Manuever Active Defense Movement Description
Aim Any* Step | None Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1
for 2 turns, +2 for 3+ turns, the combined bonus from all
targeting systems cannot exceed the weapon’s base Accuracy) |
You get no step if your two-handed weapon is braced
All-Out Attack - Melee
Determined None 1/2 forward +4 to hit
Double None 1/2 forward 2 attacks on same foe with ready weapon (-4 to off-hand without
Ambidexterity)
Feint None 1/2 forward Make one feint and one attack on the same foe
Long None 1/2 forward Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per
die), may end in crouch (MA87)
Strong None 1/2 forward +2 to damage (or +1 per damage die)
All-Out Attack - Ranged (for optional ranged feints, see MA121)
Determined None 1/2 forward +1 to hit
Suppression None 1/2 forward RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple,
adjacent 2 yard zones with 5+ Shots/zone
All-Out Defense
Increased Any Step (1/2) +2 to one Active Defense until next turn (Increased Dodge
allows up to Half Move)
Double Any Step Two different Defenses against one attack
Mental Def. Any Step +2 to all resistance rolls against magic, psi, and anything
similar. This bonus persists until your next turn
Attack Any Step Attack unarmed or with a ready weapon, you make take a step
before or after you attack
Change Posture Any None Standing, sitting, kneeling, crawling, prone, lying face up
(see B364/MA98). Prone to standing takes two turns (Exception
Acrobatic Stand)
Concentrate Any Step Focus on mental task. All-Out Concentrate (DF14:34) gives +1 to
roll but lose active defenses. Must make Will-2 if injured or
distracted
Committed Attack - Melee (MA100)
Determined Special Step +2 to hit, or take two steps at -2 to hit for a total modifier
of 0, may move before or after an attack
Strong Special Step +1 to damage (or +1 per two full damage dice), ST-based attacks
only, may take 2 steps at -2 to skill, may move before or after
an attack
Defensv Attack Any Step** Balanced weapon: +1 Parry/Block, Unbalanced weapon: +1
Parry/Block with different weapon or Parry with the same
weapon, Kick: +2 to avoid Leg Grapple and DX rolls to avoid
falling. -2 to damage (or -1 per die if worse), foe gets +1 to
defend against a grab or grapple
Do Nothing Any None Take no action (Active Defenses at -4 if taking Do Nothing due
to Stun; roll vs HT/IQ)
Evaluate Any Step Study a foe prior to a melee attack (+1 per turn to subsequent
attacks or feints, max. +3); may also use the Evaluate Bonus to
cancel out penalties from Deceptive Attacks or feints
Feint - Melee (May use the highest melee weapon or unarmed combat skill to resist a feint)
Beat Any Step Contest of ST-based combat skill vs foe’s ST- or DX-based skill
Defensive Any Step Apply the penalty from a successful Beat, Feint or Ruse to
foe’s attacks roll instead of defense
Feint Any Step Contest of combat skill (melee or ranged) vs. combat skill,
cloak/shield or DX
Ruse Any Step Contest of IQ-based combat skill vs. foe’s Per-based skill,
DX-based skill or Tactics (MA101)
Move & Attack Special § Full Move Move and attack at a penalty (Ranged: -2 or weapon’s bulk;
non-slam Melee: -4, max. skill 9). For thrusting attacks, may
use slam damage (HP x velocity/100). Not compatible with Flurry
of Blows, Mighty Blow, Giant Step, Combos, Rapid Strike or
Deceptive Attack (except slams or cinematic techniques which
require final effective skill of at least 10)
Move Any Full Move Do nothing but move
Ready Any Step Ready or reload a weapon, adjust reach (B269), change grip,
change hands
Wait Any Varies Hold your action, then take an Attack, All-Out Attack,
Committed Attack, Defensive Attack, Feint, Ready or Stop Hit.
Specify exactly what your action will be and what will trigger
it. You may also perform a Step and Wait, loosing your Step in
the proceeding Maneuver
* Taking an active defense spoils your Aim; if you are injured, make a Will roll or lose your Aim.
** Before or after attack.
Taking an active defense or being knocked down, injured, distracted etc. requires a Will-3 roll to maintain.
The attacker cannot parry with the hand(s) he used to attack, block if he attacked with his shield or cloak,
or dodge if he kicked. He can use any other defense, but at -2. He cannot retreat.
§ If you attacked using an arm, you cannot use that arm to parry (if the attack involved a fist, elbow, or
weapon) or block (if you used a shield or cloak). If you used any other body part to attack, you cannot dodge.
You can use any other defense, but you cannot retreat.
Deceptive Attack Target suffers a -1 to active defense for every -2 taken to melee skill (min. skill of
10), or -1 to Dodge for every -2 taken to ranged skill (min. skill of 10).
Pop-Up Attack (B390) Ranged attacks only, attacker suffers -2 to hit, no aim possible, may step. Not
possible with bow or sling
Rapid Strike (B370) Make two attacks, both at -6, to replace one normal attack. Can target seperate foes.
Ranged Rapid Strikes if RoF 2+. Half penalty for Weaponmaster or Gunslinger
Riposte (MA124) Take a penalty to your Parry (min. of 8), not including modifiers. If Parry succeeds
and you attack using the parrying weapon next turn, apply the same penalty to your foes
Parry (hand or weapon), Block (shield) or Dodge (non-hand unarmed strike) or half that
penalty to all other defenses.
Stop Hit (MA108) Take a Wait Maneuver and declare that you intend to attack. Both roll to hit. Both
fail, nothing happens. If one hits, the other defends at -1 or -3 if Parry with same
weapon. If both hit, larger margin of success defends normally, other at penalty above.
If tied, both have above penalty. Possible with Unbalaced/Unready Weapon.
Spraying Fire (B409) RoF 5+ weapon may attack multiple targets, must be within 30° angle, engaged in
succession, +1 Rcl 2nd target +2 Rcl 3rd target and so on. RoF -16 looses 1 shot/yard,
RoF 16+ looses 2 shot/yard. Attack roll for each target with effective RoF
Telegraphic Attack +4 to hit, +2 to defend against. Not compatible with Deceptive Attack, Evaluate,
Riposte or Feint. Does not affect critical chance.
Tip Slash (MA113) Swing a thrusting, impaling weapon to do cutting damage equal to the weapons impaling
damage -2
Extra Effort A critical failure on these rolls causes an additional 1 HP of injury to arm (block,
parry, attack) or leg (dodge or kick), no DR (B357). May use no more than one offensive
option (Flurry of Blows, Giant Step, Great Lunge, Heroic Charge, Mighty Blows)
Flurry of Blows Spend 1 FP per attack to halve the penalty for Rapid Strike to -3 (B370, usually -6, if
you spend 1 FP you half it to -3)
Giant Step Spend 1 FP for one extra step (before or after your attack) during an Attack or
Defensive Attack.
Great Lunge
Spend 1 FP to get the effects of All-Out Attack (Long) without losing defenses
(incompatible with All-Out Attack, Defensive Attack, Defensive Grip).
Heroic Charge Spend 1 FP during a Move and Attack to ignore the skill penalty and cap (except for
Acrobatic Attack or Flying Attack).
Mighty Blow Spend 1 FP per attack to get the All-Out Attack (Strong) damage bonus to an Attack
without losing defenses.