Combat Maneuvers[]
Choose one maneuver on your turn. A character who is Stunned must choose the Do Nothing maneuver.
Action | Description | Movement | Defense |
---|---|---|---|
Attacks | Extra Attack, Feint, Deceptive or Telegraphed Attack, Dual-Weapon Attack, or Rapid Strike are options | ||
Attack | Make 1 attack | 1 step | Any Active Defense |
All-Out Attack | Make two melee attacks; or 1 melee attack at +4 to hit; or 1 melee attack at +2 damage; or gain 1 hex reach on a melee attack; or make 1 ranged attack at +1; or Feint and make a Ranged Attack ; or use Suppression Fire |
1/2 Move forward; must be before attack | No Active Defenses |
Committed Attack (MA99) | Make 1 melee attack at +2 to hit; or 1 attack at +1 damage |
1 step; 2 steps at -2 to attack | Cannot defend with limb used to attack and any other Active Defense is at -2; cannot retreat |
Defensive Attack (MA100) | Make 1 melee attack at -2 damage | 1 step | Any Active Defense; +1 to Parry or Block; or Parry with a U weapon |
All-Out Defense | Do not attack at all | 1 step; or 1/2 move if +2 Dodge | Any Active Defense; +2 to Dodge or Parry or Block; or use two Active Defenses against a single attack |
Attacks while moving | Extra Attack, Deceptive or Telegraphed Attack, or Dual-Weapon Attack are options | ||
Move and Attack (Melee) | While moving, attack at -4 with a maximum skill of 9 | Full move; may attack at any time | Block or Dodge; Cannot Retreat |
Move and Attack (Ranged) | Move and make a ranged attack with weapon's Bulk as a penalty | Full move; may attack at any time | Block or Dodge; Cannot Retreat |
Move and Attack (Slam) | Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling | Full move and attack at end | Block or Dodge; Cannot Retreat |
Move and All-Out Attack (Slam) | Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling; get a +4 bonus or Feint and knock down or get +2 damage bonus | Full move and attack at end | No Active Defenses |
Movement | |||
Move | Move and do not attack | Full move | Any Active Defense |
Change Posture | Switch from standing to sitting, kneeling, crawling, lying prone, or lying face up or switch from crawling, kneeling, or sitting to standing or lying down or switch from lying down to crawling, kneeling, or sitting |
None | Any Active Defense |
Preparations | |||
Ready | Prepare a weapon or item to be used | Step | Any Active Defense |
Aim | Get +Acc bonus to hit a specific target with a ranged weapon. Additional maneuvers grant +1 to a maximum of Acc + 1, or Acc + 2 if the weapon is braced. | Step | Any Active Defense, but lose Aim bonus |
Evaluate | House rule: Get a cumulative +2 bonus to a hit a specific target with a melee weapon per evaluate maneuver, up to a maximum of +6 (not cumulative with Telegraphed attack). Official Rule: As above, but +1 per action to a maximum of +3. |
Step | House rule: Any Active Defense, at +1 against specific target's attacks. Official Rule: Any Active Defense. Get the same bonus against specific target's Deceptive Attacks and Feints. |
Concentrate | Prepare a spell or special power for use | Step | Any Active Defense, but potentially lose concentration |
Specials | |||
Do Nothing | Don't do anything | None | Any Active Defense |
Wait | Wait for something to happen and then take an All-Out Attack (Melee), Committed Attack, Attack, Defensive Attack, or All-Out Attack (Ranged) maneuver | as per triggered maneuver | as per triggered maneuver |
Attack Options[]
These effects may be combined if the maneuver allows them, except for Rapid Strike and Dual-Weapon Attack are mutually exclusive. Weapon Masters and Trained by a Master halves the penalty for Rapid Strike and Dual-Weapon Attack.
Attack Options | Effect |
---|---|
Feint | Give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's Active Defense against your next attack; or give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's next Attack against you |
Deceptive or Telegraphed Attack | Take -2 to attack per -1 on any of opponent's Active Defenses against that melee attack; or take -2 to attack per -1 to a target's Dodge against a ranged attack; |
Rapid Strike | Once per turn, give up an attack to attack with a melee weapon to attack twice at -6 |
Dual-Weapon Strike | give up an attack with a melee weapon or pistol to attack with a weapon in each hand at -4 |
Extra Attack | Take an extra attack. You must have a specific advantage to do this. |
Active Defenses[]
Normally, only 1 Active Defense can be attempted against a single attack. Some maneuvers prevent a defender from using certain Active Defenses. All Active Defense are at a -4 penalty while Stunned. Multiple uses of the same Active Defense in a turn accumulate penalties that are zeroed at the start of character's turn.
Weapon Masters and Trained by a Master halve multiple parry/block penalties. Fencing weapons, long two-handed weapons, or mobile unarmed skills (Boxing, Karate, or Judo) also halve multiple parry penalties. Effects are cumulative (-1 penalty for multiple parries).
