Maneuver extensions (close combat)
| along with the attack maneuver | |
| bonuses | extra die |
| 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.
| along with the attack 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.
| action | 1 |
| bonuses | opponent has -5 to defense |
| contest |
Rfx + 2d6 against Rfx + 2d6 |
Deception is an extension with which you lure your opponent out and make him expose himself.
It is resolved before the roll to hit. If your deception succeeds, the opponent has a -5 penalty to defense against you.
| together with an attack | |
| bonuses | on success, the Ambush Attack bonus to hit and penetration |
| contest |
Stealth + 2d6 against Perception + 2d6 |
| price | free |
You can tick Ambush Attack only in the first round of combat. It is resolved before the roll to hit as a contest of your Stealth against the opponent's Perception; poor visibility lowers the opponent's Perception.
If you succeed, the whole attack gets the Ambush Attack bonus (a character value raised by Stealth feats) to hit and penetration, including any assured die. If you fail, the attack goes ahead normally.
| action | 1 |
| invocation | for 1 extra action with any attack (but you must hit first) |
| contest |
Str + 2d6 against Str + 2d6 |
| contest modifiers |
+3 attacker with a swing or first strike +10 quadrupeds, +30 six-legged and more legless and incorporeal creatures cannot be knocked down +10 character lying or kneeling -3 to the defender for each previous knock-down attempt |
Roll a contest. If the defender rolls less, he is knocked down (see Position in combat).
| action | 1 |
| invocation |
for 1 action added to the attack (but you must hit the opponent first) |
| contest |
Str + 2d6 + 2 against Str + 2d6 |
| contest modifiers |
+3 attacker with a first strike +10 quadrupeds, +30 six-legged and more legless and incorporeal creatures cannot be pushed off +10 character lying or kneeling -3 to the defender for each previous push-off attempt |
With this maneuver you push your opponent back to the reach of your weapon (which makes sense when you have a longer weapon). You can thus prevent your opponent from reaching you in an engagement (and attacking), or push back an opponent who is too close.
| action | 1 |
| bonuses | targeted attack without the targeting penalty |
| contest |
Sen + 2d6 against Sen + 2d6 |
With this maneuver you outwit your opponent in close combat. If you succeed in the comparison, you will not have a penalty for a targeted attack. The maneuver can only be chosen together with a targeted attack.
| along with the attack maneuver | |
| bonuses | opponent's defense costs 1 more action |
| price | for 2 extra actions |
Because you have a great advantage over the enemy, your attack will be hard to defend against. Every defensive maneuver of your opponent against this attack costs 1 more action. If they have no actions left for defense, they defend passively.
| along with the attack maneuver | |
| bonuses | opponent's defense costs 2 more actions |
| price | for 3 extra actions |
Because you have a great advantage over the enemy, your attack will be hard to defend against. Every defensive maneuver of your opponent against this attack costs 2 more actions. If they have no actions left for defense, they defend passively.
| Opening | you must learn |
| action | 1 |
An extension of an attack for 1 action. Damage is higher by 1, and if the hit causes a knock-out roll, you get a +5 bonus to it.
The maneuver is opened by the feat Perfect Attack.
| ZZ | -5 |
An extension of an unarmed attack with which you try to engage the opponent in wrestling. It costs no extra action, but you get a -5 penalty to WA.
If you hit, wrestling begins: you have the active role and the opponent the passive one. Against a deceived opponent, wrestling begins even without a hit. An incorporeal creature cannot be engaged in wrestling.
You do not have to attack only the body; you can attack your opponent's weapon or try to stun him.
| ZZ | -2 |
| PZ | -2 |
| modifiers | knock-out roll already at damage of 1 health level +5 to the knock-out roll |
You deliberately conduct the strike so as to stun the opponent but not injure them much. You get a -2 penalty to WA and WP and inflict less damage. However, a knock-out roll is triggered already by damage of 1 health level (normally only 2 levels), and you get a +5 bonus to it. If the victim fails the roll, they are knocked out, the longer the more they lost by.
| action | 1 |
| invocation |
for 1 extra action with any attack (but you must hit first) |
| contest |
Str + 2d6 against Str + 2d6 |
| contest modifiers |
Defender modifier: -3 attack from the flank, -5 attack from behind -5 passive defense |
If the defender rolls less, his weapon is knocked out of his hand.