Defense maneuvers | Heroes of Fantasy

Defense maneuvers

You always have only one standard (active) defense available; beyond that you must defend passively. Special defense maneuvers allow you to defend actively several times, more effectively or against more opponents.

Defenses

You can use one defense against one attack. You cannot combine defense maneuvers; for example, you cannot use improved defense and lightning cover against one attack.

Standard defense
action1

This maneuver is to defend against an attack. If you do not defend, your defense will be passive.

Passive defense
OZ -5

If you do not want to or cannot defend actively (you have no action left), you defend passively. Passive defense costs no action, but you get a -5 penalty to WD and to ranged defense. It cannot be extended by any maneuver.

Improved defense
OZ 4
action2

This maneuver concentrates your defense and gives you a bonus to WD.

Lightning cover
Opening you must learn
OZ 6
action2

You are so fast and agile that you can use this special unarmed defense, which gives you a much greater bonus to defense.

Perfect defense
Opening you must learn
OZ 8
action3
Full shield defense
Opening you must learn
OZ 5
action3

Defense adjustments

Assured defense
along with the defensive maneuver
bonuses extra die (only once)
price for 2 extra actions

For two actions that you add to the maneuver, you gain assurance. You then choose the roll result that suits you best.

You must complete the assurance in the same round as the maneuver itself (or rather its last action).

Assurance applies to all rolls the character makes in this action, including a follow-up knock-down, push-off or disarm.

Cautious defense
along with the defensive maneuver
bonuses reroll one 1 (A1)
price for 1 extra action

For one action that you add to the maneuver, you gain caution: reroll one 1 (A1), i.e. you may reroll a rolled one once.

You must complete the caution in the same round as the maneuver itself (or rather its last action).

Caution applies to all rolls the character makes in this action, including a follow-up knock-down, push-off or disarm.

Extra strong defense
Opening you must learn
OZ 2
action1
Shield wall
Opening you must learn
ZZ -2
OZ 3
action1

You can cover yourself with your shield so that you are like an impregnable fortress. You must spend one bonus action, which you can also do as part of your defense. Until your next action you have a -2 penalty to WA, but gain a +3 bonus to WD against all close attacks and +1 to SP. Against missiles the +3 bonus applies only in the defense in which you used the wall.

Weapon covering
Opening you must learn
OZ 2

A defense extension in which you cover yourself with your weapon. You gain +2 to WD.

It can only be used in close combat and not together with unarmed defense. It cannot be used against an opponent who holds you in wrestling. The maneuver is opened by the feat Weapon Guarding.

Unarmed defense

A defense extension in which you defend unarmed even though you hold a weapon. It makes unarmed defense maneuvers available to you.

It cannot be combined with weapon covering or full shield defense. It cannot be used against an opponent who holds you in wrestling.

Luring the Opponent
Opening you must learn
ZZ 5
PZ 5
OZ -2
action1

A defense extension for 1 action with which you deliberately lure the opponent into attacking. In this defense you get a -2 penalty to WD.

If you defend successfully, you gain an advantage against this opponent until the end of the next round: on your next attack against them you have +5 to WA and WP and +5 to all contested maneuvers (deception, insidious attack, knock-down, push-off, disarm, stun). Engaging them in wrestling succeeds even without a hit. The advantage ends as soon as you attack the opponent.

The maneuver is opened by the feat Luring the Opponent.

Voluntarily accept wrestling

If the opponent tries to engage you in wrestling, you can voluntarily accept it. The wrestling then begins regardless of the attack result: the opponent has the active role and you the passive one. An incorporeal creature cannot be engaged in wrestling.

The option is offered only against an opponent attacking with engage wrestling, and not in passive defense.



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