Combat Maneuvers

Combat Maneuvers

Combat Maneuvers are special maneuvers your character has learned to use in combat. These represent advanced tactics or other “tricks” your character uses to overcome opponents in combat. Some maneuvers are specifically designed for melee or ranged combat while others are usable for either.

Assured Assault

You’ve trained in making a single calculated strike against a target, using your extensive combat experience to help guarantee the hit. Time: Standard action. Target: One target you can attack.
Make a Knowledge (Tactics) check. The result determines the penalty to damage you apply while using this Maneuver.

  • DC 15: Your character makes two attack rolls and uses the highest result. You suffer a -5 penalty to damage if the attack succeeds.
  • DC 20: As DC 15, except you suffer a -2 penalty to damage.
  • DC 25: As DC 15, except you suffer a -1 penalty to damage.
  • DC 30: As DC 15, except you suffer no penalty to damage.

Special: You can spend a Force Point to roll three times and keep the highest result.

Charging Counterattack

You deflect an incoming attack and surge toward your assailant to deliver your retribution. Time: Reaction (when an enemy uses a ranged attack against you). Target: You plus one enemy that’s a valid target for your attack.
Make a Knowledge (Tactics) check. The result of the check determines the effect, if any:

  • DC 15: Compare your check result against the attack roll of the target. If your check result equals or exceeds the target’s attack roll, you take half damage and can move up to your speed toward the attacker. If you end your movement and your attacker is a valid target for an attack, you can make a single attack roll against that target.
  • DC 20: As DC 15, except you can move up to your speed + 2 squares.
  • DC 25: As DC 15, except you can move up to your speed + 4 squares.
  • DC 30: As DC 15, except you can move up to your speed + 6 squares.

Special: You can spend a Force Point to take no damage from the incoming attack provided your check result equals or exceeds the incoming attack roll.

Cover All the Angles

Your character has seen enough combat to know that sometimes avoiding attacks is as simple as picking the right place to be at the right time. Time: Swift Action. Target: You.
Make a Knowledge (Tactics) check. Until the start of your next turn, this check result replaces your Reflex Defense against all non-area ranged attacks.

Special: You can spend a Force Point to have this Maneuver apply against area ranged attacks as well, taking only half damage on a successful hit and no damage on a failed hit.

If you use this Maneuver while operating a Goliath or piloting a ship, the vehicle’s Size Modifier is applied to the check result.

Deadly Strike

You have honed your abilities to make a single, powerful attack dealing maximum damage to your opponent. Time: Swift Action. Target: One target you can attack.
Make a Knowledge (Tactics) check. The result of the check determines the benefit, if any.

  • DC 20: You gain a +1 Maneuver bonus on your attack roll and deal an additional 1 die of weapon damage. For vehicle scale weaponry, this damage is applied before the multiplier.
  • DC 25: As DC 20, except you deal 2 additional dice of damage.
  • DC 30: As DC 20, except you deal 3 additional dice of damage.

Special: You can spend a Force Point to deal an additional 2d6 damage with this maneuver.

If using Vehicle scale weaponry, this extra damage applies before the multiplier.

Deflecting Counter

You’ve been trained to let attacks roll off of you and quickly counter your opponents attacks. Time: Reaction (when targeted by a non-area ranged attack). Target: One target you can reach.
Make a Knowledge (Tactics) check. The result of the check determines the benefit, if any.

  • DC 15: Compare the result of your check against the incoming attack roll. If your check equals or exceeds the attack roll, you only suffer half damage and can make a single attack against an adjacent target.
  • DC 20: As DC 15, except you deal an additional +1 damage if your attack is successful.
  • DC 25: As DC 15, except you deal an additional +2 damage if your attack is successful.
  • DC 30: As DC 15, except you deal an additional +5 damage if your attack is successful.

Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll.

Disarming Strike

You can strike your opponent’s weapon, knocking it out of their hand. Time: Standard action. Target: One target you can reach.
Make a Knowledge (Tactics) check. The result of the check determines the benefit, if any.

