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SoS Maneuver Flashcards

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  1. \documentclass[avery5388, grid]{flashcards}
  2. \begin{document}
  3.     \tableofcontents
  4.     \cardfrontstyle[\normalfont]{empty}
  5.     \cardbackstyle{empty}
  6.     \newpage
  7.     \section[Attack Maneuvers]{Attack Maneuvers}
  8.     \subsection[Weapon Attack Maneuvers]{Weapon Attack Maneuvers}
  9.     \begin{flashcard}
  10.         {
  11.             {\bfseries Beat [\emph{X}]}\\
  12.  
  13.             {\bfseries Type:} Universal, Swinging\\
  14.            
  15.             {\bfseries Requirements:} A weapon with a \emph{Swing TN}. And it's the round after orientations were declared and you have declared Aggressive.\\
  16.            
  17.             {\bfseries Maneuver:} {\normalfont Swinging Weapon Attack at Swing TN of weapon, targeting Opponent weapon or shield with \emph{X} dice. Halve all Reach costs for this Maneuver. For the purpose of initiative tests involving this Maneuver, Reach costs are not factored into the Initiative roll.}\\
  18.         }
  19.  
  20.         {\bfseries Success:} {\normalfont Opponent cannot use targeted weapon or shield to perform any action until Refresh. Opponent suffers [\emph{BS}] Stun. This attack does not change the Reach of combat.}\\
  21.  
  22.         {\bfseries Superior:} {\normalfont You may now declare this Maneuver in any Action immediately after Refresh if you have Initiative.}
  23.     \end{flashcard}
  24.     \begin{flashcard}
  25.         {
  26.             {\bfseries Break [\emph{X+2}]}\\
  27.            
  28.             {\bfseries Type:} Universal, Swinging\\
  29.            
  30.             {\bfseries Requirements:} Have a weapon with a \emph{Swing TN}. Opponent has a weapon.\\
  31.        
  32.             {\bfseries Maneuver:} Swinging Weapon Attack at \emph{Weapon Reach} at \emph{Swing TN}, targeting Opponent’s weapon with \emph{X} dice.\\
  33.         }
  34.  
  35.         {\bfseries Success:} Opponent’s weapon sustains damage equal to [\emph{STR+Weapon Swing Damage+BS}]. If the amount of damage dealt equals or exceeds the \emph{damage threshold} (listed below) for the targeted weapon, it breaks, and becomes useless except as a potential improvised weapon. At the GM’s discretion, a spear or polearm may effectively become a quarterstaff after being broken, a wood-hafted blunt weapon might become a truncheon, and so on.\\
  36.  
  37.         {\bfseries Special:} This Maneuver ignores Reach modifiers. The user does not move to their weapon’s Reach on a successful attack, but may if the Opponent’s weapon is broken.\\
  38.  
  39.         {\bfseries Superior:} Break inflicts $+2$ additional damage.\\
  40.        
  41.         Dagger: 12, Light Blade Sword: 15, Regular Sword: 20, Wood-Hafted Blunt: 10, Metal-Hafted Blunt: 15, Spear/Polearm: 10, Langetted/Reinforced Spear/Polearm: 12\\
  42.     \end{flashcard}
  43.     \begin{flashcard}
  44.         {
  45.             {\bfseries Butt-strike [\emph{X}]}\\
  46.  
  47.             {\bfseries Type:} Universal, Attack, Swinging\\
  48.            
  49.             {\bfseries Requirements:} Have a Polearm or Spear weapon, or a Sword being held Half-Swording.\\
  50.  
  51.             {\bfseries Maneuver:} Swinging Weapon Attack at \emph{Short Reach} at \emph{Weapon Swing TN}, aimed on \emph{Swing Table}.
  52.         }  
  53.         {\bfseries Success:} Inflicts Bludgeoning damage equal to [STR+0+BS] to Hit Location.\\
  54.  
  55.         {\bfseries Special:} If this weapon has a metal cap of some sort on the weapon’s reverse end (or if it is a sword being used) this attack inflicts +1 Bludgeoning damage. If Half-Swording the weapon being used for Butt-Strike, the weapon does not suffer the penalty to Swinging damage normally associated with Half-Swording.
