Melee Maneuvers
Melee Maneuvers are options for melee combat that anyone of at least 10 Skill level can do with an eligible melee weapon. Simply put, Melee Maneuvers are eligible for any target within the melee threat range of the weapon used.
Notes
A Basic Melee Attack is either a swing or a thrust, usually uses ST as a basis for determining damage, and is vulnerable to most Defensive Maneuvers.
Maneuvers
All Out Attack: (3 Actions) By using all three actions in a round on attack, the attacker is conducting an All Out Attack. This adds +1 damage per die. Each attack after the first has a -2 to its effective skill level. The technique prevents all active defense from the attacker, and enemies attacking the attacker gain +2 to their skill for each attack. If the attacker has a weapon in each hand or a weapon with more than one strikeface (such as a staff) then they attack with both, the off-hand weapon attack is at an additional -4.
Blind Swing: (Interrupt) Dropping a planned Maneuver, the character responds to a sudden threat by taking a swing with their weapon. This attack is too imprecise for a thrust, and must be a swing. The target must be a sudden threat; an enemy that dropped camouflage, an unexpected charge, a creature that just rounded a corner, etc. The attack is rolled at half the normal effective skill.
Committed Attack: (2 Actions) By using two of the three actions in a round on attack, the attacker is conducting a Committed Attack. This adds +1 damage per die, and the second attack is at a -1 to its effective skill level.
Deceptive Attack: (Stance) By reducing your effective skill on an attack roll, you apply half that penalty to the target's active defense. In either case, this cannot reduce a skill below 10.
Defensive Grip: (Stance) A strong cross-grip on a two-handed weapon. By reducing your effective skill on attack rolls for a round, you gain +4 to active defense and -2 to all attack rolls for that round.
Determined Attack: (2 or 3 Actions) Instead of using all three actions for three attacks, a Determined Attack uses multiple actions on one attack. If using all three, this attack has +4 to its effective skill level. If using two it has +2 to its effective skill level.
Disarm: (Action) Roll to hit. After the hit resolves, instead of dealing damage you can trigger a disarm for an eligible weapon (IE: held rather than attached). The opponent must roll half of their own weapon skill, winning any ties. If the Disarm is successful, the weapon is deposited at the opponent's feet. If the Disarm is critical or the defense is a critical failure, the weapon is deposited two squares in any direction.
Feint: (Action) A false attack that triggers an enemy's active defense. If they fail their active defense roll, all follow-up attacks this round are conducted with a +2 to their effective skill.
Mighty Blow: (2 or 3 Actions) Instead of using all three actions for three attacks, a Mighty Blow uses multiple actions on one attack with a focus on the damage done. If using all three, this attack has +3 damage per die. If using two, this attack has +2 damage instead.
Rapid Strike: (One Action) Uses one action for two attacks, both at -6. This CAN be combined with All Out or Committed Attacks, though the penalties stack.
Riposte: (Wait) If a Parry is successful, you may make an immediate counterattack, adding the excess bonus from the Parry to the attack.
Shield Bash: (1 Action) Uses a solid defensive item (usually something like a riot shield) to strike by swinging wide. Unless the item is designed for this maneuver, the attack deals sw-3 cr damage, and the item does not protect the user this turn.
Shield Rush: (1 Action) Uses a solid defensive item (usually something like a riot shield) to strike by pushing forward sharply. This doesn't do any serious damage (sw-4 cr) but it can be readied to interrupt a charge or attack.
Stop Thrust: (Wait) Uses a long thrusting weapon (such as a spear) in two hands to interrupt a charge or a Move-and-Attack. It can be defended against, but if it successfully hits it deals +1 damage for every hex the target moved this round.
Telegraphic Attack: (Stance) An attack focusing on power, ambivalent as to whether the target knows it's coming. This is the sort of blow that an executioner might conduct on a shackled prisoner. By allowing your target's active defensive rolls to gain a bonus, you apply half that bonus to damage per die, to a maximum of +5 damage per die. Your Initiative for this round is reduced by 5.

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