
Combat Maneuvers
From Missoula Roleplayer's Club - Wiki
| Maneuver | Roll | Effect | Comments |
|---|---|---|---|
| Aiming | Perception + Gun Fu Perception + Getting Medieval | Adds Success Levels to Damage | Delays shot to end of the round |
| Bow Shot | Dexterity + Getting Medieval - 2 | 4 x Strength Slash/Stab Max of 20 points of damage | Ranged attack modifiers apply |
| Break Neck | Str + Kung Fu versus Str + Con | Upon Victory: 4 x Str Bash | Target must be successfully Grappled prior to maneuver. If under -9 Life Points: |
| Catch Weapon | Dexterity + Kung Fu - 5 | Catch a weapon thats thrown at you | If Catcher's roll < Thrower's roll, add +5 damage |
| Choke | Str + Kung Fu versus Str + Con | Upon Victory: (Strength - 1) Bash | Target must be successfully Grappled prior to maneuver. Asphyxiation (-2 to subsequent actions) |
| Crossbow Shot | Dexterity + Getting Medieval | 16 Slash/Stab | Ranged attack modifiers apply |
| Decapitation | Dexterity + Getting Medieval - 5 | Weapon Damage x 5 | Target must make a survival test if Life Points < -9 |
| Disarm | Dexterity + Getting Medieval - 2 Dexterity + Kung Fu - 3 | Target's weapon is knocked out of their hand | Resisted by Parry |
| Dodge | Dexterity + Acrobatics Dexterity + Getting Medieval Dexterity + Kung Fu | Attacker fails to hit | -2 versus missile attacks. |
| Feint | Intelligence + Kung Fu Intelligence + Getting Medieval | Adds Success Levels to next action. | Defender rolls Perception + Kung Fu or Perception + Getting Medieval to resist. |
| Grapple | Dexterity + Kung Fu + 2 versus Dodge maneuver | Wrap your arms around the target Renders them unable to move or attack. | -2 for single limb; -1 for whole body. Subsequent Maneuvers Include: Choke, Break Neck |
| Groin Shot | Kung Fu - 3 | Incapacitates the target until recovery | Roll Willpower doubled to recover. -1 for females -(2 x Success Levels) for males. |
| Gunshot | Dexterity + Gun Fu | Varies by Weapon | Range modifiers apply |
| Head Butt | Dexterity + Kung Fu - 2 | 2 x (Strength + 1) Bash | No defense if target is grappled A miss means the attacker takes the damage instead. |
| Jump Kick | Dexterity + Kung Fu - 3 | 3 x (Strength + 1) Bash | Roll Acrobatics + Dexterity for Launch; successes add to
damage. |
| Kick | Dexterity + Kung Fu - 1 | 2 x (Strength + 1) Bash | Successful parry allows leg grapple attempt. |
| Knockout | Dexterity + Kung Fu - 2 Dexterity + Getting Medieval - 2 | 1/2 usual Bash | Target rolls Constitution x 2 - Success Levels If Success Levels < 1 then lose consciousness. |
| Melee Weapon | Dexterity + Getting Medieval | Varies by Weapon | |
| Parry | Dexterity + Kung Fu Dexterity + Getting Medieval | None | Defensive action; -2 vs. thrown weapons, -6 vs. arrows |
| Punch | Dexterity + Kung Fu | 2 x Strength Bash | |
| Slam Tackle | Strength + Sports | 2 x Strength Bash | Resist with Strength or fall over. |
| Spin Kick | Dexterity + Kung Fu - 2 | 2 x (Strength + 2) Bash | Successful Parry allows leg Grapple attempt. |
| Stake | Dexterity + Getting Medieval | 2 x Strength Slash/Stab | Normal Stab; see also Through the Heart |
| Sweep Kick | Dexterity + Kung Fu - 1 | Strength Bash | Resist with Dexterity + Acrobatics or fall down. |
| Takedown | Strength + Kung Fu | Strength Bash | Resist with Parry or Dodge or fall down. |
| Through the Heart | Dexterity + Getting Medieval | 4 x Strength Slash/Stab 5 x Strength Slash/Stab vs. Vampires | Vampire turns to dust if taken to 0 Life Points. |
| Throw Weapon | Dexterity + Getting Medieval - 1 | Varies by Weapon | Range: 2 x (Strength + 1) |
| Toss | 2 x Strength - 4 | Strength Bash | Target goes # of Success Levels in yards and falls. Requires a minimum of 4 Strength. Must Grapple first. |
| Wrestling Hold | Dexterity + Kung Fu - 2 | Target has -1 per Success Level until escape. |
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