Basic Maneuvers | Punch | Kick | Block | Grab | Athletics | Focus
Unless otherwise specified all grabs ignore Blocks
and require the attacker to move into the target’s hex.
| Maneuver |
|
|
|
Cost | Notes | Prerequisites | Power Points |
| Air Suplex |
|
|
|
None | Must interrupt Aerial opponent; Knockdown; Attacker and target end in interruption hex; Aerial | G***, A***, Jump, Suplex | SN1; KA 2; Any 3 |
| Air Throw |
|
|
|
1 Will | Must interrupt Aerial opponent; Knockdown; Target can be thrown within 3 hexes of attack hex; Attacker finishes remaining movement after attack; Aerial | G**, A*, Jump, Throw | JJ 1; AI, JK, MC, NA, NI, PA, SA, SF, SN, TC, WR, WS 2; Any 3 |
| Back Breaker |
|
|
|
None | Knockdown | G*** | JJ, NA, PA, SA, WR 2 |
| Back Roll Throw |
|
|
|
None | Opponent thrown up to (Strength + Kick) hexes; Knockdown | G**, K*, A*, Throw | AI, BA, CA, JJ, NI, SK, SN, TC, WK, WS 1; Any 2 |
| Bear Hug |
|
|
|
None | Sustained Hold | G** | NA, PA, SA, SW, WR 1; AH 2; Any 3 |
| Brain Cracker |
|
|
|
None | Sustained Hold | G**, P* | BX, KA, NA, PA, SA, TK, WK, WR 1; Any 2 |
| Choke Throw |
|
|
|
None | Can interrupt aerial opponent or attack standing opponent; Attacker and target end in same hex; Knockdown | G***, A**, Jump | SN 1; LU, PA 2; Any 3 |
| Disengage |
|
|
|
None | Played while in Sustained Hold; character gets second test to escape using Dexterity vs. attacker’s Strength | G**, A** | NI 1; LU, NA, PA, SA, SN, WR 2; TC 3; Any 4 |
| Dislocate Limb |
|
|
|
None | Target may only use kicks after being dislocated unless he takes a turn to relocate limb (-3 Speed, -2 Damage from Punches that turn) | G***, K**, A* | BA, CA, LU, PA, NI 2; JJ, KA, NA, SA, SF, SI, TC, WR 3 |
| Eye Rake |
|
|
|
None | Target must fight blind next turn (unless attacker botches); -1 Honor per use; in tournaments –1 Glory per use as well | G*, P* | AH, LU, NI 1; Any 2 |
| Face Slam |
|
|
|
None | Knockdown | G**, S**** | NA, SW 2; SA 3; Any 5 |
| Flying Tackle |
|
|
|
None | Both attacker and target are knocked down if any damage is done; both fly back two hexes from attack hex; +2 Speed next maneuver if it is a Grab | G**, A** | Any 2 |
| Grappling Defense |
|
|
|
None | Adds Grab technique to Stamina for purposes of Soak vs. Grabs | G**** | JJ 2; AI, BA, LU, NA, PA, SA, TC, WR 3; JK, KF, LD, MC, SI 4; Any 5 |
| Hair Throw |
|
|
|
None | Attacker moves into and through target’s hex; target thrown up to (Strength) hexes along movement line; Knockdown | G***, A**, Throw | JJ, KF, MC, NI, SF, SI 2; Any 3 |
| Head Bite |
|
|
|
None | Sustained Hold | G** | AH, BX 1; CA, LU, PA, SA 2; Any 3 |
| Head Butt Hold |
|
|
|
None | Sustained Hold | G**, Head Butt | BX, KA, SW, TK 2; Any 3 |
| Improved Pin |
|
|
|
1 Will | Sustained Hold; can be executed on targets in same hex or in adjacent hex; +2 Damage and +1 Move first turn, +1/Two on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold | G***, A**, Pin | AI, BA, JJ, LU, WR 2; KF, PA, SI, SF, TC, WS 3; Any 4 |
| Iron Claw |
|
|
|
