Offensive Special Effects Bypass Armour (Attacker Criticals, Stackable)   Finds a gap in the defender’s natural or worn armour. • •

If the defender is wearing armour above natural protection, then the attacker must decide which of the two is bypassed. For the purposes of this effect, physical protection gained from magic is considered as being worn armour.

Choose Location ( Attacker Criticals)   • •

Select a reachable location Requirement for attacker criticaling is a house rule. In Rules As Written this does not require critical

Circumvent Parry ( Attacker Criticals)   •

On a critical the attacker may completely bypass an otherwise successful parry.

Maximise Damage: (Attacker Criticals, Stackable)   •

Substitute one of weapon’s damage dice for its full value.

Pin Weapon (Attacker Criticals)   • •



Pin one of his opponent’s weapons or shield, using his body or positioning to hold it in place. On his turn the opponent may attempt to wrestle or manoeuvre the pinned item free. Costs an Action Point (see Grip). Failure means that the pinned item remains unusable. In the meantime, an opponent lacking a weapon or shield in the other hand may only avoid an attack by evading, using his Unarmed skill or disengaging completely.

Force Failure (Defender Fumbles)   •

Used when an opponent fumbles, the character can combine Force Failure with any other Special Effect which requires an opposed roll to work. Force Failure causes the opponent to fail his resistance roll by default – thereby automatically be disarmed, tripped, etc.

Kill Silently ( Small Weapons;)   • • •

Requires Assassination trait. It allows the attacker to neutralise a victim in complete silence. Can only be used on a surprised opponent on the first attack against them If during this time the attacks inflict a Serious or Major Wound, the victim will automatically fail its Endurance roll.

 

Damage Weapon  

Offensive Special Effects

• Damage opponent’s weapon. Weapon AP reduce damage

Disarm Opponent   • • • •



Knocks, yanks or twists the opponent’s weapon out of his hand. Disarming works only on creatures of up to twice the attacker’s STR. Opposed roll of his Combat Style vs the original roll. Weapon is flung a distance roll of the disarmer's Damage Modifier in metres. If no Damage Modifier then drops at the feet. Each step that the disarming character’s weapon is larger increases the difficulty of the oppo- nent’s roll by one grade and conversely

Press Advantage   • •

The attacker pressures his opponent, so that his foe is forced to remain on the defensive and cannot attack on their next turn. It is only effective against foes concerned with defending themselves.

Compel Surrender (against disadvantaged opponent)   • •

Bash ( Shields or Bludgeoning)   The attacker deliberately bashes the opponent off balance. •

• •

Trip opponent   • •

The character attempts to overbalance or throw his opponent to the ground. An opposed roll of his Brawn, Evade or Acrobatics vs the original roll. Failure = falls prone. Quadruped+ opponents may use their Athletics skill for Evade with 1 grade easier

Close Range (Move)   •

end up at the Range favoured by the shorter weapon (see Weapon Reach page 157).

Force the surrender of a disadvantaged opponent; (has been disarmed, unable to regain his footing, serious (or worse) wound…) If understands the demand, the target must make an opposed roll of Willpower vs the original attack or parry roll. If the target fails, they capitulate.

Shields knock an opponent back one metre per for every 2 points of damage rolled (prior to any subtractions due to armour, parries), bludgeoning weapons knock back one metre per for every 3 points. Bashing works only on creatures up to twice the attacker’s SIZ. If the recipient is forced backwards into an obstacle, then they must make a Hard Athletics or Acrobatics skill roll to avoid falling or tripping over.

Bleed ( Cutting Weapons)   The attacker can attempt to cut open a major blood vessel. • •

opposed roll of Endurance vs the original attack roll. Failure - at start of each Combat Round loses one level of Fatigue Bleeding wounds can be staunched by passing a First Aid skill roll, but the recipient can no longer perform any strenuous or violent action without reopening the wound.

Entangle ( Entangling Weapons)   •

• •

immobilise the location struck. An entangled arm cannot use whatever it is holding; a snared leg prevents the target from moving; whilst an enmeshed head, chest or abdomen makes all skill rolls one grade harder. following turn the wielder may spend an Action Point to make an automatic Trip Opponent attempt. An entangled victim can attempt to free himself on his turn by either attempting an opposed roll using Brawn to yank free, or win a Special

Offensive Special Effects Effect and select Damage Weapon, Disarm Opponent or Slip Free.

Impale ( Impaling Weapons)   • •







The attacker can attempt to drive an impaling weapon deep into the defender. Roll weapon damage twice, with the attacker choosing which of the two results to use for the attack. If causes a wound, then the attacker has the option of leaving the weapon in the wound, or yanking it free on their next turn. Leaving the weapon in the wound inflicts a difficulty grade on the victim’s future skill attempts. The severity of the penalty depends on the size of both the creature and the weapon impaling it. To withdraw an impaled weapon during melee requires use of the Ready Weapon combat action. Must pass an unopposed Brawn roll (or win an opposed Brawn roll if the opponent resists). Success pulls the weapon free, causing further injury to the same location equal to half the normal damage roll for that weapon, but without any damage modifier. Barbed weapons inflict normal damage. Failure = weapon remained stuck in the wound.Armour does not reduce withdrawal damage. Stuck weapon cannot be used for parrying.

Sunder ( Two handed weapons)   • •



Flurry ( Unarmed, Stackable)   •



No damage – finds a weak point in armor for poisoning.

Rapid Reload (Ranged Weapon, Stackable)   •

When using a ranged weapon, the attacker reduces the reload time for the next shot by one.

Stun Location (Bludgeoning weapons or Shield) • • •

Can use a bludgeoning weapon to temporarily stun the body part struck. If injures the target, the defender makes an opposed roll of Endurance vs. the original attack roll. Failure = the Hit Location is incapacitated for a number of turns equal to the damage inflicted. A blow to the torso causes the defender to stagger winded, only able to defend. A head shot renders the foe briefly insensible.

An unarmed creature or attacker can make an immediate follow-up attack using a different limb or body part, without needing to wait for its next turn using an extra Action point A human attacker might follow up a punch to the abdomen with a knee to the face for example.

Grip (Unarmed)   • •

Inject Venom (Venomous or Inject Venom weapon)   •

Suitable two handed weapon to damage the armour or natural protection of an opponent. Any weapon damage, after reductions for parrying or magic, is applied against the Armour Point value of the protection. Surplus damage is then used to reduce the AP value If any damage remains after the protection has been reduced to zero AP, it carries over onto the Hit Points of the location struck.



May use an empty limb to hold onto the opponent, preventing them from being able to change weapon range or disengage from combat. The opponent may attempt to break free on his turn, requiring an opposed roll of either Brawn or Unarmed vs whichever of the two skills the gripper prefers. If the gripped victim wins, they manage to break free.

Take Weapon (Unarmed)   • •



Allows an unarmed character to yank or twist an opponent’s weapon out of his hand. An opposed roll of Combat Style vs the character’s original Unarmed roll. Failure = his weapon is taken and from that moment on, may be used by the character instead. Technique only works on creatures of up to twice the attacker’s STR

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