  56.     \end{flashcard}
  57.     \begin{flashcard}
  58.         {
  59.             {\bfseries Dacian Rush} [\emph{2+X+Y}]\\
  60.  
  61.             {\bfseries Type:} Advanced, Attack, Thrusting\\
  62.  
  63.             {\bfseries Requirements:} Have a Dagger. If Opponent declares a \emph{Quickdraw}, you may treat this Maneuver as an Instant that occurs before their Quickdraw.\\
  64.  
  65.             {\bfseries Maneuver:} Unarmed Attack at Hand Reach with \emph{X} at \emph{Hand Blind TN 7} vs \emph{Opponent PER at TN 7}. If Opponent has declared a Quickdraw, it is delayed until after this Action is completed. Any defense declared against this Maneuver is not resolved against the Hand Blind, but against the Thrust to follow.
  66.         }
  67.         {\bfseries Success [Hand Blind]:} Opponent suffers [\emph{BS}] Stun. If a \emph{Quickdraw} was declared, it is cancelled. You may immediately roll a \emph{Thrust Attack} with \emph{Y} as normal. Any non-Weapon Defense against your Thrust Attack is resolved at \emph{+2 TN}.\\
  68.  
  69.         {\bfseries Failure [Hand Blind]:} You may immediately roll a Thrust Attack with \emph{Y} as normal.\\
  70.  
  71.         {\bfseries Success [Thrust]:} Resolve Thrust as normal.\\
  72.  
  73.         {\bfseries Special [Rapid Thrust]:} Weapons of \emph{Short Reach} or Shorter only. If Thrust is successful, you may pay \emph{1+X} additional CP to make another Thrust with X dice as part of the same Action. Resolve Thrust as normal. The Opponent may use \emph{Quick Defense} against this Maneuver.
  74.     \end{flashcard}
  75.     \begin{flashcard}
  76.         {
  77.             {\bfseries Deep Draw Cut} [\emph{0}]\\
  78.  
  79.             {\bfseries Type:} Advanced, Attack, Swinging\\
  80.  
  81.             {\bfseries Requirements:} Wielding a weapon which inflicts Cutting damage on Swing.\\
  82.  
  83.             {\bfseries Maneuver:} Declare a Swing Attack as normal, but decrease the Reach of the weapon by one step (Medium to Short, Short to Hand, and so on) paying Reach costs for the new Reach if necessary. Reduce the number of \emph{BS} needed to trigger Draw Cut with this Swing by 1.
  84.         }
  85.         EMPTY
  86.     \end{flashcard}
  87.     \begin{flashcard}
  88.         {
  89.             {\bfseries Disarm} [\emph{X+1}]\\
  90.  
  91.             {\bfseries Type:} Universal, Attack, Swinging or Punching\\
  92.  
  93.             {\bfseries Requirements:} None\\
  94.  
  95.             {\bfseries Maneuver:} Swinging Weapon Attack at \emph{Weapon Reach} at \emph{Parry TN}, OR \emph{Punching Unarmed Attack} at Hand Reach at \emph{Punch TN 6}, targeting Opponent weapon.
  96.         }
  97.         {\bfseries Success:} Opponent must make an AGI test with RS equal to BS. If this test is failed, the targeted weaponis removed from the Opponent's grasp, and either retained by you, dropped at your feet, or thrown several yards away at your discretion.\\
  98.  
  99.         {\bfseries Special:} If an Opponent’s weapon is a 2H weapon, the Opponent gains a +1 bonus to his AGI test. If the weapon is connected to your character by some means (a lanyard or a chain, etc) the weapon is dropped, but can be retrieved as though Drawing the weapon, or Quickdraw.\\
  100.  
  101.         {\bfseries Superior:} When disarming an Opponent with a 2H weapon, they do not gain the normal +1 bonus to the stability test.