1 Will | Sustained Hold | G***** | LU, MC, NA, SA, SI, WR 4; LD 5 |
| Jaw Spin |
|
|
|
1 Chi | Must allow a slower attack to hit first, then can execute maneuver | G****, A***, Tearing Bite | AH 3 |
| Knee Basher |
|
|
|
None | Sustained Hold; once target gets out, he is considered Knocked Down | G**, K* | CA, PA, SF, SW, TK, WK, WR 2; Any 3 |
| Neck Choke |
|
|
|
None | Sustained Hold | G*** | JJ, NA, SF, WR 1; LU, PA, SA 2; Any 3 |
| Pile Driver |
|
|
|
None | Knockdown | G***, A* | SA 2; NA, SF, WR 3; Any 4 |
| Pin |
|
|
|
1 Will | Sustained Hold; target must be Knocked Down or Dizzy to execute; +2 Damage and +1 Move first turn, +0/Zero on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold | G** | AI, JJ, LU, PA, TC, WR 2; BA, JK, KF, SK, SI, WS 3; SF 4; Any 5 |
| Rising Storm Crow |
|
|
|
1 Will | Must move at least 2 hexes into enemy hex; 2 damage tests, 1 at Str + Grab -3, second at 2x Str + Grab; damage combines to dizzy; target automatically knocked down and thrown along line of entry up to Str hexes regardless of damage (NOTE: this maneuver appears only in The Perfect Warrior and is a secret maneuver; characters cannot start with it) | G***, A***, Throw | MC 4; KF 5 |
| Ripping Bite |
|
|
|
1 Will | Target suffers –1 penalty to Strength and Dexterity for rest of combat; may be used multiple times on same opponent | G***, Bite | AH 2 |
| Siberian Bear Crusher |
|
|
|
1 Will | Knockdown; Aerial while attack is executed (after movement) | G***, A**, Back Breaker | SA 5 |
| Siberian Suplex |
|
|
One |
1 Will | Knockdown; Treat as a Suplex immediately followed by another one on same opponent in same direction (two damage tests, both move 1 hex further) | G****, A**, Suplex | SA 3 |
| Sleeper |
|
|
|
1 Will | Sustained Hold; if hold is maintained for 3 turns, target is dizzied | G*** | LU, NA, SA 3; SF, SW 4; Any 5 |
| Spinning Pile Driver |
|
|
|
2 Will | Knockdown; Target bounces 3 hexes away after impact; Aerial while attack is executed (after movement); Avoids projectiles like Jump while attack is executed | G****, A***, Jump, Pile Driver | WR 3; SA 4; NA 5 |
| Stomach Pump |
|
|
|
None | Sustained Hold | G****, P** | JJ, NA, PA, SA, WR 3 |
| Storm Hammer |
|
|
Three |
2 Will | Knockdown; Attacker and target end in same hex up to 3 hexes from attack hex; Aerial while attack is executed (after initial movement); Avoids projectiles like jump while attack is executed | G*****, A***, Jump | NA, WR 5 |
| Suplex |
|
|
|
None | Knockdown; target lands in adjacent hex | G* | JJ, NA, PA, SA, SF, SN, WR 1; Any 2 |
| Tearing Bite |
|
|
|
1 Chi | Damage is done, then victim is thrown up to (Strength –1) hexes in direction attacker came from | G**, A**, Bite | AH 2 |
| Thigh Press |
|
|
|
None | Knockdown; target lands in attacker’s original hex; if both started in same hex, target lands in adjacent hex of attacker’s choice | G**, A** | JJ, NA, SA, SF, WR 2; Any 3 |
| Throw |
|
|
|
None | Opponent thrown up to (Strength) hexes; Knockdown | G* | JJ 0; Any 1 |
Back to the Maneuvers and Styles Page