Combat Maneuvers

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 #

PhaseManeuverDescription & BonusesUsers
Maneuver & MissileThrowUse thrown weapons (daggers, axes). Add DEX and Magic to hit; STR and Magic to damage.All
Maneuver & MissileFireUse missile weapons (bows, slings) or monster breath powers. Add DEX to hit.All
Magic & ManifestationCast SpellCast from memory/scroll or use non-breath/non-melee monster magical powers.All
Magic & ManifestationUse Magic ItemActivate potions, wands, or non-offensive item powers (e.g., Detect Evil).All
MeleeAttackStandard hand-to-hand combat. Add STR and Magic to both hit and damage rolls.All
MeleeWithdrawalNo attack (unless followed)All
RetreatLose Shield AC; enemies get +2 to hitAll
MeleeLance AttackRequires mount to move 20 yards. Deals double damage (roll, multiply by 2, then add modifiers). If stationary, damage is normal.Fighters, Dwarves, Elves
MeleeSet Spear vs. ChargeBrace 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
MeleeParryNo 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
MeleeDisarmAttack 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
MeleeSmashAutomatically 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
MeleeMulti-AttackIf you can hit on a modified 2, you gain 2–4 attacks. Can mix Attack, Throw, Lance, or Disarm maneuvers.High-level Fighters/Specialists
MeleeFeintTactical 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:

  1. Switch Weapons: Draw a new weapon; the only penalty is the loss of initiative in the following round.
  2. Retrieve Weapon: The victim must perform a Retreat maneuver to pick up the dropped weapon.

Advanced Combat Movement & Penalties #

ManeuverConditionEffect
Parting BlowExiting 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.
MisstepMoving >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.
PassRiding, 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.

What are your feelings

Updated on February 27, 2026