  • DC 15: You make a single melee attack roll against an opponent within reach. If the attack deals damage, you can use your check result in place of your attack roll to disarm your target. If you succeed at your disarm attempt, you can have the weapon drop to the ground or in your hand (if you have a free hand to take the weapon with).
  • DC 20: As DC 15, except your target only gains a +5 to their Reflex Defense against the disarm attempt (instead of the usual +10).
  • DC 25: As DC 15, except your target only gains a +2 to their Reflex Defense against the disarm attempt (instead of the usual +10).
  • DC 30: As DC 15, except your target only gains a +1 to their Reflex Defense against the disarm attempt (instead of the usual +10).

Special: You can spend a Force Point to deal damage to the target’s weapon equal to the damage you dealt to the target, provided you successfully disarm that opponent.

Forced Movement

Your character can force a target to move a certain direction to avoid your attack. Time: Standard action. Target: One enemy that is a valid target for you to attack.
Make a Knowledge (Tactics) check. The result of your check determines the effect against the target, if any.

  • DC 15: If your check equals or exceeds the target’s Reflex Defense, you can force the target to move 1 square. If the target is then a valid target for the weapon you’re wielding, you can attempt a single attack against that target.
  • DC 20: As DC 15, except your character can move the target up to 2 squares.
  • DC 25: As DC 15, except your character can move the target up to 3 squares.
  • DC 30: As DC 15, except your character can move the target up to 4 squares.

Special: You can spend a Force Point to move the target an additional square.

Knock Back

Your character strikes with devastating force, sending your target flying backwards. Time: Standard action. Target: You plus one enemy within reach.
Make a Knowledge (Tactics) check. The result of the check determines the effect, if any:

  • DC 15: You can make a single melee attack against a target no more than one size category larger than you. If your attack deals damage, you can push the target 1 square away from you and then move into the space the enemy vacated. Neither you our the target’s movement provokes an attack of opportunity. You cannot move a target that is grabbed or grappled.
  • DC 20: As DC 15, except you can move the target 2 squares and move through the squares the target passed through to wind up adjacent to the target.
  • DC 25: As DC 15, except you can move the target 3 squares and move through the squares the target passed through to wind up adjacent to the target.
  • DC 30: As DC 15, except you can move the target 4 squares and move through the squares the target passed through to wind up adjacent to the target.

Special: You can spend a Force Point to knock your target prone at the end of their movement.

Phalanx Warding

You’ve mastered the personal handheld shield, capable of protecting your fellow comrades from glancing blows. Time: Standard action. Target: You and all allies within your reach.
Make a Knowledge (Tactics) check. You must be wielding a handheld shield to use this Maneuver. The result of your check determines the effect, if any:

  • DC 20: Until the end of your next turn, you and all adjacent allies gain a +1 Deflection bonus to your Reflex Defenses.
  • DC 25: As DC 20, except you and your allies gain a +2 Deflection bonus to Reflex Defense.
  • DC 30: As DC 20, except you and your allies gain a +5 Deflection bonus to Reflex Defense.

Special: By spending a Force Point, you can grant this bonus to Fortitude Defense as well as Reflex Defense.

Quick Flank

You can move around your opponent with alarming speed, striking before they can react. Time: Standard action. Target: You plus one adjacent enemy.
Make a Knowledge (Mechanics) check. The check result determines the effect, if any.

  • DC 20: You can move up to half your speed. This movement does not provoke an attack of opportunity. You must end your movement adjacent to the target of this Maneuver. At the end of your movement, make a single attack. If the space you started in and the space you ended in flank the opponent, then your opponent is considered to be flanked for your attack.
  • DC 25: As DC 20, except you can move up to your speed.
  • DC 30: As DC 20, except you can move up to your speed + 2 squares.
  • DC 35: As DC 20, except you can move up to your speed + 4 squares.

Special: You can spend a Force Point to increase your movement by 2 squares.

