Type Maneuvers
Axes [Type] Maneuvers
Available when wielding an axe with the listed mastery.
Rive
You drive the axe head deep into the target, prioritizing the weight of the blow over accuracy.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Inferiority. Add your weapon attribute die to the attack.
Horn Thrust
You thrust the horn of the axe into a gap in the target's armor.
Cost: 2 AP
Trigger: Attack a target wearing armor
Effect: Instead of making a normal attack, target makes a Physique or Agility Trial (their choice) against your Mastery DC. On failure, roll your weapon attribute die with Dominance. This damage is dealt directly to the target's health, bypassing armor.
Hook
You hook the target with the beard of your axe and pull them past you.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Impotence. On hit, target makes a Physique Trial against your Mastery DC. On failure, you swap positions with the target. If the target is mounted, it is instead pulled from the saddle and falls Prone in a space adjacent to its mount.
Hew
You deliver a committed strike that the target cannot turn aside.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with both Impotence and Inferiority. Target cannot defend against this attack.
Cleave
You bring the full force of your weapon down in a single overwhelming strike, leaving yourself completely exposed.
Cost: 2 AP
Trigger: Attack
Effect: Make an attack with both Superiority and Dominance. Add your weapon attribute tier to the attack. Until the start of your next turn, all attacks against you gain Dominance.
Bludgeons [Type] Maneuvers
Available when wielding a bludgeon with the listed mastery.
Bash
You strike the target's head or helm to daze them.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Inferiority. On hit, if you deal damage, target makes a Perception Trial against your Mastery DC or advances Impaired by 1 tier. Cannot target creatures more than one size category larger than you.
Sunder
You target the joints and fastenings of the target's armor to damage its integrity.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Inferiority. On hit, if you deal damage, target makes a Physique Trial against your Mastery DC or advances Restricted by 1 tier.
Driving Blow
You swing through the target to knock them off their feet and send them backward.
Cost: 2 AP
Trigger: Attack
Effect: Make an attack. If you deal damage, the target makes a Strength Trial against your Mastery DC. On failure, it is knocked back 10 feet; on failure by 5 or more, it is also knocked prone. If the attack is ranged, or the target is more than one size category larger than you, it is not knocked back, but it is still knocked prone on failure by 5 or more.
Rupture
You strike an armored target with enough force to damage both the armor and the body beneath it.
Cost: 2 AP
Trigger: Attack, targeting an armored enemy
Effect: Make an attack. On hit, damage is applied to the target's armor normally. In addition, your weapon attribute tier is dealt directly to the target's health.
Breaker
You follow through on a solid hit with everything you have, turning a good strike into a bone-breaking one.
Cost: Free (opt-in after attack resolves)
Trigger: Contingency, when at least one damage die explodes on your attack
Effect: Add your weapon attribute score to the damage total. Gain 3 tiers of Exhaustion.
Daggers [Type] Maneuvers
Available when wielding a dagger with the listed mastery.
Remise
You thrust again along the same line immediately after a missed attack without withdrawing your arm.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Impotence. If the attack deals no damage, immediately make a second attack with Impotence without spending additional AP.
Finding the Gap
You study the target's armor for a seam or joint and place your blade directly into it.
Cost: 2 AP (no movement)
Trigger: Attack, targeting an armored enemy or a Restricted creature
Effect: Against an armored enemy, make an Aiming Trial with its DC increased by 2. On success, make one attack. Damage is dealt directly to the target's health, bypassing armor. Against a Restricted creature, the target makes a Strength Trial against your Mastery DC. On failure, make one attack. Damage is dealt directly to the target's health, bypassing armor.
Flèche
You lunge past the target and through their space, turning to attack from behind.
Cost: 1 AP
Trigger: Attack, targeting a creature within 5 feet with open space directly opposite your position
Effect: Make an attack with Inferiority. On hit, you can pass through the target's space up to your movement speed. Any subsequent attacks against this target before end of your turn are considered flanking. On miss, target can make Counterattack with Superiority if they have AP.
Coup de Jarnac
You cut at the back of the target's leg while flanking to hamstring them.
Cost: 1 AP
Trigger: Attack, when flanking a target
Effect: Make an attack with Inferiority. On hit, if you deal damage, target makes a Strength Trial against your Mastery DC or advances Restricted by 1 tier.
Nachreisen
You attack in the moment your opponent hesitates, punishing any failure to respond with a more decisive follow-up.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Inferiority. If the target does not actively defend, your next attack against that same target gains Superiority and Dominance.
Pole Weapons [Type] Maneuvers
Available when wielding a pole weapon with the listed mastery.
Set Spear
You brace your weapon and point it toward an approaching enemy, letting their momentum drive the impact.
Cost: 1 AP
Trigger: Reprisal, when a creature uses movement to enter your weapon's reach
Effect: Make an attack. If you deal damage, the creature's movement ends.
Special (Set Spear vs Charge): If the creature is using the Charge maneuver, your attack gains Superiority. If your attack deals damage to a charging creature, the charge is interrupted and the creature cannot complete its attack. If the charging target is mounted, you can choose to target either the mount or the rider. Success against either interrupts both attacks.
Rebuff
You reverse your grip and strike with the butt or shaft of your weapon to shove a nearby enemy back.
Cost: 1 AP
Trigger: Attack
Effect: Make an attack with Impotence dealing Crushing damage. This attack can target adjacent creatures regardless of your weapon's reach. On hit, if you deal damage, target makes a Strength Trial against your Mastery DC. On failure, target is pushed back 10 feet. If the target is mounted, it is instead pushed from the saddle and falls Prone in a space adjacent to its mount. Cannot target creatures more than one size category larger than you.
Trip
You sweep the shaft of your weapon behind the target's legs to knock them to the ground.
