Combat Maneuvers

Aid (3 ap)

            Gives +1 to offense and defense against 1 target to a target standing next to the character. this lasts untill the begaining of your next turn.

Aim (2 ap)

            The character gains a +2 to their next attack.

Block (3ap, abort)

            Blocking is placing something in between you and an attack. One usually does this with their arm, or with a shield if they have one, but anything within hands reach will work. Basically, the item takes what ever damage it can instead of the character

Brace (2 ap)

            Brace gives the character the (+2) aim bonus but they take a -1 penalty to DEF.  unlike aim, brace affects all attacks until the character moves or takes damage.

Change Stance (3 AP)

            Changes from once stance to another.

Charge Through (5 ap)

            There are times in which a character simply wants push pass through an opponent’s space. The target can simply let the character, otherwise it is handled with a strength check.  The character gains a +1 to the STR check for every 10’ or part there of they moved prior to the check.

If the target wins, the character is halted in the hex Infront of them. If the character wins, they push the target aside and can continue on as normal.

            Bull rush: this works just like charge through except that the character attempts to push the target back. str checks are made every 5’ until the character runs out of movement or the target wins. The target may choose to avoid the character’s -attempt, in which case the character has to succeed in an attack before the bull rush starts.

Crawl (3ap)

Crawling is a bipedal creature moving using at least 4 of their limbs. It is much slower than walking. It is unaffected by diffiuclt terrain and gives a +5 to Dex checks to maintain balance.

Dodge (prep, abort, 2 ap, 2 end)

    The character simply avoids the fight by jumping back. They move 5’ away from their attacker. This gives them a +5 Def against single melee attack and +2 against all other attacks from the attacker. this has no affect on attacks from other indiviudals.

 

Dive for cover (attack, abort, 4 ap, 5 end)

This works just like dodge except that the character moves up 10’+ 5’ per dex adjustment (min 10’) and ends up prone. in addition ap used for movement, the character also takes 2d4 stun damage from throwing themselves on the ground.

an attack role is necessary if the target’s  movement brings them to outside of the area of affect, or cover that protects from it.  

Get Up

From chair: 1 ap

From prone position: 2 ap

Grappling

            ???

str vs str role,

            Characters with the weapon group prof: Wrestling ???

Hammer hit/haymaker (Opening)

AP +2

Cost, +2 ap, + 2 End

Popular with heavy weapons, it can be used with any mellee attack. The character extends  their attack in order to maximize their straight on the thrust or swing.

The character gains x2 str for the attack but This maneuver creates an opening.

           

Haste Attack

            The character attacks in a haste, usually do to limited time (ap), such as on surprise round. The character spends 2 end and attack takes -4 ap (min 1). However, the attack takes a -2 to the attack roll, and only ½ str is applied.   

Ready (2ap, con)

            Characters may not always want to take their actions when it is their turn. In which case the player uses the hold action and combat moves to the next initiative. They can take their turn any time between other character’s turns. The character can continue to hold their action up until the point in which it is their turn again.

change inititive: similar to ready, this costs no ap, the character simply does not act untill some time later. Their inititve changes to when they do act.

Multiweapon Fighting

the character gains an additional attack with a weapon they are holding in their secondary hand(s). the secondary attacks must be light, and must have an ap less than the primary attack ( or epual to in the case of natrual attacks).

Primary hand is – 2

Second hand is – 57 (includes off hand penalty)

            each hand after the second: – 12 (includes off hand penalty)

           

Parry (5 ap)

            As a move action the character uses their own skill with a weapon or shield to deflect melee attacks. When using a parry move, the character adds weapon group (our shield) level and weapon adj to DEF against attacks from the front and the side the weapon’/shield is on.

Prepare

Ap: action

            The character prepares to act when a specific trigger happens. The character’s action is performed after the triggering event.

Ready

AP: 4

            The character prepares themselves to act, but is not preparing any specific trigger for the action. The character can decide to use their action in between the actions of any other character.

Shot on the Run/Charge

            There are times a character might want to try to use their attack action to both move and attack. Usually it is to get to a target, to attack while running by a target, or to get to cover while firing. The roles are adjusted so. 

+1 str damage per 5’ moved prior to attack. Must move at least 10’ before the attack to gain str bonus. Penalty applies regardless. Any weapon can be used but only str based melee weapons gain bonus.

            -1 to OFF/ per 5’ moved of entire movement

-1 to DEF per 10’ moved of entire movement

Snap Shot

            Normally a character moves then attacks, or attacks than moves.     Obviously, there are reasons that a character might want to make a snap shot where the character comes out of cover, shoots and then ducks back into cover, or they want to rush in, attack and rush out. a character doing so is -4 to OFF, and a -2 to Def for doing so.

Spray fire

            Automatic weapons can be used to spray an area with bullets. This is basically pulling the triggers and sweeping the weapon back and forth. it creates a cone affect.

Steady (1 ap)

                by taking time to recover from an attack, the character removes 1 from the multiple attack penalty. This  maneuver is repeatable.  

Suppression Fire

            Automatic weapons, and some spells are capable of being used between turns. This is basically keeping the trigger pulled.

Two handed wielding

            The character can add 1 ½ str to damage. Damage that can be added by str can still not exceed the max damage for the weapon.         

Other Adjustments

Target unaware/not prepared: x2 damage after armor

Target Flanked: +2