Stepping Riposte

You can turn aside your opponent’s melee attack to gain a more advantageous position and strike back. Time: Reaction (when an adjacent opponent makes a melee attack against you). Target: You plus one enemy within reach.
Make a Knowledge (Tactics) check. Compare the result to the attack roll against you. If the check meets or exceeds the attack roll, you take half damage from the attack and can move to any square adjacent to your attacker then make a single melee attack. This movement does not provoke an attack of opportunity.

Special: You can spend a Force Point to treat your attacker as flat-footed for purposes of your melee attack.

Studied Target

After spending at least a single turn in combat with an opponent, you gauge their fighting style and adapt your fighting technique to your opponent. Time: Swift Action. Target: You
Make a Knowledge (Tactics) check. The result determines the effect, if any.

  • DC 15: You gain a +1 insight bonus to all of your Defenses and attack rolls against one target until the end of your next turn.
  • DC 20: As DC 15, except the bonus is increased to +2.
  • DC 25: As DC 15, except the bonus is increased to +3.

Special: You can spend a Force Point when activating this Maneuver to gain the bonus against an additional target within Line of Sight you’ve also observed in combat for at least one turn.

Sweeping Assault

You unleash a wild flurry of attacks, hitting your target and those around it. Time: Standard action. Target: One enemy plus one enemy adjacent to the enemy successfully struck.
Make a Knowledge (Tactics) check. If your attack hits, compare your check result against the Reflex Defense of an adjacent target. If your check equals or exceeds their Reflex Defense, the check result determines the effect:

  • DC 15: If your attack against the primary target hits, it deals normal damage and the adjacent target takes 5 points of damage.
  • DC 20: As DC 15, except the adjacent target takes 10 points of damage.
  • DC 25: As DC 15, except the adjacent target takes 15 points of damage.
  • DC 30: As DC 15, except the adjacent target takes 20 points of damage.

Special: You can spend a Force Point to damage two adjacent targets. Your check result must still equal or exceed the Reflex Defense of each target to deal damage.

Swooping Strike

You leap toward your foe and make a single melee attack against them. Time: Standard action. Target: You plus one enemy that’s a valid target for your attack.
Make a Knowledge (Tactics) check. The check result determine the effects, if any.

  • DC 15: You move up to 2 squares. This movement does not provoke attacks of opportunity. If you end your movement with a valid target for an attack in range, you can make a single attack against that target.
  • DC 20: As DC 15, except you can move up to 4 squares.
  • DC 25: As DC 15, except you can move up to 6 squares.
  • DC 30: As DC 15, except you can move up to 8 squares.

Special: You can spend a Force Point to deal an additional 2 dice of damage. If done with vehicle scale weapons, this damage applies before the multiplier.

Twin Strike

With unparalleled speed, you bring a rapid succession of attacks against a single target to bear. Time: One standard action. Targets: One enemy that is a valid target for your attack.
Make a Knowledge (Tactics) roll. The result of the check determines the effect, if any:

  • DC 15: You can make two attacks against a single target. Each of these attacks suffers a -5 penalty.
  • DC 20: As DC 15, except the attacks suffer a -2 penalty.
  • DC 25: As DC 15, except the attacks suffer a -1 penalty.
  • DC 30: As DC 15, except the attacks suffer no penalty.

Special: You can spend a Force Point to move up to 2 squares before making these attacks. This movement does not provoke an attack of opportunity.

Whirling Strike

You move in a flurry of attacks, making multiple attacks at once. Time: Standard action. Targets: Two enemies that are valid targets for an attack.
Make a Knowledge (Tactics) check. The check result determines the benefit, if any.

  • DC 15: You can make two attacks against two separate targets. Both targets must be valid for your method of attack. If either or both attack hits, both targets suffer a -1 penalty to attack you until the end of your next turn.
  • DC 20: As DC 15, except each target successfully attacked suffers a -2 penalty to attack you.
  • DC 25: As DC 15, except each target successfully attacked suffers a -3 penalty to attack you.
  • DC 30: As DC 15, except each target successfully attacked suffers a -4 penalty to attack you.

Special: You can spend a Force Point to deal an additional 1d6 damage to each target you hit.

Combat Maneuvers

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