  102.     \end{flashcard}
  103.     \begin{flashcard}
  104.         {
  105.             {\bfseries Feint} [\emph{2+Variable}]\\
  106.  
  107.             {\bfseries Type:} Universal, Attack, Instant\\
  108.  
  109.             {\bfseries Requirements:} Activate after having declared a Swinging or Thrusting Maneuver, and after any other Maneuvers have been declared, but before any are resolved. You may only activate this Maneuver from a Thrusting Maneuver if the weapon being used has the Fluid Thrusts quality.\\
  110.  
  111.             {\bfseries Maneuver:} When activated, change either the type of the attack (to either a Swinging or Thrusting Maneuver) or (if the Maneuver targets an area) the Hit Location of the attack (Face to Chest, Chest to Upper Arm, etc.). You may elect to change both if applicable, but you must choose at least one. You may pay 2 dice to add 1 dice to this attack, as many times as you can afford. Additionally, your opponent suffers a +1 TN to any Defense made against this Attack unless he plays 2 CP.
  112.         }
  113.         EMPTY
  114.     \end{flashcard}
  115.     \begin{flashcard}
  116.         {
  117.             {\bfseries Half-Sword} [\emph{1}]\\
  118.  
  119.             {\bfseries Type:} Advanced, Instant\\
  120.  
  121.             {\bfseries Requirements:} Have any Sword without the Light Blade special rule.\\
  122.  
  123.             {\bfseries Maneuver:} This weapon is now Half-Swording. Reduce the Reach of your weapon by 1 stage, and reduce Swing damage by 2. If the weapon being used was 1H with Hand-Off, it is now 2H. If it was 2H, it remains 2H. When performing a Joint Thrust Maneuver while Half-Swording, your weapon counts as having the Thin Blade rule, if it did not previously, and the damage of the Joint Thrust is made at
  124.             [\emph{Weapon Damage+STR+BS}] instead of [\emph{Weapon Damage+Half STR+BS}]. Additionally, Pommel Strike Maneuvers performed while Half-Swording inflict +1 damage. You may deactivate this Maneuver instantly and at no cost before an Action. The weapon immediately regains its original characteristics and loses all bonuses. CONT \textgreater\textgreater
  125.         }
  126.         \textgreater\textgreater CONT This Maneuver can be activated instantly before declaring another Maneuver. This Maneuver cannot be activated and deactivated in the same Action.
  127.     \end{flashcard}
  128.     \begin{flashcard}
  129.         {
  130.             {\bfseries Hew} [\emph{0}]\\
  131.  
  132.             {\bfseries Type:} Universal, Attack, Swinging\\
  133.  
  134.             {\bfseries Requirements:} Have a weapon with a Swing TN.\\
  135.  
  136.             {\bfseries Maneuver:} Swinging Weapon Attack at Weapon Reach, at Weapon Swing TN targeting Opponent shield
  137.         }
  138.         {\bfseries Success:} Opponent takes [\emph{half BS}] Stun. Opponent’s shield then sustains damage equal to [\emph{STR+Weapon Damage+BS}] against its Durability. If the damage equals or exceeds its Durability, the shield is destroyed. If it does not, the shield remains intact but permanently loses 2 Durability, weakening it to further Hews attempts.\\
  139.  
  140.         {\bfseries Special:} Blocking Maneuvers made to defend against this Maneuver are made at +1 TN.\\
  141.  
  142.         {\bfseries Superior:} If this Hew fails to destroy a shield it hits, it reduces that shield’s Durability by an additional 1.
  143.     \end{flashcard}
  144.     \begin{flashcard}
  145.         {
  146.             {\bfseries Hook} [\emph{1}]\\
  147.  
  148.             {\bfseries Type:} Universal, Attack, Swinging OR Thrusting\\
  149.  
  150.             {\bfseries Requirements:} Have a weapon with the Hook quality.\\
  151.  
  152.             {\bfseries Maneuver:} Swinging Weapon Attack at Weapon Reach at Weapon Swing TN, OR Thrusting Weapon Attack at Weapon Reach at Thrust TN, targeting Opponent shield or the Opponent.
