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Weapon Maneuvers


These maneuvers can be performed with the appropriate weapon.

Bash
The weapon is especially suited to destroying structures, like doors, walls and such. It receives a +3 bonus to your damage against structures, but you cannot do anything, such as an Active Defense, until your next shot comes up. This is similar to a Great Blow; the two can be combined.

Beak
The weapon has a very narrow striking point, and is thus good at penetrating armor. Add +3 points of damage against armored targets. If you use a technique that ignores armor, this bonus is lost.

Block
When you do an active defense with this weapon, you get a +5 to your Dodge instead of the usual +3. This applies against all types of attacks.

Butt Strike
After having done a normal attack (not using some other special maneuver such as Close, Charge, Swipe or Impale) and missing, you can expend an additional shot and make a second attack with the butt of the weapon, for Strength +2 damage. You must be holding the weapon in two hands to do this.

Charge
The weapon is suited for an impetuous charge. It is possible to do a running move and still attack, as long as the move is in a reasonably straight line.

Close
Once you get under an opponent's guard, your small and handy weapon can wreak great havoc. After you have scored a hit against a specific opponent, you can make later attacks as Close-in attack against that opponent until your attention wavers, you are hit or he runs away. These get a +3 bonus to your damage. If your opponent also has a close weapon, he too will get this bonus. Such a fight usually ends rather quickly.

Deceptive
A Deceptive strike is hard to anticipate, and thus ignores the special bonus granted by Parry and Block for Active Defense.

Disarm
You can entangle other weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to any disarm stunts you try to make.

Draw
The weapon takes no shots to draw, and you can use it to counterattack, defend and such even when it is sheathed, provided you are not surprised.

Entangle
This attack does no damage, but entangles your target, so that he loses one shot from his current shot for each point of Outcome that you score. A successful entangle always causes the loss of at least three shots. If you score an Outcome matching the target's Agility, he must be cut loose (any attack against a Dodge equal to your Martial Arts will do) before he can do anything but dodge or try to cut himself loose.
  Until the target's next action, the weapon is busy entangling him, so you cannot use it for anything else. You can renew you attack on the entangled victim, an if you get to attack him before his next action, you do so with a +3 bonus to Martial Arts.

Great Blow
A Great Blow is a powerful all-out attack. It always requires two free hands, even with a weapon that is normally used one-handed. It receives a +3 bonus to your damage, but you cannot do anything, such as an Active Defense, until your next shot comes up.

Impale
An attack to impale an opponent on the point of your weapon. This attack receives a +3 bonus to damage, but if you are successful in inflicting any damage, the weapon is lodged in your enemy and cannot be used until you sped a single shot withdrawing it or until your opponent moves away, dislodging himself.

Lock
Lock is only applicable to offhand weapons. You can stab an opponent after his weapon has been locked in a clash of steel. When you miss an attack against an opponent with your main weapon, you may immediately expend a shot and make an extra attack with this weapon.

Parry
When you do an active defense with this weapon, you get a +5 to your Dodge instead of the usual +3. This bonus only applies against Melee attacks, not against ranged combat of any kind.

Precision
The weapon is capable of strikes of great precision, so that it benefits greatly from superior skill. Double the attack Outcome when calculating damage.

Receive
When somebody makes a running attack or Charge against you, including Flying Sword and certain animal schticks, you can opt to use their Strength (or their mount's Strength if they are mounted) rather than your own Strength to calculate damage.

Reach
Your weapon has a superior reach. Against anyone who misses you in melee combat you get a free counterattack. If he makes several simultaneous attacks (c.f. Butt Stroke or Lock), all must miss if you are to do this. As soon as you are hit, you loose this advantage, against any and all opponents. To regain it, you must spend a 3-shot action readying your weapon while unengaged.
  Reach does not work against another weapon with Reach, except that the Pike still has reach even against other weapons with reach. Nor does it work in any kind of confined space. You still cannot counterattack against a counterattack.

Retrieve:
You can retrieve this weapon after it is thrown. In the case of an off-hand weapon, you can retrieve the weapon it is attached to. This is not a maneuver, and works along with other maneuvers (most particularly Throw).

Riposte
You can make lightning-quick ripostes. Against anyone who misses you in melee combat you can spend a single shot to gain an immediate counterattack. If he makes several simultaneous attacks (c.f. Butt Stroke or Lock), all must miss if you are to do this. You still cannot counterattack against a counterattack.

Set to Charge
When you brace yourself in the stirrups and Charge with this weapon, you can base the damage of the attack on your Mounts Strength instead of your own. Naturally, this can be combined with a Charge.

Swipe
You can make great swiping attacks, cutting down anyone in your path. When calculating the effect of a Swipe attack, make but a single roll against the highest Dodge among the defenders. For every two points of Outcome, you hit an additional enemy, but all hits get an attack Outcome of zero. Naturally, you must move up to each target in order to attack.

Throw
Your weapon can be thrown, with short range. Drawing and throwing is a single action; you don't need to spend time drawing a weapon you are about to throw. You can combine a throw with other weapon maneuvers, but not with Impale.

Unbalance
An attack to unbalance and shock your target that also does normal damage. If you manage to wound him, he loses one from his current shot unless he is immune to pain.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Tue, Feb 20, 2001.