Combat Maneuvers are actions that modify or replace a normal attack to achieve a specific tactical effect.
Unless a maneuver states otherwise, it uses the normal combat rules and costs the AP listed in its description. Some maneuvers require an attack test, an Opposed Test, or another specific check.
A maneuver may impose its own modifiers, limits, or consequences. These are applied in addition to any other relevant combat modifiers unless stated otherwise.
Charge
A Charge is a committed rush into a melee attack.
To Charge, move at least 4 meters directly toward the target and make a melee attack during the same turn.
The attack gains +10 to its Success Target.
A character may only Charge once per turn.
Shove
A Shove is a direct contest of strength, leverage, and position used to force an opponent backward or out of place.
A Shove costs 2 AP. The attacker must be close enough to physically push, strike, shield-check, shoulder, or otherwise drive the target back.
Resolve the Shove as an Opposed Athletics Test.
If the attacker wins, the target is pushed 1 meter, plus 1 additional meter per Net Hit.
If the attacker moved at least 4 meters directly toward the target before attempting the Shove, they gain +10 to the Success Target.
Forced movement caused by a Shove does not trigger Attacks of Opportunity.
Grappling
A Grapple is an attempt to seize and physically control another character.
Initiating a Grapple costs 2 AP. The attacker must be close enough to physically seize the target. Make an opposed Athletics test.
If the attacker wins, the Grapple is established. Otherwise, the attempt fails.
While Grappling:
- The participants cannot use normal Movement to move away from one another.
- Either participant may take other actions if they are physically possible while Grappling.
- The GM may penalize or disallow actions that require freedom of movement, space, or the use of occupied limbs.
- The character who initiated the Grapple may release the target as a Free Action.
A character cannot normally Grapple a target whose anatomy, physical scale, or circumstances make meaningful physical control impossible.
Traits, augmentations, powers, equipment, or unusual circumstances may allow otherwise.
Break Free
Breaking Free costs 2 AP.
Make an opposed Athletics test against the character controlling the Grapple. If you win, the Grapple ends immediately.
Apply Pressure
Applying Pressure costs 2 AP.
Make an opposed Athletics test. If you win, deal Raw Damage equal to your Damage Modifier + Net Hits.
Roll the target’s Passive Defense and reduce the Raw Damage by 1 per Passive Defense Hit. Armor does not apply.
Apply Pressure represents choking, crushing, joint locks, painful holds, and similar attempts to injure an opponent through direct physical control.
Throw or Takedown
A Throw or Takedown costs 2 AP.
Make an opposed Athletics test. If you win, the target becomes Prone.
You may release the Grapple after the Throw or Takedown. If you maintain it, you follow the target to the ground and also become Prone.
Move the Grapple
Moving a resisting opponent while maintaining control costs 1 AP.
Make an opposed Athletics test. If you win, you may move up to half your remaining Movement, bringing the other character with you.
If you fail, neither character moves.
A willing or incapacitated target does not require an opposed test.
Called Shots
A Called Shot allows an attacker to deliberately target a specific body part, held object, or vulnerable point.
Declare the Called Shot before making the attack. Apply the appropriate penalty to the attack’s Success Target.
| Target | Penalty |
|---|---|
| Head or vital area | −20 |
| Hand | −20 |
| Arm | −10 |
| Leg | −10 |
| Held item | −10 to −30 |
The GM determines the penalty for a held item based on its size, exposure, and how difficult it is to strike.
If the attack gets through the target’s defenses, it strikes the declared location instead of using the normal Hit Location roll.
The additional benefits of a Called Shot apply only when the attacker deliberately declared a Called Shot before making the attack. Randomly hitting the same location through the normal Hit Location roll does not grant the Called Shot’s special effects.
A Called Shot to the head or another similarly vulnerable location deals +3 Damage.
Other locations may allow specific effects such as Disarm or Knockdown.
Unusual anatomy, armor, augmentation, equipment, or circumstances may make a Called Shot easier, harder, or impossible.
Disarm
A Disarm is a Called Shot targeting a hand or held item.
If the attack gets through the target’s defenses, the target immediately makes a Grip check with a −5 penalty per Net Hit.
On a failure, the targeted item is dropped or knocked away.
The GM may modify the Grip check when the item is especially difficult to remove, such as a weapon held in two hands, secured equipment, or an integrated weapon.
Knockdown
A Knockdown is a Called Shot targeting the legs or another part of the target responsible for supporting their weight.
If the attack gets through the target’s defenses, the target makes a Vigor check with a −5 penalty per Net Hit.
On a failure, the target becomes Prone.
The GM may modify or disallow the attempt when the target’s anatomy, footing, augmentation, or circumstances make knocking them down unusually easy or difficult.
Distraction
A Distraction is an attempt to disrupt an opponent’s focus, create an opening, or draw their attention at the wrong moment.
A Distraction normally costs 1 AP. Describe how you are distracting the target and make an appropriate opposed test. The Attributes and Skill used depend on the approach.
Examples include:
- Feinting with a weapon: Melee opposed by Melee or Insight.
- Throwing debris or creating a physical distraction: Athletics opposed by Perception.
- Taunting, baiting, or verbally wrong-footing someone: Wit opposed by Composure or another appropriate defense. Static Veil specifically uses Wit for provoking, distracting, embarrassing, baiting, and similar social pressure.
If you win the opposed test, the target gains Distracted (1).
The GM may allow other effects when the distraction clearly supports them, such as briefly drawing someone’s attention away from a doorway or interrupting concentration.
Repeatedly using the same distraction against the same target may suffer −10 or simply stop working if the target has no reasonable reason to fall for it again.