This list provides a number of combat maneuvers to use in a melee as described in the Physical Combat section. This is not a complete list of all combat maneuvers; creative players might develop some of their own to fit a certain situation or as a trademark attack to distinguish their character's fighting technique:
Offensive maneuvers are any maneuvers that directly affect an opponent in the combat. All offensive maneuvers, with the exception of the Coup de Grace, can be used as an attack action as easily as the simple attack.
Bash is an offensive maneuver used to quickly land a blow on your opponent. You make a quick strike or shove with your weapon or shield. You spend half of the normal action points (round up to the nearest half) for the weapon and remove the Strength die from the damage dice. Bashing with a shield requires the number of action points listed in the Equipment section.
Beat and BlindEdit
Beat and Blind is the disarming maneuver. First, you must attempt to hit your opponent with an attack roll. The opponent can either accept the attempt by parrying or attempt to avoid the chance of disarming by dodging. If the opponent parries, you and your opponent must make opposing Strength rolls. If the opponent fails to dodge or parry, you automatically succeed. In either of these cases, a success knocks the weapon out wide and gives the opponent a -1 penalty to all defensive rolls until the opponents next turn. One or more raises knocks the weapon out of the opponent's hand onto the ground. Two or more raises cause the weapon to travel an extra yard per raise away from the opponent. Beat and Blind cannot be blocked by a shield. Beat and Blind is interrupted if the opponent gets a counterattack while parrying your attack. Beat and Blind-ing costs the normal number of action points for the weapon in use.
Coup de GraceEdit
Coup de Grace is an offensive maneuver used to finish off an enemy. It can only be used on a helpless opponent. A Coup de Grace costs as many action points as a Great Strike and determines damage dice as a Great Strike if you rolled the maximum number on your attack roll with a +2 bonus. The opponent doesn't get a defense roll. Instead, you "roll" against a TN 0. The opponent also cannot make the Toughness or Shock rolls after being hit.
Feint is an offensive positioning maneuver used to outwit opponents. You roll Intellect + Sociability(Con) against their Intellect + Perception(Sight). You basically "fake out" your opponent and cause them to become off-balanced with a -1 penalty. One or more raises increases the penalty by 1 per raise and allows you to maneuver your opponent one degree of distance or 6 feet. Feinting costs 1 action point.
Grapple is an offensive maneuver used to immobilize opponents by pinning them down. You must make a Agility + Melee(Unarmed) roll against your opponent's defensive roll. On success, you then must make opposing Strength rolls. If you succeed, you immobilize you and your opponent. Each raise allows you to gain a more favorable position and gives you a +1 bonus per raise to further grappling actions. Grappling costs 1 action point. The opponent may try to escape once from the grapple on each turn by making another opposing Strength check. Likewise, once you have your opponent in a grapple, you may choose to make an Unarmed damage roll once every round that is directly translated into Shock damage on the opponent. Outside of these specific actions, nothing else can be done by either combatant while grappling.
Great Strike is an offensive maneuver that focuses strength into one, mighty blow. You spend 1.5x (minimum 1 ap, round up) the action points to double the damage dice. The recovery time is double the weapon's normal recovery time (minimum 1 ap).
Point Blank ShotEdit
Point Blank Shot is an offensive maneuver that allows for the use of ranged weaponry at the Mid and Close positions in close combat. You attempt to use your ranged weapon in close quarters combat. You don't take the time to aim the weapon and simply shoot it. A Point Blank Shot is the only way to use your ranged weapons in Mid or Close combat. The weapon must be already loaded before using this action.
Push is an offensive maneuver that forces your opponent backward. You roll Agility + Melee(Unarmed) against your opponent's Strength + Agility to attempt to shove your opponent back. A success pushes your opponent back one degree of distance. A raise pushes your opponent back 6 feet. Two raises knocks your opponent down. Further raises directly cause wounds. Pushing costs 1/2 of an action point.
Defensive maneuvers are used in response to an attack or an offensive maneuver. Each defensive maneuver has its benefits and its flaws. If you manage to get a raise while using one of these maneuvers, you can make certain actions as a counterattack. The available counterattacks for each maneuver are listed in the descriptions.
