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Aim

Active Defense
Any [1]

All-Out Attack Melee


Determined
Double
Feint
Long
Strong
All-Out Attack Ranged
Determined
All-Out Defense
Increased
Double
Mental Defense
Attack
Change Posture

Movement
Step | None

Description
Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1 for 2 turns, +2 for 3+ turns. No
step if 2-handed weapon is braced.

None
None
None
None
None

1/2 forward
1/2 forward
1/2 forward
1/2 forward
1/2 forward

+4 to hit
2 attacks to same foe with ready weapon (-4 to off hand).
Make 1 feint and 1 attack on the same foe.
Increase reach by 1 yard, swing attacks -2 or -1/die damage, may end in crouch
+2 or +1/die damage

None

1/2 forward

+1 to hit

Any
Any
Any
Any
Any

Step | 1/2
Step
Step
Step
None [5]

Concentrate
Any [2]
Committed Attack Melee
Determined
[3]
Strong
[3]
Defensive Attack
Any

Step

+2 to one Active Defense until next turn (increased Dodge allows up to half Move)
2 different defenses against each attack
+2 to all resistance rolls against magic, psi, and anything similar. Bonus persists until next turn.
Attack with ready weapon. You may take a step before or after attack.
Standing, sitting, kneeling, crawling, prone, lying face up. Lying prone or face up to standing
takes 2 maneuvers (exception: Acrobatic Stand).
Focus on a primarily mental task.

+2 to hit
+1 to damage, or +2 for each 2 full dice, ST attacks only.
Balanced weapon: +1 Parry/Block, unbalanced weapon: +1 Parry/Block with different weapon,
or +0 Parry with same weapon, Kick +2 to avoid leg grapple or DX roll for falling. Worse of -2
or -1/die damage, foe gets +1 defense against grab or grapple.
Do Nothing
Any
None
Take no action. -4 to active defenses if due to Stun.
Evaluate
Any
Step
Study a foe prior to a melee attack (+1 per turn to following attack or feint, max +3); may also
use bonus to negate penalties from Deceptive Attack or Feint.
Feint Melee (Feints may be resisted with your best available melee weapon or unarmed combat skill)
Beat
Any
Step
Contest of your ST-based combat skill vs. foe's ST- or DX-based combat skill
Defensive Feint
Any
Step
Apply the penalty from a successful Beat, Feint, or Ruse to foe's attack roll.
Feint
Any
Step
Contest of combat skill vs. combat skill or DX, if better.
Ruse
Any
Step
Contest of IQ-based combat skill vs. foe's Per- or DX-based skill, or Tactics.
Move and Attack
[4]
Full Move
Move and attack at a penalty (Ranged: -2 or Bulk, non-slam Melee: -4, max skill 9). Thrusting
attacks may use slam damage. Not compatible with Flurry of Blows, Mighty Step, Combos,
Rapid Strike, or Deceptive Attack.
Move
Any
Full Move
Do nothing but move. (See Sprinting B354 and Acrobatic Movement MA105.)
Ready
Any
Step
Ready or reload a weapon, adjust reach, change grip, or 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 your action and its trigger. You may Step, but you then loose
a Step in the ensuing maneuver.
[1] Taking an active defense spoils your Aim; if you are injured, make a Will roll or lose your Aim.
[2] Taking an active defense or being knocked down, injured, distracted, etc. requires a Will-3 roll to maintain Concentration.
[3] You cannot Parry with the hand(s) used to attack, Block if you attacked with shield or cloak, or Dodge if you kicked. You may use any other defense -2.
You cannot Retreat.
[4] If you attacked using an arm, you cannot use that arm to parry (for attacks with fist, elbow, or weapon) or Block (for attacks with 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.
[5] Note that you may substitute a rise from Kneeling to Standing for a Step in an attack.
[6] You may take 2 steps with an additional -2 to hit. You may step before or after an attack, or both.
Attack Options
Deceptive Attack
Target suffers a -1 to Active Defense for every -2 you take to skill (min skill 10). For ranged attacks, applies only to Dodge.
Pop-Up Attack
Ranged attacks only. You suffer -2 to hit, no Aim possible, you may step. Not allowed with bow or sling.
Rapid Strike
Make 2 attacks, both at -6 (or -3 for Weapon Master or Trained by a Master), to replace 1 normal attack. May target separate foes.
Riposte
Take a penalty to your Parry (min 8). If you succeed and then attack with the same weapon, apply equal penalty to foe's Parry (hand
or weapon), Block (shield or cloak), or Dodge (other unarmed strike), or half your penalty to all other Defenses.
Stop Hit
Take a Wait and declare that you intend to attack. You and foe roll to hit. Better success imposes -1 penalty on foe's defense, or -3
for Parry with same weapon. If tied, both take penalty.
Telegraphic Attack +4 to hit, +2 to defend. Not compatible with Deceptive Attack, Evaluate, Riposte, or Feint. Does not affect critical successes.
Tip Slash
Extra Effort
Flurry of Blows
Giant Step
Great Lunge
Heroic Charge
Mighty Blows

Type
Effect

aff
HT

1 or 2 Steps [6]
1 or 2 Steps [6]
Step

Swing a thrusting, impaling weapon to do cutting damage at -2.


