Melee (Unarmed) | |||
Maneuver | Difficulty | Asset(s) | Effect |
Hand Strike | Average | Unarmed Martial Arts (Strike) | Damage UCDR |
Kick | Difficult | Unarmed Martial Arts (Strike) | Damage 1½ × UCDR |
Block | Difficult | Unarmed Martial Arts (Block) | Avoid Strike; Lose Action |
Leaping Kick | Difficult | Acrobatics and UMA (Strike) | Damage UCDR |
Leaping Kick Recovery | Average | Acrobatics | Avoid Falling Down |
Avoid Leaping Kick | Difficult | Acrobatics1 | Avoid Attack; Lose Action |
Aimed Strike/Kick | +1 Level | As Appropriate | Damage Chosen Location |
Feint | Difficult | Acting and UMA (Strike) | +1 Level Penalty to Avoid Next Attack |
Resist Feint | Difficult | Observation and UMA (Strike) | Negate Attack |
Grapple | Average | Acrobatics or UMA (Throw) | Controlling "Hits" UCGR |
Grapple Escape | Average | Acrobatics or UMA (Throw) | Remove Controlling "Hits" UCGR |
Strangle | Difficult | Acrobatics or UMA (Throw) | Damage 2 × UCGR |
Strangle Block | Average | Acrobatics or UMA (Throw) | Avoid Attack; Lose Action |
Combat Throw | Difficult | Unarmed Martial Arts (Throw) | Damage 2 × Defender's CON |
Limit Throw Damage | Difficult | Acrobatics | Damage × ½ |
Avoid Diving Blow | Average | Acrobatics1 | Avoid Attack2 |
Block/Strike3 | Formidable | UMA (Block) and UMA (Strike) | Negate Attack; Damage ½ × UCDR |
Block/Throw3 | Formidable | UMA (Block) and UMA (Strike) | Negate Attack; Damage ½ × UCGR |
1 Unskilled characters may use AGL at no penalty.
2 Otherwise, damage is (2 ×
Attacker's CON) + 1D6
-
(Defender's STR + CON)
3 This maneuver is under still under consideration.
UMA: Unarmed Martial Arts.
UCDR:
Unarmed Combat Damage Rating = Unarmed Martial Arts
(Strike) asset ÷ 3 (min. of 1).
UCGR:
Unarmed Combat Grapple Rating = Unarmed Martial Arts
(Throw) asset ÷ 3 (min. of 1).
"Asset#1 and Asset#2":
Use the lower of the two assets.
"Asset#1 or Asset#2":
Use the higher of the two assets.
Melee (Armed) | |||
Maneuver | Difficulty | Asset(s) | Effect |
Attack | Difficult | Armed Martial Arts1 | Damage by Weapon |
Aimed Attack | +1 Level | Armed Martial Arts1 | Damage Chosen Location |
Block/Parry2 | Formidable | Armed Martial Arts1 | Avoid Strike; Lose Action |
Shield Block | Average | Armed Martial Arts (Other) | +1 Level Penalty to Attack |
Disarm | Formidable | Armed Martial Arts1 | Defender Loses Weapon |
Resist Disarm | Difficult | STR | Negate Attack |
Feint | Difficult | Acting and Armed Martial Arts | +1 Level Penalty to Avoid Next Attack |
Resist Feint | Difficult | Observation and Armed Martial Arts | Negate Attack |
Pin | Difficult | Armed Martial Arts1 | Controlling "Hits" (Asset ÷ 3) |
Parry/Strike2,3 | Impossible | Armed Martial Arts1 |
Avoid Strike; Lose Action;
Damage (by Weapon) × ½ |
1 Some weapons have die modifiers (DM).
2 Must have a weapon or other object with which to block.
3 This maneuver is under still under consideration.
Melee (Unarmed vs. Armed) | |||
Maneuver | Difficulty | Asset(s) | Effect |
Unarmed Block | Impossible | Unarmed Martial Arts (Block) | Avoid Strike; Lose Action |
Unarmed Disarm | Impossible | Unarmed Martial Arts (Strike) | Defender Loses Weapon |
Thrown Weapons | |||
Maneuver | Difficulty | Asset(s) | Effect |
Throw, Effective Range | Difficult | Thrown Weapon | Damage STR+1D6* |
Throw, Long Range | Formidable | Thrown Weapon | Damage STR+1D6* |
* For most weapons; a throwing knife does 1D6, while a grenade does explosive damage.
Direct Fire Combat | |||
Maneuver | Difficulty | Asset(s) | Effect |
Aimed Fire, Point-Blank Range | Easy | Appropriate to Weapon | Damage by Weapon |
Aimed Fire, Short Range | Average | Appropriate to Weapon | Damage by Weapon |
Aimed Fire, Medium Range | Difficult | Appropriate to Weapon | Damage by Weapon |
Aimed Fire, Long Range | Formidable | Appropriate to Weapon | Damage by Weapon |
Aimed Fire, Extreme Range | Impossible | Appropriate to Weapon | Damage by Weapon |
Quick Fire1 | +1 Level | Appropriate to Weapon | Damage by Weapon |
Target Obscured | +1 Level | Appropriate to Weapon | Damage by Weapon |
Called Shot1 | +1 Level | Appropriate to Weapon | Damage Chosen Location |
Automatic Fire, Controlled Burst | +1 Level | Appropriate to Weapon | Damage by Weapon |
Automatic Fire, Full Burst | Special2 | Appropriate to Weapon | Damage by Weapon |
1 Not possible at extreme range.
2 See rules for automatic fire (TNE, pg. 276).
Indirect Fire Combat | |||
Maneuver | Difficulty | Asset(s) | Effect |
Conventional | Formidable | Forward Observer* | Explosive Damage |
Hand-Held | Impossible | Grenade Launcher* | Explosive Damage |
* Or appropriate weapon asset of the firing character, whichever is lower. Bonuses for repeated fire.