Block is a defensive maneuver that uses the shield. It can be used when you are being attacked from the front or from the side that you carry your shield. Blocking uses a Agility + Melee(Shields) roll. Block can defend against melee and ranged weapons. When you counterattack after blocking, you can attack with your weapon at a dual wielding penalty, Beat and Blind, Bash, or Push. Your shield's defensive bonuses can be added to your Beat and Blind and Push counterattacks.
Dodge is a defensive maneuver that involves completely avoiding attacks. To dodge, you roll Agility + Perception(Reaction) against the opponent's attack. Dodging defends against all forms of attack, but it forces you to reposition yourself within 6 feet or one degree of distance from your opponent. When counterattacking after a dodge, you can attack with a weapon, Point Blank Shot or Feint.
Parry is a defensive maneuver using a weapon to block attacks. You roll Agility + Melee(Weapon specialization) against your opponent's attack. Parry defends against melee attacks and against ranged attacks at a -2 penalty. When counterattacking after a parry, you can Close, Push, or Beat and Blind; you can also counterattack with your other weapon if you are dual wielding.
Positioning maneuvers are used to change one's position on the battlefield. This can be beneficial when using a weapon of differing range than that of your opponent or when running away like a little girl. Positioning in close combat is described in the Physical Combat section.
Closing positions you one degree closer to your opponent. You can only Close when your opponent is off-balanced, as a counterattack after Parrying, or after a Dodge. Closing costs 1/2 of an action point.
You move one degree away from your opponent. Withdrawing costs 1/2 of an action point.
Stances change how you attack by granting bonuses to certain actions or skill tests while inflicting penalties on others. Each stance has a set of skill tests that gain bonuses and a set that take penalties. The degree of the bonuses/penalties is chosen by the player. In order to retain a stance, at least one of the bonuses/penalties needs to take effect each round. Otherwise, the character is thrown off-balance, suffering a -1 penalty to all actions until an Agility + Acrobatics(Balance) test is made against TN4. If a stance is not declared at the beginning of combat, the player takes on a neutral stance that has no bonuses/penalties.
The Braced stance is used to ready a fighter for a massive blow that they can't defend against. By taking time to reposition yourself, you can decrease the impact of any attacks made against you in the round. Action points are spent preparing for the blow. Each action point spent in one turn gives a +2 bonus each in both Stamina + Discipline(Toughness) tests and Stamina + Discipline(Willpower) tests. The action points must be spent at the end of the turn, meaning that no other actions can be taken after preparing for the blow.
The Change Stance action allows a combatant to change stances without losing balance. An Agility + Acrobatics(Balance) test is made against TN4. Success allows the combatant to change stance while failure throws the combatant off-balance for a -1 penalty to all combat actions. Changing stances costs 1/2 AP.
The Defensive stance is used by skilled swordsmen to boost their lacking defense. For each +1 bonus you choose to gain on the Block and Parry defensive maneuvers, you suffer a -1 penalty on all attack rolls.
The Precision stance is used by more agile attackers when they lack the strength to deal serious damage. In this stance, the Strength dice used in weapon damage are replaced by Agility dice. In exchange, making an attack costs 1.5x AP (1/2 AP minimum; round up). Recovery time remains unaffected.
Quick Step StanceEdit
The Quick Step stance is used by agile combatants to dance around the battlefield until an opening presents itself. The combatant hovers on the balls of their feet in anticipation of an attack. A +4 bonus to dodge is gained in exchange for being unable to take any actions during a turn, excluding the Change Stance action.
The Reckless stance, while not really a stance, is used by those who do not care about pain. For each +1 bonus you choose to gain on damage dice, you suffer a -1 penalty on all defensive maneuvers.
The Set stance is used to ready oneself against oncoming attackers. In exchange for being unable to move from your current position, you gain the ability to make a counterattack against anyone when they first enter your melee range.
The Total Defense stance offers the best possible defense against any attack through the use of a shield. The user adds his/her attack dice to the Block defensive maneuver. Effectively, a Block test now uses 2xAgility + Melee(Weapon Specialty) + Melee(Shields). In exchange, the user cannot attack or counterattack.