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  1. Notes

~Special Combat Moves~

Rules! Handout

When fighting, you may find it useful to try different special moves!

Special moves have their own unique cost, effect, and learning requirements. They can be learned through teachers in the Wasteland, by acquiring specific perks, reading books, or by simply by increasing your skill.

Here are some basic moves you will learn as you increase your skill:

~Unarmed~

NameSkill RequiredAP CostMove Effect
Right HookUnarmed 25S:4 T:5+3 DAM
Strong KickUnarmed 50
S:5 T:6+6 DAM
JabUnarmed 75
S:3 T:4+10% Critical Chance
Palm StrikeUnarmed 100
S:6

1/2 DAM, but ignores DT

~Melee Weapons~

Name
Skill Required
AP Cost
Move Effect
JabMelee Weapons 25+1 AP+25% DAM
Overhead StrikeMelee Weapons 50
x2 AP+50% DAM
Sweeping SlashMelee Weapons 75
+3 APSemicircle attack, secondary targets take 1/2 DAM
Spin AttackMelee Weapons 100
+3 APCircular attack, all targets take 1/2 DAM

~Small Guns~

Name
Skill Required
AP Cost
Move Effect
Hip FireSmall Guns 75As Single Attack (No Targeted Shots)Fire without drawing weapon.
Fan the HammerSmall Guns 100As Reload (-2AP)Burst Fire, must pay AP cost for each shot.

~Throwing~

Name
Skill Required
AP Cost
Move Effect
LobThrowing 25+1 APx2 Throwing Skill (for to-hit only, not DAM)
FastballThrowing 50x2 AP

DAM bonus now =1/2 Throwing (was 1/5th)

***Special moves cost more Action Points! The AP Cost shown here modifies the normal cost of attacking. (+1AP means add 1 more to the cost)***