  153.         }
  154.         {\bfseries Success:} If targeting Opponent, Opponent takes [\emph{BS}] Stun, and Opponent must make a stability roll at [\emph{2+BS}] RS or be rendered Prone. If targeting Shield, Opponent cannot use his shield in the following Action, and must make an AGI roll at [\emph{2+BS}] RS or lose shield altogether as it is dragged away.\\
  155.  
  156.         {\bfseries Special:} You cannot use Hook against a mounted Opponent unless the weapon being used is of L Reach or longer.\\
  157.  
  158.         {\bfseries Superior:} If targeting an Opponent on a mount, add BS to the number of feet that the character effectively falls after being pulled from saddle.
  159.     \end{flashcard}
  160.     \begin{flashcard}
  161.         {
  162.             {\bfseries Joint Thrust} [\emph{X+2}]\\
  163.  
  164.             {\bfseries Requirements:} Wielding a weapon with a Thrust value that inflicts piercing damage.\\
  165.  
  166.             {\bfseries Maneuver:} Thrusting Weapon Attack at Weapon Reach with X dice, rolled at Thrust TN+1, aimed at Hit  Location with the Weak Spot quality on Opponent armor.
  167.         }
  168.         {\bfseries Success:} Inflicts piercing damage equal to [Weapon Thrust Damage+Half STR+BS] to chosen Weak Spot Hit Location. Do not roll on table. The damage from this attack is not reduced by AV from any armor which has a Weak Spot for the Hit Location that was targeted by this attack. All other AV protecting that area applies.\\
  169.  
  170.         {\bfseries Special:} When rolling an Initiative test to determine attack order while making a Joint Thrust, you may roll 1 additional die in the test. As listed in the Special Qualities section for weapons, those with Thin Blade reduce their Thrust TN by 1 when they perform this Maneuver (since Joint Thrust already worsens the Thrust TN of the weapon by 1, this simply means that the attack is made at Thrust TN.) This attack does not benefit from AP Thrust [X] unless there is Hard Armor on the Hit Location aside from that which is being ignored by this Maneuver, such as mail worn beneath the plate, in which case it does benefit from AP Thrust [X], and also from rules like Thin Blade’s AP Thrust 3 vs mail.
  171.     \end{flashcard}
  172.     \begin{flashcard}
  173.         {
  174.             {\bfseries Melee Shoot} [\emph{X+Variable}]\\
  175.  
  176.             {\bfseries Type:} Universal, Attack, Thrusting\\
  177.  
  178.             {\bfseries Requirements:} Have a loaded/spanned Bow, Crossbow or Firearm ready in the hand, or declare this Maneuver with Quickdraw on a holstered/slung loaded Bow, Crossbow or Firearm. Activation Cost: If weapon is already in hand and readied, 0. If weapon has just been drawn using Quickdraw this Action, 2.\\
  179.  
  180.             {\bfseries Maneuver:} Thrusting Weapon Attack with X not exceeding MP at current Combat Range OR Current Range with Missile TN of weapon, aimed on the Thrusting Attacks Table.
  181.         }
  182.         {\bfseries Success:} Inflicts damage appropriate for a ranged attack with the weapon used, using BS from the roll as normal, but rolling on the Thrusting Attacks Table.\\
  183.  
  184.         {\bfseries Special:} If this attack is defended against with a Weapon Defense Maneuver, there is an additional Activation Cost to the defense equal to the Range difference between the character and the Opponent. If the Weapon Defense is successful, move to Defender’s Weapon Reach. When rolling an Initiative test to determine attack order while making a Melee Shoot Maneuver, you may roll 1 additional die in the test.
  185.     \end{flashcard}
  186.     \begin{flashcard}
  187.         {
  188.             {\bfseries Murder-Strike} [\emph{2}]\\
  189.  
  190.             {\bfseries Type:} Advanced, Instant\\
  191.  
  192.             {\bfseries Requirements:} Have a 1H or 2H Sword with base Guard Value 2 (custom modification bonuses don’t count). Have two hands available to hold the weapon. This Maneuver can only be activated if you have   used no other Maneuvers first.
