HERO System (5th ed.)
Martial Arts: List of All "Standard" HTH/Melee Maneuvers
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 31 December 2006)
Skills ( List ) . . . Agility | Intellect | Interaction . . . Background ( List ) . . . Languages . . . Transport Familiarity | Weapon Familiarity . . . Martial Arts

Name      Cost       Phs.      OCV      DCV      Damage/Effect
Basic Strike   3   ½   +1   ±0   STR +2d6 Strike
Charge   4   ½   ±0   -2   STR +2d6 +v/5 Strike; FMove
Choke Hold   4   ½   -2   ±0   NND 2d6; Grab One Limb
Counterstrike   4   ½   +2   +2   STR +2d6 Strike; Must Follow Block
Crush   4   ½   ±0   ±0   STR +4d6 Crush/Squeeze; Must Follow Grab
Defensive Block   5   ½   +1   +3   Block, Abort
Defensive Strike   5   ½   +1   +3   STR Strike
Defensive Throw   3   ½   +1   +1   Block (cannot Abort); Target Falls
Disarming Throw   5   ½   ±0   ±0   Grab Weapon; +5 STR for Grab/Snatch; Target Falls
Fast Strike   4   ½   +2   ±0   STR +2d6 Strike
Flying Dodge   5   ½   (n/a)   +4   Dodge All Attacks, Abort; FMove
Flying Grab   5   ½   -2   -1   Grab Two Limbs; +10 STR for Grab/Hold; FMove
Flying Tackle   3   ½   ±0   -1   STR +v/5 Strike; You Fall; Target Falls; FMove
Grappling Block   5   ½   +1   +1   Block (cannot Abort); Grab One Limb
Grappling Throw   3   ½   ±0   +2   STR +2d6 Strike; Target Falls; Must Follow Grab
Hoist-n-Heave   *   3   ½   ±0   ±0   STR Strike; Target Falls; +10 STR for Throw
Joint Break   5   ½   -1   -2   HKA ½d6 (2 DC); Disable; Grab One Limb
Joint Lock/Throw   4   ½   +1   ±0   NND 1d6; Grab One Limb; Target Falls
Killing Strike   4   ½   -2   ±0   HKA ½d6 (2 DC)
Killing Throw   5   ½   -2   ±0   HKA ½d6 (2 DC); Target Falls
Legsweep   3   ½   +2   -1   STR +1d6 Strike; Target Falls
Martial Block   4   ½   +2   +2   Block, Abort
Martial Disarm   4   ½   -1   +1   Disarm; +10 STR for Disarm
Martial Dodge   4   ½   (n/a)   +5   Dodge All Attacks, Abort
Martial Escape   4   (var.)   ±0   ±0   +15 STR for Escape
Martial Flash (by Sense Group)   4   ½   -1   -1   Flash 4d6 (choose Sense Group)
Martial Grab   3   ½   -1   -1   Grab Two Limbs; +10 STR for Grab/Hold
Martial Strike   4   ½   ±0   +2   STR +2d6 Strike
Martial Throw   3   ½   ±0   +1   STR +v/5 Strike; Target Falls
Nerve Strike   4   ½   -1   +1   NND 2d6
Offensive Strike   5   ½   -2   +1   STR +4d6 Strike
Passing Disarm   5   ½   -1   -1   Disarm; +10 STR for Disarm; FMove
Passing Strike   5   ½   +1   ±0   STR +v/5 Strike; FMove
Passing Throw   5   ½   ±0   ±0   STR +v/5 Strike; FMove; Target Falls
Reversal   4   (var.)   -1   -2   +15 STR for Escape; Grab Two Limbs
Root   4   ½   ±0   ±0   Block, Abort; +15 STR vs. Shove
Rush/Trample   *   5   ½   ±0   -2   STR +2d6 +v/3 Strike; FMove; Take ½ Dmg.
Sacrifice Disarm   4   ½   +2   -2   Disarm; +10 STR for Disarm
Sacrifice Lunge   4   ½   +2   -2   STR +v/5 Strike; FMove
Sacrifice Strike   5   ½   +1   -2   STR +4d6 Strike
Sacrifice Throw   3   ½   +2   +1   STR Strike; You Fall; Target Falls
Shove   4   ½   ±0   ±0   +15 STR for Shove
Snatch-n-Run   *   5   ½   -1   -2   Grab Weapon; +10 STR for Grab/Snatch; FMove
Takeaway   5   ½   ±0   ±0   Grab Weapon; +10 STR for Grab/Snatch
Takedown   3   ½   +1   +1   STR Strike; Target Falls
Unstoppable Advance   *   5   ½   +2   ±0   Block, Abort; FMove
Weapon Bind   4   ½   +1   ±0   Bind Weapon; +10 STR for Bind

* -- This is unique to my campaign (i.e.: this is not book-standard).


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All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 31 December 2006)