| Attack Maneuver | default | max | 2nd | defense | Notes
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|---|
| Attack & Fly Out (H) | DX-3 | DX | | ~ | failure=-1 Defense
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| | or Acrobatics-3 | Acrobatics | | |
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| Bind (H) | WS | WS+3 | +1/8 | WS | attacker may thrust. Defender at additional -1 to break free.
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| (also a defensive maneuver) | | | | to break free: WS-1 vs. Bind. +2 for retreat
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| Close Combat (A) | WS(C)-2 | WS(C) | | ~ |
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| | WS(1+)-6 | WS(1+)-3 | |
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| Corps-à-Corps (H) | WS | WS+2 | +1/8 | WS | must have a hilt. success=locked in close combat and -2
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| | | | | to break free: WS+2 vs. Corps-à-Corps
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| Degagé(H) | Saber-2 | Saber | | Parry-2 | -1 defense
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| | or Smallsword-2 | Smallsword | |
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| Disarm (H) | WS | WS+5 | +1/8 | WS |
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| | -2 with non-fencing weapon | | +1 heavier weapon
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| dagger | -5 to hit | | | +2 for x2wt
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| sword | -4 to hit | | | +3 for x3wt (etc.)
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| great sword | -3 to hit | |
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| Dual-Weapon Attack(H) | WS-4 | WS | | ~ | each weapon uses this skill for the attack
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| | | | | -1 defense if both attacks are against the same foe
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| Feint (H) | WS | WS+4 | ~ | WS | Attacker gets to use bonus towards next attack
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| Dual-Weapon Feint(H) | WS | WS+4 | +1/8 | WS | "
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| Glide (H) | Rapier-4 | Rapier | | Parry-2 | thrusting attack only
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| Hit Location (H) | WS-3 | WS | | ~ | use to offset hit location penalties
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| Lunge (A) | WS-2 | WS | | ~ | +1 hex reach
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| | | | | | +1 dam
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| | | | | | -2 defense
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| Floor Lunge (H) | Fencing-4 | Fencing | | -1 to defend against | +1 hex reach
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| | | | | (unless familiar) | +2 dam
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| | | | | | -2 defense
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| | | | | | kneeling after attack
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| Mounted Combat(H) | WS-2 | WS | ~ | | prerequisite: Riding 12+
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| Off-Hand Weapon Training (H) | WS-4 | WS | | |
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| Pass (A) | WS-2 | WS | | | must step closer to foe
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| | attacker is -2 to defend against a Counterattack | +1 dam
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| | if Pass fails, roll vs. DX: fail=-2 defense; crit fail = fall down
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| Snap-Shot | WS-* | WS | | | use this maneuver instead of a SS skill level
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| | * (varies by weapon) = GURPS SS skill - 10. e.g. longbow = WS-5, Thrown Knife = WS-1.
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| Strike Weapon | WS | WS+5 | na | Dodge, Parry | No PD from shield. B110
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| | to hit | dam to break |
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| dagger, smallsword, rapier | -5 | 4 | x2 for better quality
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| knife, shortsword, saber | -5 | 6 | /2 for inferior quality
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| broadsword | -4 | 8 |
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| great sword, etc. | -3 | 10 |
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| Defense Maneuver | default | max | 2nd | defense | Notes
|
|---|
| all parries | 1/3 to break | if parrying a weapon 3 times wt (2/3 chance if better grade metal)
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| Retreat | | | | | +3 PD
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| Bind (H) | WS | WS+3 | +1/8 | WS | first parry, then try Bind vs. WS (also an Attack)
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| | | | | | success=weapons bound and both at -1 to attack
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| Counterattack (H) | WS-5 | WS | | | after any defense (success not required)
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| | | | | | Counterattack vs. WS to see which blow lands first
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| Defensive Arch (A) | Block-2 | Block+2 | +1/4 | ~ | counts as a block AND parry at once. Thrust is at -2.
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| Disarming Parry(H) | Parry-5 | Parry-1 | | ~ | success by:
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| dagger | -5 to hit | | | +1 heavier weapon | <3 parry;
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| sword | -4 to hit | | | +2 x2 wt | 3,4 unready;
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| great sword | -3 to hit | | | +3 x3 wt, etc. | ≥ 5 disarm
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| Retain Weapon (H) | WS | no limit | | | defense against a Disarm Maneuver
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| Dual-Weapon Parry(H) | Parry-2 | Parry+2 | +1/4 | ~ | +1/2 wt of second weapon in calculating mass vs. break
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| Esquive (H) | WS-3 | WS | | ~ | success = …
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| | | | | +2 | PD, sidestep within hex (only for thrust attacks)
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| | | | | +3 | PD, sidestep to adjacent hex
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| | | | | +4 | PD, retreat a hex
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| Parry to Break | Parry-5 | Parry-1 | | | success = damage to weapon (see Strike Weapon, above)
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| Riposte (H) | WS-4 | WS | | | only after a successful parry
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| | attacker defends at -1 -(+1 / parry success - PD) | counts as next turns action
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| Slip(H) | Boxing-3 | Boxing | | | success=attack avoided and 1 hex closer, maybe Close Combat
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| | Parry-3 | Parry | | |
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