difference between the results. Further, for each Size category the acting character is bigger than the chosen opponent, the opponent is pushed back 1 additional square. The character may not voluntarily reduce this distance.

If scenery or an object obstructs this path, the intervening item makes a Damage save against damage equal to the acting character’s Athletics result. With failure, the chosen opponent smashes through the obstruction and keeps moving. With any result, the chosen opponent suffers the acting character’s standard unarmed attack damage.

If one or more characters obstruct this path, each intervening character must make an Athletics (Str) check against the acting character’s Athletics result. With failure, the intervening character becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. in a random adjacent square (decided by the Deviation Diagram, with occupied squares re-rolled), and the chosen opponent keeps moving past him. With any result, both the chosen opponent and the intervening character suffer the acting character’s standard unarmed attack damage.

At the end of the chosen opponent’s movement, he becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks..

If the acting character wins this check with a critical success, or the chosen opponent suffers a critical failure, the opponent is pushed directly back 2 squares + 1 additional square per 2 points of difference between the results.

Conversely, if the chosen opponent wins this check with a critical success, or the acting character suffers a critical failure, the acting character becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. and is sent reelingA reeling character loses his next 2 half actions. A character may not be sent reeling 2 or more times simultaneously..

The acting character must move along with the chosen opponent, ending his movement in the square adjacent to the chosen opponent within the Bull Rush movement path. The acting character may end this action’s movement early, in which case the chosen opponent comes to a stop directly in front of the acting character in the Bull Rush movement path.

Unless the GC rules otherwise, this action may only be used to target characters, animals, and other living beings.


Spycraft 2.0
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