Any character may use these combat maneuvers.
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Average Damage
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If, in a single action, you would have to roll at least 10 dice when rolling damage (assuming everything hits), you may declare yourself to be using this rule.
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Instead of rolling damage, you may simply do average damage with each die.
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This rule is useful if you have many weapon attacks, or for large fireball-type spells.
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The average of XdY is X*(Y+1)/2.
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Bash
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You may spend one attack to "bash" an enemy. First, roll to hit normally.
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If you hit, you do one-quarter normal damage, and then the opponent makes a Str or Con check (his choice), with a penalty equal to your Strength score. Apply +/-5 adjustment based on the Size class difference between you and the target (if you are L and he is S, he gets a -10 penalty). If he fails, he is stunned for 1 segment.
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Bypassing Armor
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You may spend 1M action while doing an attack in an attempt to bypass armor.
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Roll a level check (with Int bonus from [P2]), if you fail, the attack is normal.
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If you succeed, the target's AC shift from is 10 halved (so a -6 AC becomes 2).
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Called Shot (Selective Targetting)
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You may attack a specific part of a target, this causes a -4 to hit penalty. Damage is done normally.
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The effects of a Called Shot vary, generally the creature will be impared in the use that body part, depending on the amount of damage done. If it was an arm, the creature will suffer -1 to hit per point of damage for this round.
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Charge
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When charging, spend 1V action (in addition to the 1P for attacking). Your first attack gets +4 TH and x2 dmg.
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You cannot charge against someone right next to you (in your group).
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Cleave
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This is a brutal form of disarming which attempts to destroy an item instead of removing it. You can cleave any item you can directly see and could possibly hit with your weapon. Roll a "called shot" (see above), but Cleaving causes no damage.
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The item rolls an item saving throw [C2.3] against Normal Blow, with a penalty equal to how much damage you have done.
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If it fails, the item loses 100*X of its XP value, where X is how much it missed the save by. If item had no XP value (or had less than 100*X), it is destroyed.
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Each loss of 1000 XP value will typically cause a magical weapon or armor to lose a half-plus on both sides (so they get -1/-1).
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You may Cleave an item that isn't on a creature (such as hitting an evil temple altar), in this case, the target AC is 10.
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Disarm
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You may spend an attack in an attempt to disarm. You can disarm only things which are very easy to remove (weapon, shield, helmet, but not armor). Roll a "called shot" (see above), but Disarming causes no damage.
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The opponent rolls a Str check, with a penalty equal to how much damage would have been done. If the weapon was wielded two-handed, the opponent gets 1½x his Str score.
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If he fails, the weapon or shield has been disarmed.
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The disarmed item flies 2d10 feet off in a random direction. No one can react fast enough to pick up the item this half-segment, unless the DM has ruled it landed right at someone's feet (so they could use a 1V action to pick it up).
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Note that cursed items cannot be disarmed. Artifacts and items which have ego-dominated the opponent may be disarmed, but the opponent gets double his Str score for the Str check.
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Disbelieve
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You may spend 1Z action to "disbelieve" something.
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Make an Int or Wis check (your choice), if you succeed, the target will be revealed to be false if it is illusionary.
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Certain illusions (e.g. Mirage Arcana, Dust of Disappearance, Feign Death) cannot be disbelieved.
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If someone in a psionic link disbelieves something, he can send this information to the others to give them a +10 bonus.
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You may attempt to disbelieve something more than once.
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Dodge
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You may spend 1V action (may borrow from the future), to be "Dodging".
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Against one enemy (which you declare when you dodge), you gain your Dex bonus to AC a second time, plus an extra +4.
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You also gain this bonus to your saving throws vs. any effect (even non-Area effects) from that target.
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Kick
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You may spend 1V to kick. Roll to hit with Str bonus, the damage is 1d2 base (for size S-M) or 2d4 (for size L).
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Overbear
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A group of creatures may Overbear against one target.
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The group rolls a single hit roll (using their best THAC0), with +1 per creature involved.
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They then do their best damage, with +1 damage per creature involved.
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They have held the creature down, and can do that damage automatically in the future with 1P action.
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The held creature cannot use V actions, but he can attack the overbearing creatures with P and M actions.
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Parry
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At any time (including during opponent's action) you may be declaring to be "parrying", as long as you have a weapon or shield.
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You lose 1P action from your remaining actions, but this does not count against what actions you may perform this segment.
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Choose either your highest level divided by 2, or your highest Warrior level. You gain that as an AC bonus this turn.
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Sap
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If you are in a position to backstab someone, you may sap them to try to knock them out.
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Roll to hit with a -4 to hit penalty (without the usual behind or backstab bonuses). Calculate damage normally.
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Multiply damage by 5 if an actual Sap or Garrote weapon is used. Otherwise, multiply damage by 2 if the weapon is blunt.
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There is a ((damage) - (target's Con))*5% chance of the target being knocked unconscious, for a number of minutes equal to how much the roll was made by. Only 1/10 of the damage is real.
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Shield Bash
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You may attack with a shield. You lose the AC adjustment from the shield until the next impulse.
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The amount of damage a shield does is in section [E] (1d4 for a medium shield, 1d6 for a large shield).
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Shield bashing does not require a proficiency to use, but you cannot specialize in shield bashing.
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Subdue
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You may "subdue" an enemy. All melee damage done is reduced to half (round down), with only half of that amount being real damage (the other half is temporary damage).
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If the enemy is reduced to 0 hp, he is "subdued" and will immediately surrender.
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If the enemy takes any real damage before being subdued, he cannot be subdued.
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If the enemy has a Morale rating of 20 (Fearless), he cannot be subdued.
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You cannot subdue with missile weapons, spells, or psionics. You may use martial arts to subdue.
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