Cyberbowl Rush
Technique
| Image | ![]() |
| Description | Rush forward for a melee attack |
| Chain | 4 |
| Type | Melee |
| Attribute | Reflexes |
| Base Damage | 4 |
| Special | At Long Distance, do your best to cover the distance instead |
Attack Summary
| Condition | Base Damage |
Base Defense |
Notes |
|---|---|---|---|
| Normally | 4 | - | |
| You rush into <opponent> for x damage. | |||
| At Long Distance | - | 3 (R, !F, !E, !S, ??)* | |
| You rush towards <opponent>, moving erratically to present a harder target. <Opponent attacks>, but you dive at the right moment to avoid all but x damage. |
|||
| With commemorative cyberarms | 8 | - | Long distance takes priority |
| You rush into <opponent> with cyberarms locked for x damage. | |||
| Following WildCat Play or Integrated Ram Play | 8 | - | Long distance takes priority |
| You continue your rush, plowing into <opponent> for x damage. | |||
| With commemorative cyberarms, following WildCat Play or Integrated Ram Play | 12 | - | Long distance takes priority |
| You continue the rush like a real Cyberbowl player, plowing into <opponent> with locked cyberarms for 6 damage. | |||
* The Long Distance evasion is powered by Evasion Power, not Melee Power.
Sources
Using a practice pass with cyberbowl ball equipped.
page revision: 22, last edited: 14 Apr 2022 19:14