  193.  
  194.             {\bfseries Maneuver:} When activated, roll ADR at 3 RS. This is instant, and does not resolve in Initiative. If
  195.             successful, this Maneuver takes effect immediately, and you may declare another Maneuver this Action.
  196.             If unsuccessful, this Maneuver takes effect at the end of the Action, and the weapon cannot be used for
  197.             any other Maneuvers until then.\\
  198.         }
  199.         {\bfseries Success:} This weapon is now Murder-Striking. Change the Swing damage to +1b if the weapon is 1H and +2b if the weapon is 2H. Change the Thrust damage to -2b. The weapon loses all special qualities and gains Shock 2 and Heavy Weapon instead. If the weapon was 1H, it is now 2H. If the weapon was Half Swording, or if it was a 2H Sword held 1H through Hand-Off, revert it to its regular form before applying these changes.\\
  200.  
  201.         {\bfseries Special:} You may deactivate this Maneuver in an identical manner to activating it, returning the weapon to its normal stats.
  202.     \end{flashcard}
  203.     \begin{flashcard}
  204.         {
  205.             {\bfseries POMMEL STRIKE} [\emph{X}]\\
  206.  
  207.             {\bfseries Type:} Advanced, Attack, Thrusting\\
  208.  
  209.             {\bfseries Requirements:} Have a 1H or 2H Sword or any other weapon with a pommel.\\
  210.  
  211.             {\bfseries Maneuver:} Thrusting Weapon Attack at H Reach at Thrust TN 6, aimed on Thrusting Attack Table.
  212.         }
  213.         {\bfseries Success:} Inflicts bludgeoning damage equal to [STR+0+BS] to Hit Location.\\
  214.  
  215.         {\bfseries Superior:} Pommel Strike also inflicts [2+BS] Stun upon hitting the Face or Upper Head.\\
  216.  
  217.         {\bfseries Special:} When rolling an Initiative test to determine attack order while making a Pommel Strike Maneuver, you may roll 1 additional die in the test. If you are Half-Swording when you resolve your Pommel Strike, add +1 to its damage, as explained in the Half-Sword maneuver.
  218.     \end{flashcard}
  219.     \begin{flashcard}
  220.         {
  221.             {\bfseries PUSH CUT} [\emph{X+1}]\\
  222.  
  223.             {\bfseries Type:} Universal, Attack, Thrusting\\
  224.  
  225.             {\bfseries Requirements:} You have a weapon with both a Thrust TN, and a Swing TN that inflicts cutting damage.\\
  226.  
  227.             {\bfseries Maneuver:} Thrusting Weapon Attack at Weapon Reach, rolled at Thrust TN, aimed on the Thrusting Attack Table.
  228.         }
  229.         {\bfseries Success:} Inflicts cutting damage equal to [STR+Weapon Swing Damage-1+BS] to Hit Location.\\
  230.  
  231.         {\bfseries Special:} When rolling an Initiative test to determine attack order while making a Push Cut, you may roll 1 additional die in the test. This is identical to the bonus gained for the Thrust Maneuver. This attack does not apply AP Swing/Thrust, Crushing, or Shock effects. This attack inflicts Draw damage.\\
  232.  
  233.         {\bfseries Superior:} When performing a Push Cut, reduce the number of BS needed to trigger Draw by 1.
  234.     \end{flashcard}
  235.     \begin{flashcard}
  236.         {
  237.             {\bfseries QUICKDRAW} [\emph{1}]\\
  238.  
  239.             {\bfseries Type:} Universal, Instant\\
  240.  
  241.             {\bfseries Requirements:} Have a weapon that you want drawn, and have the capacity to draw it. This Maneuver can only be activated if no other Maneuvers have been used first.\\
  242.  
  243.             {\bfseries Maneuver:} When activated, roll ADR at 1 RS per Reach level of the weapon past H Reach. This is instant, and does not resolve in Initiative. H Reach weapons automatically succeed. Weapon with greater than L Reach cannot be Quickdrawn. The RS for Quickdrawing missile weapons of various sorts is listed in the table below. (If the missile weapon cannot be [incomplete sentence in the Rulebook ?]\\
  244.  