Cost: 1 AP
Trigger: Attack
Effect: Target a creature within your weapon's reach. Target makes a Strength or Agility Trial (their choice) against your Mastery DC. On failure, target is knocked prone.
Throwing the Point
You extend your reach by sliding your grip back along the shaft and thrusting at a more distant target.
Cost: 1 AP
Trigger: Attack
Effect: Extend your weapon's reach by 5 feet (10 ft → 15 ft, 15 ft → 20 ft, etc.). Make one attack at this extended range. Attacks against you have Dominance until the start of your next turn.
Running Through
You thrust your weapon through the first target and into a second enemy standing directly behind them.
Cost: 1 AP
Trigger: Attack
Effect: Target two enemies in a straight line from your position within your weapon's range. Make one attack with both Impotence and Inferiority and apply the same result to both targets.
Barrage
You drive the point of your weapon into the same target in rapid succession, each thrust building on the last.
Cost: 2 AP
Trigger: Attack
Effect: Make 3 attacks against one target. The first attack is made normally. The second attack gains Dominance. The third attack gains both Dominance and Superiority. Gain 3 tiers of Exhaustion.
Projectiles [Type] Maneuvers
Available when wielding a projectile weapon (bow, crossbow, or blowgun) with the listed mastery.
Brace
You use your bow or crossbow to block an incoming melee attack.
Cost: 1 AP
Trigger: Defense, when a creature makes a melee attack against you
Effect: You may defend using this weapon, rolling your STR or PHY Tier Die. Defense rolls made this way have Inferiority.
Threading the Needle
You identify a gap in the target's armor and place your shot directly into it.
Cost: 2 AP (no movement)
Trigger: Attack, targeting an armored enemy
Effect: Make an Aiming Trial with its DC increased by 2. On success, make one attack. Damage is dealt directly to the target's health, bypassing armor.
Close Quarters
You jab the end of your weapon into an adjacent enemy, then step back and take a shot while they recover.
Cost: 2 AP
Trigger: Attack, targeting an adjacent enemy
Effect: Make a melee attack against the target using 2d[Physique Tier Die], dealing Piercing damage. If you deal damage, step back 5 feet and make one ranged attack against the same enemy with Impotence.
Long Shot
You take careful aim at a distant target, compensating for range to place the shot precisely.
Cost: 2 AP
Trigger: Attack, targeting an enemy at your weapon's second or third range increment
Effect: Ignore range penalties on your Aiming Trial. Add your Perception Tier to the attack.
Rapid Fire / Skewer
Choose one when you reach Grand Master Mastery in Projectiles.
Rapid Fire (Only Bows)
You nock and loose arrows in rapid succession, each shot finding the same target with increasing precision.
Cost: 2 AP
Trigger: Attack
Effect: Make 3 attacks against a single target. The first attack is made normally. The second attack gains Dominance. The third attack gains both Dominance and Superiority. Gain 3 tiers of Exhaustion.
Skewer (Any Bow or Crossbow)
You shoot through the first target and into a second enemy standing behind them.
Cost: 2 AP
Trigger: Attack, targeting two enemies in a straight line within your weapon's range
Effect: Make one attack with Inferiority. If you deal damage to the first target, the bolt or arrow continues through — apply the same attack roll to the second target. Damage to the second target also has Inferiority.
Swords [Type] Maneuvers
Available when wielding a sword with the listed mastery.
Riposte
You Counterattack in the same motion as a missed strike passes you, exploiting the opening it creates.
Cost: 1 AP
Trigger: Counterattack, when you take no damage from a melee attack
Effect: Make a Counterattack at the creature that attacked you. Gain Bonus equal to your Mastery Tier in the weapon's type.
Half-Sword / Press
Choose one when you reach Skilled Mastery in Swords.
Half-Sword
You grip the blade midway and thrust the point into a gap in the target's armor.
Cost: 2 AP
Trigger: Attack a target wearing armor. Requires a free hand (cannot be used while wielding a shield or off-hand weapon).
Effect: Instead of making a normal attack, target makes a Physique or Agility Trial (their choice) against your Mastery DC. On failure, roll your weapon attribute die with Dominance. This damage is dealt directly to the target's health, bypassing armor.
Press
You follow a defended strike with two immediate attacks before your opponent can reset their guard.
Cost: 1 AP
Trigger: Contingency, when your melee attack is successfully defended and deals no damage
Effect: Immediately make two melee attacks with Inferiority against the same target.
Lunge and Fade / Mordhau
Choose one when you reach Expert Mastery in Swords.
Lunge and Fade
You close distance to strike and withdraw before the target can respond.
Cost: 2 AP
Trigger: Attack, declare before movement
Effect: Move up to half your movement speed to approach an enemy and make an attack with Dominance. If the attack hits, you can withdraw the remainder of your movement.
Mordhau
You reverse your grip, seizing the blade and striking with the crossguard and pommel as a bludgeon.
Cost: 0 AP
Trigger: Declaration, wielding a Two-Handed or Versatile sword in two hands.
Effect: Your sword deals Crushing damage this round. Your attacks and defense rolls have Inferiority.
Stop Thrust
You extend your blade into the path of an incoming attacker, forcing them to impale themselves or abandon their strike.
Cost: 1 AP
Trigger: Defense, when an enemy makes a melee attack against you
Effect: Both you and your target roll attacks simultaneously. Only the higher attack deals damage. If the enemy's attack is higher, they gain Bonus equal to their melee attack tier to damage.
Whirlwind
You spin and strike every enemy surrounding you in a single continuous motion.
Cost: 2 AP
Trigger: Attack, when at least two enemies are within 5 feet of you
Effect: Make one attack against each enemy within 5 feet with cumulative Penalty -1 per target. Gain 3 tiers of Exhaustion.