Spend 1 FP. On critical failure, take 1 HP injury to arm or leg used to attack. Use no more than one attack option.
Take a Rapid Strike at -3 penalty. Cost is 1 FP per attack.
Take an extra step, before or after attack, if you take an Attack or Defensive Attack maneuver.
Gain benefits of All-Out Attack (Long). Not compatible with All-Out Attack, Defensive Attack, or Defensive Grip.
Take a Move and Attack without skill penalty or cap.
Gain benefits of All-Out Attack (Strong).

burn
x1

cor
x1

cr
x1

cut
x1.5

Damage Types and Multipliers


fat
imp
piFP
x2
x0.5

pi
x1

pi+
x1.5

pi++
x2

spec

tbb
x1

tox
x1

Active Defenses
Dodge
And Drop/Dive
+3 to Dodge. You may take a step. Ranged attacks only.
Sacrificial
If you make your Dodge, you get hit. If you fail, original target gets hit.
Acrobatic
+2 or -2 to Dodge on success/failure once per turn, can be combined with Retreat
Parry (Weapon). All Parries against an attack from behind are at -2.
Flail
-4, fencing weapons cannot Parry at all
Thrown
-1 if large (Spear, etc.), -2 if small (knife, etc.)
Consecutive
-4 for using the same weapon in the same round
-2 if you use a fencing weapon, or with Weapon Master or Trained by a Master
-1 if you use a fencing and have Weapon Master or Trained by a Master
Cross
Commit two ready melee weapons to a single Parry. Use the better Parry score +2. Combine weights for purposes of breaking.
Neither hand can parry again this turn.
Supported
Use an empty hand to support a parrying weapon for +1 as if it were a two-handed weapon. Neither hand can Parry again.
Parry (Unarmed). All Parries against an attack from behind are at -2.
DX / Karate / Brawling Use highest Parry with one free hand
Wrestling / Sumo
Use 2 hands to Parry
Boxing
Parry two different attacks per turn, one with each hand
Weapon Swing Attack
-3, unless using Judo or Karate
Block (you cannot Block bullets or beam weapons)
Consecutive
-5
Close Combat
No block possible.
Defense Options
Retreat (only against melee attacks, counts against 1 foe for 1 turn, must take a Step backward)
Dodge
+3
Parry
+1, +3 if using fencing weapon, Judo, or Karate
Block
+1
Extra Effort
Spend 1 FP. On critical failure, take 1 HP injury to arm on Parry or Block, or to leg on Dodge. Use no more than 1 per turn.
Feverish Defense
Add +2 to a single Active Defense roll (not compatible with Committed Attack).
Rapid Recovery
Parry with an unbalanced weapon after an Attack, or any weapon after a Move and Attack.
Size and Speed/Range
Speed/ Size
Linear
Range
Measurement
0
-15
1/5 inch
0
-14
1/3 Inch
0
-13
1/2 inch
0
-12
2/3 inch
0
-11
1 inch
0
-10
1.5 inches
0
-9
2 inches
0
-8
3 inches
0
-7
5 inches
0
-6
8 inches
0
-5
1 foot
0
-4
1.5 feet
0
-3
2 feet
0
-2
1 yard
0
-1
1.5 yards
0
0
2 yards
-1
1
3 yards
-2
2
5 yards
-3
3
7 yards
-4
4
10 yards
-5
5
15 yards
-6
6
20 yards
-7
7
30 yards
-8
8
50 yards
-9
9
70 yards
-10
10
100 yards
-11
11
150 yards
-12
12
200 yards
-13
13
300 yards
-14
14
500 yards
-15
15
700 yards
-16
16
1000 yards
-17
17
1500 yards
-18
18
2000 yd/1m
-19
19
5000 yards
-20
20
7000 yd/2.5m

Roll
3-4
5
6-7
8
9-10
11
12
13-14
15
16
17-18

Hit Locations
Location
Skull from front
from behind
Face from front
from behind
Right Leg
Right Arm
Torso
Abdomen
Left Arm
Left Leg
Hand
Foot
Neck
Vitals
Eye
Ear
Nose
Jaw
Spine
Limb Vascular
Neck Vascular
Arm/Leg Joint
Hand/Foot Joint
Groin
Pelvis
Digestive Tract
Heart

Posture

Defense

Standing
Crouching
Kneeling
Crawling
Sitting
Lying Down

Normal
Normal
-2
-3
-2
-3

Penalty
-7
-5
-5
-7
-2
-2
0
-1
-2
-2
-4
-4
-5
-3
-9
-7
-7
-6
-8
-5
-8
-5
-7
-3
-3
-2
-5

Critical Hit Table


Roll
Effect
3, 18 Triple damage
4, 17 DR/2 after armor
divisor
5, 16 Double damage
6, 15 Maximum damage
7
Penetrating wound
= Major Wound
8
Penetrating damage
= double Shock
(max -8), limb or
extremity 16-HT
secs crippled unless
enough damage to
cripple anyway
9-11 Normal damage
12
Normal damage,
target drops held
Items
13,14 Penetrating damage
= Major Wound

Posture Effects
Melee
Attack
Normal
-2
-2
-4 (reach C)
-2
-4

Roll
3-4

6, 15
7, 13
8, 12
9-11
14

15

16
Ranged
Target
Normal
-2
-2
-2
-2
-2

Movement
17,18
Normal
2/3
1/3
1/3
None
1 yard

Critical Miss Table


Effect
Weapon breaks. If
resistant to breakage,
reroll: 3-4 = broken,
else use new result
Hit self in arm or leg
(50% chance), except
imp, pi, ranged reroll:
5-6 = half damage,
else use new result
As 5, but half damage
Loose balance, do
nothing else this turn.
Active Defenses at -2.
Weapon turns in hand,
must be Readied.
Drop weapon, cheap
weapon breaks
If swing attack, weapon
flies 1d yards, 50%
chance forward or back.
anyone on target spot
must make DX roll or
take half damage. If
thrust or ranged attack,
drop as in 9
Strain shoulder, weapon
arm crippled for 30 min.
Do not drop weapon.
You fall down. If ranged,
see 7.
Weapon breaks. See 3.

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