  245.             Pistol: 1, Dragon Pistol: 2, Blunderbuss: 3, Musket: 4, Light Crossbow: 3, Heavy Crossbow: 4, Small Bow: 4, Large Bow: 6
  246.         }  
  247.         {\bfseries Success:} You immediately draw the weapon, and may declare a Swing, Thrust or Parry Maneuver in this same Action. These Maneuvers must be made with the Quickdrawn weapon.\\
  248.  
  249.         {\bfseries Special:} If the weapon being Quickdrawn has the Draw special quality, reduces the RS to successfully Quickdraw it by 2.
  250.     \end{flashcard}
  251.     \begin{flashcard}
  252.         {
  253.             {\bfseries SWING} [\emph{X}]\\
  254.  
  255.             {\bfseries Type:} Universal, Swinging\\
  256.  
  257.             {\bfseries Requirements:} Wielding a weapon with a Swing TN.\\
  258.  
  259.             {\bfseries Maneuver:} Weapon Attack at Weapon Reach with X dice rolled at Swing TN, aimed on the Swinging Attack Table.
  260.         }
  261.         {\bfseries Success:} Inflicts damage equal to [STR+Weapon Swing Damage+BS] to Hit Location. Damage is of weapon’s Swing damage type.\\
  262.  
  263.         {\bfseries Power Attack (\emph{1-2}):} When declaring a Swing, you may spend up to \emph{2 CP} to increase Swing damage by an amount equal to the number of CP spent.
  264.     \end{flashcard}
  265.     \begin{flashcard}
  266.         {
  267.             {\bfseries THRUST} [\emph{X}]\\
  268.  
  269.             {\bfseries Type:} Universal, Thrusting\\
  270.  
  271.             {\bfseries Requirements:} Wielding a weapon with a Thrust value.\\
  272.  
  273.             {\bfseries Maneuver:} Weapon Attack at Weapon Reach with X dice, rolled at Thrust TN, aimed on the Thrusting Attack Table.
  274.         }
  275.         {\bfseries Success:} Inflicts damage equal to [STR+Weapon Thrust Damage+BS] to Hit Location. Damage is ofweapon’s Thrust damage type.\\
  276.  
  277.         {\bfseries Special:} When rolling an Initiative test to determine attack order while making a Thrust, you may roll 1 additional die in the test.\\
  278.  
  279.         {\bfseries Rapid Thrust:} This may be used by weapons of S Reach or shorter only. If Thrust is successful, you may pay X+2 additional CP to make another Thrust with X dice as part of the same Action. Resolve Thrust as normal. The Opponent may only use Quick Defense against this Maneuver.
  280.     \end{flashcard}
  281.     \begin{flashcard}
  282.         {
  283.             {\bfseries WEAPON THROW} [\emph{X+1}]\\
  284.  
  285.             {\bfseries Type:} Universal, Attack, Thrusting\\
  286.  
  287.             {\bfseries Requirements:} Have a Throwing Weapon.\\
  288.  
  289.             {\bfseries Maneuver:} Thrusting Weapon Attack at current Combat Range with X dice at the Missile TN of the weapon aimed on Thrusting Attack Table. Weapon is thrown.
  290.         }
  291. {\bfseries Success:} Inflicts [STR+Weapon Missile Damage+BS] to Hit Location. Weapon may be embedded in target, or fallen nearby (see Catch Chance rules) This attack loses 1 damage per step of Range within the throwing weapon’s Range value that the attack was made at.\\
  292.  
  293. {\bfseries Failure:} In addition to having no effect, weapon has likely flown past target or is stuck in a shield.\\
  294.  
  295. {\bfseries Special:} These attacks can be Parried at +2 Activation Cost, or Blocked/Voided as normal. When rolling an Initiative test to determine attack order while making a Weapon Throw, you may roll 1 additional die in the test.
  296.     \end{flashcard}
  297. \end{document}
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