Basic Maneuvers | Punch | Kick | Block | Grab | Athletics | Focus
| Maneuver |
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Cost | Notes | Prerequisites | Power Points |
| Air Hurricaine Kick |
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1 Chi, 1 Will | Exactly like Hurricaine Kick except it may be used to interrupt and avoid projectile attacks like Jump | K****, A***, Jump, Hurricaine Kick | SK, KF, MC, WS 1 |
| Ax Kick |
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None | Must enter target’s hex’ Knockdown vs. Aerial; Hits crouching opponents; Aerial | K**, Jump | SV 2; SF, WK 3; KF, SK, WS 4 |
| Backflip Kick |
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None | Attacker moves 2 hexes directly back from target after rolling damage | K**, A ** | CA, JK, SN, WS 2; KF, LU, MC, SF 3; Any 4 |
| Cartwheel Kick |
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1 Will | Straight-line movement; Target is damaged and pushed back once per hex of movement | K**, A** | CA, NI, WS 2; Any 3 |
| Cartwheel Kick (Steve Wieck version) |
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1 Will | Straight-line movement; Damage modifier is +1 per hex travelled before final impact | K**, A** | CA, NI, WS 2, Any 3 |
| Double Dread Kick |
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1 Will | First test at +1 knocks target back 1 hex, attacker then moves into this hex and delivers second attack at +4, also knocks back target 1 hex; attacker may use only 2nd test if target is too far away to make both | K***, Double-Hit Kick | MC, TK, WK 3; KF, LD, SK, SF 4 |
| Double-Hit Kick |
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None | Two damage tests unless target is aerial or crouching | K** | KF, MC, SI, SV, SW, TK, WK, WS 1; Any 2 |
| Double-Hit Knee |
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None | Two damage tests | K** | CA, LU, PA 1; Any 2 |
| Dragon Kick |
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1 Chi, 1 Will | Knockdown and push back 1 hex on all targets; 2 tests vs. target adjacent at beginning of maneuver; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower | K*****, F****, Jump | KF, SI 5 |
| Flash Kick |
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1 Chi, 1 Will | Aerial; Knockdown vs. Aerial | K***, A**, F** | MC 4, SF 4, Any 5 |
| Flying Knee Thrust |
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1 Will | Aerial; Knockdown vs. Aerial | K**, A* | JK, PA, SF, TK, WK 1; Any 2 |
| Flying Thrust Kick |
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1 Will | Knockdown vs. Aerial; pushed opponent back 1 hex; Avoids Projectiles; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower | K****, A****, Jump | SF 3; MC, SN, SV, WS 4; Any 5 |
| Foot Sweep |
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None | Crouching; Knockdown | K** | AI, BA, JJ, JK, PA, TC, SK, SF, SW, TK 1; Any 2 |
| Forward Backflip Kick |
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1 Will | Two damage tests if attacker interrupts aerial target | K***, A***, Backflip Kick, Jump | CA, SN, WS 1; KF, SF 2; Any 3 |
| Forward Flip Knee |
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None | Attacks adjacent on same-hex target only; attacker moves to far side of target then does damage; if target was interrupted, his attack is lost | K**, A** | CA, WS 2; JK, KF, LD, SN, SF 3; Any 4 |
| Forward Slide Kick |
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None | Knockdown unless target Blocks | K**, A** | LD 2, SN 3 |
| Great Wall of China |
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2 Will | 3 damage tests, affects 3 connecting adjacent hexes | K*****, Lightning Leg | MC, WS 5 |
| Handstand Kick |
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None | Knockdown vs. Aerial | K**, A* | SF, WS 1; Any 2 |
| Heel Stamp |
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None | Regardless of damage, attacker moves 1 hex back after damage test, opponent moves back [(attacker’s Strength + Athletics) - target’s Strength] hexes | K*, A* | NI1; Any 3 |
| Hurricaine Kick |
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1 Chi, 1 Will | Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial | K****, A*** | SK 4; JK, KF, MC, WS 5 |
| Lightning Leg |
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1 Will | 3 damage tests | K****, Double-Hit Kick | WS 3; JK, KF, MC, TK 4; CA, SF, SV 5 |
| Reverse Frontal Kick |
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None | Ignores Blocks | K***, Double-Hit Kick | SA, SV, WK 1; WS 2; Any 3 |
| Scissor Kick |
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1 Will | 2 damage tests; Aerial | K***, A***, Jump | JK, LD 3; SN, WS 4 |
| Slide Kick |
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None | Knockdown unless target Blocks | K**, A* | AI, KA, LD, PA, SN, SV, TC, WK 2; Any 3 |
| Spinning Foot Sweep |
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1 Will | Crouching; Knockdown unless target Blocks | K**, A*, Foot Sweep | AI, JJ, SF, SW, TC 1; Any 2 |
| Stepping Front Kick |
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1 Will | 2 damage tests; Attacker moves into target’s hex for first test, knocking target back 1 hex for 2nd test; Can use only 2nd test if target is too far for both | K****, Double-Hit Kick | JK, KF, MC, SI, TK 3; LD, WK, WS 4 |
| Tiger Knee |
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2 Will | Knockdown; Aerial; Avoids projectiles like Jump | K***, A**, Jump | TK 4; JK, SF, WK 5 |
| Whirlwind Kick |
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2 Will | Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial | K****, A**** | WS 4; MC, SK 5 |
| Wounded Knee |
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None | Target -2 Speed on kicks and -2 Move on all maneuvers for next 2 turns if successful | K*** | BA, LU, NA, PA, TK, WK 2; Any 3 |
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