Active Defenses | Effect |
---|---|
Parry | One per arm. Can only cancel melee attacks or thrown weapons. Additional parries are -4 per arm repeated. |
Cross parry | Requires a weapon in each hand, and can not make any further Active Defenses with those limbs. Make a parry at +2 |
Supported parry | Support a weapon parry with an empty hand. Cannot make any further Active Defenses with those limbs. Make a parry at +1 |
Block | One per arm with a shield. Can cancel any attack. Additional blocks are at -5 each. |
Dodge | Can cancel any attack. No penalties for additional dodges. |
Acrobatic Dodge | Can cancel any attack. Only one attempt per turn. Roll Acrobatics; success gives Dodge +2 and failure gives Dodge -2. |
Retreat Options[]
No character can retreat more than once per turn. Some maneuvers or postures do not allow retreats. It is never legal to retreat into obstructed terrain.
Retreat Options | Movement | Effect |
---|---|---|
Retreat | 1 step directly away from opponent | +3 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or +1 to Block or Parry against melee attacks |
Dive or Drop | Go prone in current space | +3 to Dodge against ranged attacks or +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or +0 to Block or Parry against melee attacks |
Sideslip | 1 step in any direction except directly toward or away from opponent | +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or +0 to Block or Parry against melee attacks |
Slip | 1 step directly toward opponent | +1 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or -1 to Block or Parry against melee attacks |
Sacrificial Dodge | 1 step between an ally and a foe | Roll a Dodge. Success means attack meant for ally hits you instead. |
Low Line Parry | No movement | Counts a parry for maneuvers that limit parries and requires at least 2 functional legs. Roll a parry against an attack below the waist. |
Grappling[]
Grapples are initiated by any attack maneuver at Close Combat range. Any Active Defense will cancel a Grapple attempt. The following actions are attack options after a Grapple has been started.
Action | Effect |
---|---|
Break Free | After being grappled, initiate a Quick Contest of ST. On a win, the grapple ends and you may Step in any direction. |
Arm Lock | After a Judo parry or grappling an arm, attack with Judo or Wrestle. If successful, victim's arm is pinned. On subsequent turns, initiate contest of Judo/Wrestle vs Judo/Wrestle or ST as a free action and do Margin of Success crushing damage to victim's arm. |
Judo Throw | After a Judo parry or a grapple, attack with Judo. If successful, opponent is prone and must roll HT or be stunned. Roll at -1 to do thrust/crushing damage to victim. If the opponent is in a lock, do swing/crushing damage to the body part in the lock. |
Choke | After grappling the neck, initiate a Quick contest of ST vs ST or HT. Do Margin of Success crushing damage to victim's neck and suffocate him (1 FP/turn) |
Choke Hold | Grapple the neck from behind. On subsequent turns, initiate a Quick Contest of ST+3 vs ST or HT. Do Margin of Success crushing or fatigue damage to opponent's neck. Using a weapon gives a +1 or more on the Quick Contest (and swords can doing cutting damage). |
Neck Snap or Wrench Limb | After grappling a foe's limb or neck, initiate a Quick Contest of ST-4 versus ST or HT. If you win, do swing/crushing damage to the limb or neck. |
Takedown | After grappling a standing foe, initiate a Quick Contest of ST, DX, or Grappling skill vs ST, DX, or Grappling skill. Loser falls prone and loses any grapple. |
Pin | After grappling a prone opponent's torso, initiate a Regular Contest of ST. If you win, your opponent is pinned and helpless. Nothing happens on a lose or tie. |
Extra Effort[]
Optional or not allowed in most games. 1 Attack option and 1 Defense option can be selected per turn.
- Mark's Note: I'm not using Heroic Effort in the West March game; others are legal.
Attack Options | Legal Maneuvers | Effect |
---|---|---|
Flurry of Blows | Any with Rapid Strike | Spend 1 FP per attack to halve Rapid Strike penalty |
Mighty Blow | Attack | Spend 1 FP per attack for +2 Damage |
Giant Step | Attack or Defensive Attack | Spend 1 FP for 1 extra Step |
Great Lunge | Attack, Committed Attack, or Move and Attack (Melee) | Spend 1 FP for +1 reach (and -2 damage on swinging attacks) |
Heroic Charge | Move and Attack (Melee) | Spend 1 FP for +4 bonus to hit and no maximum skill House Rule: Not a legal option. |
Defense Options | Legal Maneuvers | Effect |
Feverish Defense | Any except All-Out Attack | Spend 1 FP for +2 bonus to 1 Active Defense |
Rapid Recover | Any attack | Spend 1 FP to return a U weapon to the guard position; or Spend 1 FP to be able to parry while performing Move and Attack |