Combat maneuvers are actions any one can attempt, though many are near impossible unlesss one is trained and practiced with them.
Hammer hit/haymaker
Double the streangh for damage
Looses dex adj to def
Double swing
Multiweapon fighting
Special manuvers that require a weapon in both hands
Multiweapon Fighting
Primary hand is -2
Second hand is – 5
Third hand is – 15
Each after third hand is -20
Multiweapon offset skill (15pts): decreases the penalty by one.
Multiweapon shooting
Second shot is – 5
Third hand is -10
Each after third hand is -20
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.
Rapid fire
Some weapons, such as simi automatic fire arma and most bows allow for the rapid fire manuver. This is basically firing the weapon on turns without an action.
The carqcter using rapid fire may fire the weapon as a move action, but only inteither the l8ne or the target they previously shot at in their action.
Aim
Move action, +2 to next attack.
Brace
Gives aim bonus to all shots until brace is broken. Each turn spent bracing gives a +2 range offset (max 10) and +1 autofire offset (max 10)
Charging
Charging is when a character attempt to move during their attack. This can simply be a second move, in which is handled normally. The use of this is most often the attempting to attack while moving, reaching a target to strike them.
Shot on the Run
Characters can take move and attack during their action turn, but at a cost.
Charge by
+1 str damage per 5’ moved prior to attack
-1 to offense/defense per 10’ moved of entire movement
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.
Dodging strike
Charge Through
As attack on the run except the character attempts to push pass an opponent. Opposing str checks with character gaining +1 to str check for every 5’ moved prior to attack. If characters forgo doing damage, they gain +1 to their str check. target wins, the character is halted in the hex Infront of them. If the character wins, they push the target aside and can move 5” for every point to str they won by up to the max of their movement.
Bull rush: this works just like charge through except that the character attempts to push the target back. str check 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.
Charge by
Grappling
???
str vs str role,
Characters with the weapon group prof: Wrestling ???
Dodge (move, abort)
Move 5’ gaining +4 to defense against single attack and +2 against all other attacks until next turn. -2 to attacks
Dive for cover (move, abort)
Move up to full movement +6 to defense against single attack and +2 against all other attacks until their next turn. Forces area of affect to make attack roles. Take a -2 penalties to attacks on next turn, and end up prone.
Hit Location
This is in addition to the adjustment due to size
Center mass -2, normal damage
Head -8, x 2 health
Hand -10, ½ health, possible drop item
Shoulder -4, ½ health,
Arm -4, ½ life, possible drop item
Belly. -4, normal damage, possible stun or bleed
Leg -4, ½ life, -5’ movement
Foot -10, ½ health, -10’ movement
Eye -14, x 2 health, blindness
Critical hit
1-5 solid hit, no affect
6-10 weapon limb, possible drop weapon or maim for 1d4 turns
11-20 critical damage
21-30 critical damage +1
Mounted Maneuvers
Move to
Charge-By
is much like a charge-by maneuver in mounted combat.
Charge
Power charge
Mounted combatanivers
Charge by
Use
Mounted warrior
Take no penilty for mount
Calvery
Training that allows you to control a mount in combat as a move action as well as use your riding skill in lue of the mounts ego for fear and other effects
Calvery
Can control mount as a bonus action
Heavy calvery
Light calvery
Dragoon
Can mount and unmount horse as a
Rinding
Untrained, control mount as an function action.
Trained, control as Move, function only while threatened
Wizard
ability
Wizards can use there bonus action in casting of Spells as long as the use the function action in casting
