1. Notes

Combat Maneuvers

Mechanics

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Combat Maneuvers

When you gotta punch someone in the face, you gotta know how to do it, right? Well, you've come to the right place. Below you'll find descriptions for all kinds of things you can do during combat, what rolls you'll have to make to perform those actions, and any special rules that may apply. Unless stated otherwise, all maneuvers take a single action to perform.

Attack

Take a swing at your baddies with a weapon. Roll Dexterity+Combat if in melee or Dexterity+Bow-fu if at a distance. See Arms and Armour for any specific rules about your weapon of choice.

Break Neck

Before this maneuver may be attempted, the character must success at a Grapple (see below). After they, the attacker rolls with Strength+Combat-2. The Defender rolls with Strength and Constitution. If the attacker wins, the base damage is 4xStrength. If the total damage reduces the defender to -10 Life Points, they must pass a Survival Test with an added penalty equal to your Success Levels. If they fail, you get the telltale crunching sound with fatal results.

Catch Weapon

Isn't it super cool when the hero just snatches sharp stuff out of the air? Don't try it at home - it's only for trained professionals. This maneuver uses Dexterity+Combat-5. If your roll is less than the thrower's roll, the attack deals an additional 3 damage (nothing quite like jumping into the flight path of an object built for harm). On the other hand, if you succeed, you have a weapon all ready to go. Remember, reusing helps save the Earth.

Choke

Before this maneuver may be attempted, the character must succeed at a Grapple (see below). After that, the roll with Strength and Combat against the defender's Strength and Constitution. If you win, the target takes (Strength-1) damage and can't breathe (see Damage and other Nasties) and takes a -2 penalty on all actions.

Decapitate

If someone's face is really pissing you off, you cam always try removing it. This can only be performed with a sword, axe, or similarly large and sharp slashy objects. Decapitation is handled like a normal attack, but with a -5 penalty, and damage is quadrupled after Success Levels are added and armor is subtracted. If the damage is enough to bring the victim to -10 Life Points, a Survival Test is in order - if the victim fails, the head comes off.

Disarm

When you want that shiny dagger but it's current owner will only give it to you pointy-end first, you probably want to disarm them. Disarming is a Resisted Task pitting your Dexterity+Combat-2 against the opponent's Parry. If the item is held in two (or more) hands, the opponent gets +1 on their defence.

Dodge

Duck, somersault, or leap out of the way of an attack. Use Dexterity and Acrobatics - if you roll higher than the attacker, you may live another turn. Dodging missile attacks (bullets, shuriken, arrows, bullets) is harder, imposing a -2 penalty.

Feint

The art of faking out your adversary and smacking them from an unexpected direction. A Feint uses a Resisted Task pitting your Intelligence+Combat against the defender's Perception+Combat. If you win, you may add your Success Levels onto your next attack roll.

Grapple

Wanna hold someone real close? Try grappling them. A Grapple can only be performed when unarmed. Roll with Dexterity+Combat+1, and decide if you're going for the head, torso, or a limb. If the target fails to Dodge, you have a firm hold on he target body part. When grappled, the target has a -2 penalty on all actions that involve the grappled limb, or -1 to all actions if their torso is grappled. If both arms are grappled by two attackers, the victim is at -4 to most rolls and can't Dodge. A neck grapple doesn't directly impair the victim, but can set up for a nasty Break Neck or Choke maneuver. As long as you maintain a Grapple, you must use one action every round to keep your opponent held.

The victim can try to break free with a their Strength (doubled) against your Grapple maneuver.

Kick

Feet can hurt, even when not wearing heels. Roll with Dexterity+Combat-1 (or Dexterity+Sports-1 if you're a football player or the like), and deal 2x(Strength+1) damage if you win.

Knockout

One of those things that's super dangerous in real life, but we're gonna roll with Hollywood on this one. If you want to take someone out of a fight without killing them too much, you can try to knock their lights out. This can be performed with any blunt attack (punch, kick, baseball bat, and so on), using Dexterity+Combat-2. If the attack hits, the opponent takes half the normal damage, and must pass a Simple Constitution Test with a penalty equal to your Success Levels, or they're knocked out cold.

Parry

Use a weapon or a fist to block a weapon or a fist. Roll Dexterity+Combat against the attacker's roll - if you win, you blocked the attack. Successfully parrying a weapon with your body (or being blocked with a blade when attacking unarmed if you're the type of person who brings a fist to a knife fight) deals half of the weapon's normal damage to whoever's body part was involved in the parry.

Parrying projectiles requires careful timing, imposing a -2 penalty. Bullets are even smaller and faster, imposing a -6 penalty on Parrying - not impossible to pull off, but not for the faint of heart.

Punch

A closed bundle of fingers traveling quickly towards the target. Use Dexterity and Combat, deal 2 x Strength damage. Simple as that.

Reload

For those times when your sweet weapon runs out of juice, and you want to refresh its supply. Assuming you have a fresh magazine or bolt ready, reloading a gun or crossbow takes 1 whole Turn. This can be reduced to 1 action with a Dexterity+Bow-fu Test (multi-action penalties apply). Failing to quickly reload means that something in the gun or crossbow got jammed, and requires further inspection (probably away from the battlefield).

Sweep

Some say that "sweep the leg" isn't a real thing. Well some people are boring. This can be performed either unarmed or with a weapon. Roll with Dexterity+Combat-1, and if the enemy fails to Dodge or Parry they take Strength points of damage, and is knocked to the ground.

Tackle

For fans of American Football, this is your standard "run towards someone real fast and jump on their face" move. Roll Strength+Combat or Strength+Sports, and the target may Resist either with a Dodge or with Strength+Constitution (no parrying a full human, sorry). If you win, you deal 2xStrength damage to the target, and knock them to the floor with you on top of them. You may then grapple their torso or legs for free, without spending an action or requiring a roll.

A Tackle takes a full turn to perform, and the only actions that may be performed alongside it in a turn is Running (if you run before a Tackle, ignore the multi-action penalty).

Take Aim

When you really need to hit that weak spot, it may be worth taking a few seconds to aim. Aiming takes a full turn, meaning you may not perform other maneuvers while aiming, or move faster than a walk. Make a Perception and Bow-fu Task and note your Success Levels. On your next turn, add them to all attack rolls with a ranged weapon.

Wrestling Hold

For your various pins, holds, and locks - this is when you grab or twist your opponent's arms or other parts of their bodies to prevent unwanted movement. This can only be performed after a successful Grapple (see above). You roll with Strength+Combat-1, and the victim rolls with Strength+Combat or Dexterity+Combat. If you win, the defender is at a -1 to all actions for every Success Level you got until they break free or you let them go. If you fail to establish a Wrestling Hold, the grapple still remains.