Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[SPC] How to steal a weapon in combat?

 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Official Settings & Companions
View previous topic :: View next topic  
Author Message
Elias4444
Novice


Joined: 23 Apr 2012
Posts: 45

PostPosted: Fri May 11, 2012 5:01 pm    Post subject: [SPC] How to steal a weapon in combat? Reply with quote

After watching The Avengers (and absolutely loving it!), I have a bunch of new ideas for Super Power characters and campaigns. One of those characters is something like Black Widow, where she doesn't have "super" powers per se, just a lot of training and conditioning. A move I'd like to use is stealing an enemy's weapon out of their hand and then using it against them.

What are the rules with something like that?

I'm guessing it'd probably start with a disarm maneuver at -2, but would another roll be required to "catch" the weapon or "pull" it from them?
Back to top
View user's profile Send private message
ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4474

PostPosted: Fri May 11, 2012 8:27 pm    Post subject: Reply with quote

Savage Worlds Deluxe, page 72. (-2 for the arm, -4 for just the weapon.)
The amount of action required to grab the weapon is going to be a GM call based upon the situation. Sometimes (like when the Widow is using an M-16) it should be another action (at least). Sometimes (like when the Widow is using a knife) it is probably a multi-action to ready a weapon. But every now and then (like when the Widow is unarmed) it can just be a trapping on the Disarm maneuver.

Sure, technically, readying a weapon is an action. But the situation is fluid, and the final ruling is up to the GM.
_________________
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Back to top
View user's profile Send private message
xxlgeeklord
Seasoned


Joined: 21 Nov 2011
Posts: 249

PostPosted: Sat May 12, 2012 5:02 pm    Post subject: Reply with quote

ValhallaGH wrote:
Savage Worlds Deluxe, page 72. (-2 for the arm, -4 for just the weapon.)
The amount of action required to grab the weapon is going to be a GM call based upon the situation. Sometimes (like when the Widow is using an M-16) it should be another action (at least). Sometimes (like when the Widow is using a knife) it is probably a multi-action to ready a weapon. But every now and then (like when the Widow is unarmed) it can just be a trapping on the Disarm maneuver.

Sure, technically, readying a weapon is an action. But the situation is fluid, and the final ruling is up to the GM.


Um...... I'm pretty sure readying a weapon has nothing to do with grabbing someone else's weapon. Sorry for mentioning.

Also, I think it would be hard for a normal person to knock a weapon away from someone and then catch it. I would think of it as more like a kind of grappling maneuver, with both sides struggling for control of the weapon. Of course, in a supers setting people are probably able to do the former, so I'd make it an Agility roll at -2 to -4(depending on weapon size etc.) to grab the weapon in midair, and allow the weapon's owner a free attack on a roll of 1, as the hero/villain loses his/her balance.

Just my 2 cents, and again, no offense meant to Valhalla
Back to top
View user's profile Send private message
Bavix
Seasoned


Joined: 06 Aug 2009
Posts: 111
Location: Indianapolis, IN

PostPosted: Sun May 13, 2012 12:51 am    Post subject: Re: [SPC] How to steal a weapon in combat? Reply with quote

Elias4444 wrote:
What are the rules with something like that?


Honestly, for a trained martial artist, I see disarming someone in hand-to-hand combat as a Fighting roll using the standard Disarm rule with the -4 for going for the weapon. That's one of the reasons the Martial Arts edges grant extra damage dice.

So, basically, I see the character's round like this:

1. A Fighting roll at -6 (-4 to grab the weapon and a -2 multi-action penalty).
2. If successful, the attacker rolls damage.
3. Defender makes a Strength roll against the total damage. Honestly, if the defender was another martial artist, I'd probably allow a Fighting roll instead (whichever was better).
4. If defender fails, the attacker takes the weapon.
5. Attacker turns the weapon on the opponent and makes a Shooting roll at -2 (multi-action) against the opponent's Parry (probably with a +2 for attacking an unarmed defender, which makes the shot even).
6. Gun down the poor idiot and them move to the next victim.
_________________
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1381
Location: Munich

PostPosted: Sun May 13, 2012 6:10 am    Post subject: Reply with quote

xxlgeeklord wrote:
Um...... I'm pretty sure readying a weapon has nothing to do with grabbing someone else's weapon. Sorry for mentioning.

I suspect ValhallaGH is pointing out that after disarming someone you still need to ready the weapon before you can attack with it.

As he mentioned, the rules to "make an opponent drop a weapon" are already covered on page 72 of SWD, so the only question is what you need to do to pick up the weapon afterwards. We know that "drawing a weapon from a difficult location (such as an ankle holster or inside a coat)" gives you a -2 penalty on the Agility roll, so I don't think it would be a stretch to extend the same difficult to catching a falling weapon or scooping one up off the ground.

However for a character designed with such a concept in mind, I'd probably consider adding a new edge. Clint's MMA includes a Disarm Mastery edge which requires an opposed Fighting roll (without penalties), on a success they drop their weapon, while on a raise the weapon flies a few inches away.

I don't think it would be unbalanced to change it so that on a raise you take their weapon instead of sending it flying. On a success you could still pick it up as another action, and you could make that a free action by taking Quick Draw. Give the character the Extra Actions power and they could immediately attack with their new weapon as well!
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Official Settings & Companions All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum