Tri-Stat dX Trick Attack rules revision By Zegon Destructacon, thanks to Ninja Debugger Trick attacks are stunts and unusual attacks performed by the attacker to generally catch an opponent off-guard, or attack from a prone or uncommon position. The combat technique Trick Attack can be used to reduce the penalties on these manovuers. Listed below are some common trick attacks and their effects. GMs and players are both encouraged to come up with trick attacks on their own. No matter how many levels a character has in Trick Attack, the penalties cannot ever be below +1. Steady hand can be used to lessen some of these penalties as well, but onlin inc ases where acrobatics or movement are required. Trick Attack also counters penalties imposed on players who use Trick Defense to make a next attack harder. Commonly used trick attacks should be noted on the character's sheet. Ricochet Shot Penalty: +X/2 per surface (Minimum +1 per surface) Effect: Fires around barriers, defender is at +X/3 per surface to defend (To fire around barriers, the attacker must still be able to detect the target or their shot is considered blind.) Special: Trick Defense lessens the defense penalty to a minimum of +1 per surface. Feint Penalty: +X/2 Effect: Uses two defenses from the opponent if the opponent fails a defense roll, otherwise uses only one. Deals no damage. Special: The bluff skill is added to your feint roll, while the defendant gets their Sense Intuition skill as a bonus to their defense roll. Double Hit Penalty: +2X Effect: Your attack gains Auto-fire, level 1. It uses two rounds of ammunition or two charges, but only forces one defense roll and allows only one attack roll. ACV and other damage boosters apply to each hit. Critical hits only effect the first hit. Hail Mary Penalty: +X/2 Effect: You hurl your melee weapon with enough force to effectively turn it into a ranged weapon. You strike using your normal combat skill with the weapon and the associated penalty for this ability. The range is 5 meters for every point of body you have. Attributes and defects that affect strength also affect this range. Since the weapon is thrown, it is obviously unavailable for use until re-obtained. Damage inflicted is normal plus any from super strength, massive damage(+10 per level), and an extra X (Dice size) damage. Strike from Prone Penalty: +2X/3 Effect: This is the ability to attack from a prone position. Prone is usually lying down, but can also be defined in other ways. If also getting up from a prone position while attacking, impose another +X/3 penalty for a total of +X. Many weapons can be used properly while prone, such as a sniper rifle, pistol, and most other firearms. These weapons obviously don't cause a penalty from attacking while prone. Disarm Penalty: +X Effect: If you hit, your opponent needs to make a body check at a +X penalty or drop their weapon. This attack doesn't deal any damage. Trick Defense gives a bonus to this body check: -2 per level of Trick Defense, minimum penalty of +1. Trip Penalty: +X/2 Effect: If you hit, your opponent needs to make a body check at a +X/2 penalty or fall prone. Enemies with multiple legs are substantially harder to trip. Every doubling of legs (4, 8, 16, 32) increases the difficulty of this trick by +2. So an enemy with 4 legs is a +X/2+2 penalty, while one with 32 is a +X/2+8 penalty. Trick defense gives a bonus to the body check: -2 per level of trick defense, minimum penalty of +1. You must be able to reach at least half of the opponent's supporting appendages in one attack to trip them. Trip attacks deal no damage.