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These are special combat actions that allow for more creative and detailed combat tactics than a basic MATK or PATK every round. The GM may allow some Maneuvers to be performed in combinations based on the circumstances at that time in the fight. S = Success. F = Fail. REF = Acrobatics(Dodge) /2 (no roll).

DEFENSIVE

Block

Melee roll vs ATK. This is your DEF for that ATK. -6 to Block PATKs. -3 DEF penalty per roll after the first.


Counter

Hold your action until target ATKs. +3 Block.

S:Extra -3 MATK at target.


Dodge

An Acrobatics(Dodge) roll made in response to an ATK. This is your DEF for that ATK. -3 DEF penalty per roll after the first. If you have any Speed left, you may move 1yd whenever you Dodge until you are out of Speed.


Guard

-1 DEF for each DEF roll after the first. No ATKs for 1rnd.


Protect

Fast. 1/rnd. Roll DEF vs your Comrade's DEF when they are targeted for an ATK. If your DEF result is higher that your Comrade's, you become the target using your rolled DEF. You must be within 1yd.


Run

Entire action to move Speed x3. No roll for minutes = C. After that, roll C#9 +1 per additional minute to continue Running. Acrobatics(Jump) distance x3 when Running.


OFFENSIVE

Aim

Hold your weapon (Melee or Projectile) on target for 1rnd to get +1 ATK next rnd, up to 6 consecutive rnds for +6 ATK. Use REF while Aiming. Bonus is negated if you move or take DMG.


Ambush

Stealth vs Perception. Target uses REF for 1rnd.


Called Shot

-6 Head / -3 Limbs / -0 Torso ATK.

Disarm

Target Arm. 0DMG. AvC or CvC. Weapon flies d6yds away or you get the weapon if you are using a Grab.

Shove

Target Torso. 0DMG. CvC. Push d6yds.

Trip

Target Legs. 0DMG. CvA. Knock Prone and Stun 1rnd.

Charge

Speed x2 and +3DMG bonus to MATK. Use REF for 1rnd.


Dual-Wield

Make two ATKs with Light or Medium weapons. Light weapon ATKs take -1 each. Medium weapon ATKs take -3 each.


Feint

Fast. Trick(Feint) vs B. S:Target uses REF against you for 1rnd. F:You use REF for 1rnd.


Grab

Unarmed MATK. Grabbed targets use REF and cannot ATK. They must roll CvC as an action to get control. Roll a CvC Fast action each rnd to keep control. -3 CvC penalty per roll after the first.

Break

Called Shot Grab. CvC. S + DMG Mod = DMG. REF 1rnd.

Choke

Called Shot Grab. CvC. DMG Mod/rnd to Head. Suffocation. REF 1rnd.

Flip

CvA. Throw C/2yds. DMG Mod, Prone, and Stunned 1rnd.

Hold

CvA. You may Block any ATKs using your Grabbed target as a shield. S:Target counts as Cover.

Tackle

Charge Grab. CvC. S:Both Prone. F:Prone.

Reload

Drop an empty magazine or spent shells (Fast Actions) and replace with a new magazine or 2 new shells per rnd. REF 1rnd.


Thrust

Make a +3 MATK that leaves you exposed. Use REF for 1rnd.


Weapon Properties

Auto

+1 PATK per extra shot per rnd, max +9 PATK, 10 shots. Max RNG x5. Split PATK among targets in one direction.


Blast

Any explosive or splash weapon has a radius that hits everyone within it. DMG is split between 3 locations.


Chop

+1DMG when hitting a Head, Arm, or Leg.


Rapid

1-3 PATKs in a rnd at -1/-3/-6 PATK.


Slam

Target rolls C vs DMG (before AR) or falls Prone.