Combat Maneuvers Overview
Characters perform one maneuver per round during the appropriate combat phase (Maneuver & Missile, Magic & Manifestation, or Melee) unless they possess the Multiple Attacks option.
Standard Maneuvers #
| Phase | Maneuver | Description & Bonuses | Users |
|---|---|---|---|
| Maneuver & Missile | Throw | Use thrown weapons (daggers, axes). Add DEX and Magic to hit; STR and Magic to damage. | All |
| Maneuver & Missile | Fire | Use missile weapons (bows, slings) or monster breath powers. Add DEX to hit. | All |
| Magic & Manifestation | Cast Spell | Cast from memory/scroll or use non-breath/non-melee monster magical powers. | All |
| Magic & Manifestation | Use Magic Item | Activate potions, wands, or non-offensive item powers (e.g., Detect Evil). | All |
| Melee | Attack | Standard hand-to-hand combat. Add STR and Magic to both hit and damage rolls. | All |
| Melee | Withdrawal | No attack (unless followed) | All |
| Retreat | Lose Shield AC; enemies get +2 to hit | All | |
| Melee | Lance Attack | Requires mount to move 20 yards. Deals double damage (roll, multiply by 2, then add modifiers). If stationary, damage is normal. | Fighters, Dwarves, Elves |
| Melee | Set Spear vs. Charge | Brace a polearm/lance against a charging enemy (yard approach). Must declare before melee begins. Deals double damage and resolves during the enemy’s movement phase. | Fighters, Demihumans, Mystics |
| Melee | Parry | No attack roll. You spend the round blocking. All enemies suffer a -4 penalty to hit you with melee or thrown weapons (missiles unaffected). | All, except MU’s |
| Melee | Disarm | Attack a weapon-wielder. On a hit, you deal no damage. Instead, the victim must roll: 1d20 – (Victim’s DEX Bonus) + (Attacker’s DEX Bonus). If the result is greater than the victim’s DEX score, they are disarmed. | All, except MU’s |
| Melee | Smash | Automatically lose initiative and take -5 to hit, and you cannot apply Weapon Mastery benefits. On a hit, add your entire STR Score (plus normal bonuses) to the damage. | Fighters, Demihumans, Mystics |
| Melee | Multi-Attack | If you can hit on a modified 2, you gain 2–4 attacks. Can mix Attack, Throw, Lance, or Disarm maneuvers. | High-level Fighters/Specialists |
| Melee | Feint | Tactical Maneuver (replaces 1 attack). Declare before rolling. Target makes a Surprise Check (1-2 on 1d6). • Surprised: Target takes full damage; strike counts as a Critical Hit on a 19+. • Not Surprised: Target may Save vs. Death Ray for half regular damage. • Attacker Misses: Attacker suffers -2 AC next round due to overextension. | All, except MU’s |
Movement & Tactical Maneuvers #
- Fighting Withdrawal: Back away at 1/2 your encounter movement rate. You make no attack unless the enemy follows; if they do, you attack at the end of their movement phase. If unengaged next round, you may transition to running speed.
- Retreat: Move at half to full encounter speed. You lose shield AC and enemies gain a +2 bonus to hit you (as if attacking from behind).
- Lance Attack: (Fighters, Dwarves, Elves only). Requires mount to move 20 yards. Deals double damage (roll, multiply by 2, then add modifiers). If stationary, damage is normal.
- Set Spear vs. Charge: Brace a polearm/lance against a charging enemy (yard approach). Must declare before melee begins. Deals double damage and resolves during the enemy’s movement phase.
- Multi-Attack: In melee combat, if the fighter can hit his opponent with an attack roll of 2 (modified by all bonuses), he can make two attacks per round against that target (three per round at level 12, four per round at level 24). Demi-Humans, Clerics, and Guildsman can use this starting at level 12 (three per round at level 24, four per round at level 36).
- Feint: Tactical Maneuver (replaces 1 attack). Declare before rolling. Target makes a Surprise Check (1-2 on 1d6).
• Surprised: Attacker rolls to hit, if hit, target takes full damage; strike counts as a Critical Hit on a 19+.
• Not Surprised: Target may Save vs. Death Ray for half regular damage.
• Attacker Misses: Attacker suffers -2 AC next round due to overextension.
Disarm Recovery Rules
A disarmed victim has two choices for their next move:
- Switch Weapons: Draw a new weapon; the only penalty is the loss of initiative in the following round.
- Retrieve Weapon: The victim must perform a Retreat maneuver to pick up the dropped weapon.
Advanced Combat Movement & Penalties #
| Maneuver | Condition | Effect |
|---|---|---|
| Parting Blow | Exiting a Melee Zone without using Withdrawal or Retreat. | Opponent may immediately take their Hand-to-Hand phase out of turn. They can use any remaining Multiple Attacks during their normal phase later. |
| Misstep | Moving >5’ while inside a Melee Zone (even if staying engaged). | You suffer Retreat penalties: opponent gets +2 to hit, you lose Shield/Mastery AC, and you cannot attack back. |
| Pass | Riding, Flying, or Swimming underwater. | Attack while moving: Strike as soon as the target is in range rather than waiting for the Hand-to-Hand phase. Continue moving after the hit. |
Key Tactical Details
- The “5-Foot Rule”: You can move up to 5’ within a Melee Zone without triggering a Misstep. Moving any further without a formal Withdrawal triggers the penalties.
- Pass Attacks & Multiple Attacks: If you have Multiple Attacks, the DM determines if you can land all of them on one target during a Pass or if they must be spread across multiple targets along your path.
- The Pass Trade-off: While a Pass allows you to strike and move away, every opponent you pass may attempt a Parting Blow against you as you exit their reach.
- Consistency: The Pass mechanics unify the rules found in Lance Attack (p.104) and Aerial Combat (p.114), applying them to any 3D or mounted movement.
