Combat Manuevers
V 1.1
Revised 11/15/2003
During a turn you may move twice, or move and take one aggressive and one non-aggressive action.
Basic
- Strike(a): Quick contest of skills: Skill + Success Dice (SD) - foe's skill + SD. Diff < 0 miss; 0 = graze; >0 =hit. Roll damage and add
Double 6 = critical (treat as +5, but success > 0 add to scale);
Double 1 = automatic failure, Roll 1d6 and on a 1 it's a fumble.
- Parry(d): Defend w/Skill + SD. -2 per each extra time you parry within a round
- Block(d): Add Weapon Size to Skill + SD on defend roll; if miss by <= weapon size, weapon was hit (STR v STR to hang on; crit on either size shatters the other weapon)
- Half Move(m):Move half your normal distance, either before or after another action.
Advanced Attack
- Lunge(a): As Attack, but the defender must retreat 1 hex or be at -1 to all actions next round. The attacker must follow into the vacated space.
- Reposition(a): Forgo attack to step in or out, adjusting the range of the weapon; auto success
- Disarm(a): As attack, but instead of injuring foe on a success if damage > defender's STR + Skill, foe is disarmed (if =, foe loses next attack to regrip weapon).
- Knockdown(a): As disarm, but v. Max(STR, AGL) + Skill. Success means foe is knocked down.
- Feint(a): Skill + SD v. Foe's INT Apt + Skill + SD. Success means the foe may not block or parry next round
- Aggressive Attack(a): + up to AGL Apt to attack, subtracting the same amount from defense.
- All-Out Attack(a): +5 Attack, -1 Defense instead of roll.
- Shield Bash(a): +Shield Size to non-lethal Attack w/Shield.
- Shield Rush(a): +Shield Size to non-lethal Attack w/Shield +1/3 hexes moved, combined with Knockdown.
- Bind(a): Success binds opponent's weapon; weapons remain locked until foe succeeds in a Bind attack to unbind, or the initiator of the Bind releases. While weapons are bound, both may still attack with the off-hand, legs, headbutt, etc. or attempt a knockdown.
- Snap Shot(a):Attack with a ranged weapon while moving. -1 to Attack per hex moved before the attack.
Advanced Defense
- Cautious Defense(d): Subtract up to AGL Apt from attack, adding the same amount to defense.
- Shift(d): Skill v. Skill. Success does no damage, but moves foe by AGL apt in desired direction; succeed by > foe's AGL apt and foe becomes unbalanced (loses next attack & defend SD = 0 instead of roll). The attacker may follow up as a free move, or disengage.
- All-Out Defense(d): -1 Attack, +5 Defense instead of roll.
- Dodge(d):Use AGL instead of AGL Apt against ranged attacks, cannot be used while in melee.
- Scramble(d):Use AGL instead of skill against melee attacks, can be used unarmed.
- Jump Back(d):Retreat 1 hex, but subtract AGL from damage (attacker gets an optional free move to follow up). Can be used after blow is landed, but before damage is rolled. If you have already used your attack for the round, you lose your next attack, but may defend normally.
- Roll with Blow(d):Reduces non-critical HTH damage against you by MAX(AGL, INT) apt levels, but you are knocked down. (An acrobatic roll v. difficulty = damage before reduction for armor and rolling with blow lets you keep your feet, but you still lose your next attack.)
- Dive for Cover(d):Make a jump move out of a targeted area. You can move AGL Apt meters and land on your feet, or AGL meters and wind up prone (Acrobatics Skill v. 2 * meters covered difficulty and you can stay on your feet). If you don't have a move action left, then you lose your next turn's move action. If you manage to get out of the area of effect, the damage is reduced by 1 level (if you moved AGL apt) or AGL apt levels (if you went your full AGL), +1 if you managed to reach cover.
Advanced Movement
- Reload(m):Reload a weapon. Note that since this is a move action, you cannot move, reload and fire in a single round (unless you have Quickdraw).
- Draw(m):Draw a weapon. Note that since this is a move action, you cannot move, draw and strike in a single round (unless you have Quickdraw).
- Sheath(m):Sheath a weapon. Note that since this is a move action, you cannot move, sheath and draw or strike in a single round (unless you have Quickdraw).
- Hold Action(-):A character with higher AWR may hold his action until later, and then attempt to interrupt another character's action. Such an interruption is an AWR vs. AGL contest of skills; even if the interruption fails, the character with the held action will still act right after the person he was trying to interrupt and before the next character to go.