COMBAT MANEUVERS
Aiming Perception + Gun Fu,
or Perception + Getting Medieval,
or Brains Score
None Adds Success levels to shooting roll per level
Bow Shot Dexterity + Getting Medieval - 2
or Combat Score - 2
(4 x Strength) slash/stab
maximum 20
Ranged attack modifiers apply
Break Neck Strength + Kung Fu
or Muscle Score
(4 x Strength) bash Survival check required if -10 Life Points or less
Catch Weapon Dexterity + Kung Fu - 5
or Combat Score - 5
none Ranged defense action
Choke Strength + Kung Fu
or Muscle Score
(Strength - 1) bash Asphyxiation
Crossbow Shot Dexterity + Getting Medieval
or Combat Score
16 slash/stab Ranged attack modifiers apply
Decapitation Dexterity + Getting Medieval - 5
or Combat Score - 5
varies by weapon Total damage multiplied by five
Disarm Dexterity + Getting Medieval - 2
or Dexterity + Kung Fu - 3
or Combat Score - 2
none Resisted by Parry
Dodge Dexterity + Acrobatics
or Dexterity + Getting Medieval
or Dexterity + Kung Fu
or Combat Score
none -2 vs missile attacks
Feint Intelligence + Kung Fu
or Intelligence + Getting Medieval
or Brains Score
(Resisted by Perception + KF/GM) Adds success levels to next action
Grapple Dexterity + Kung Fu + 2
or Combat Score + 2
none -2 for single limb, -1 for whole body
Gunshot Dexterity + Gun Fu
or Combat Score
(varies by weapon) Range modifiers apply
Head Butt Dexterity + Kung Fu - 2
or Combat Score - 2
2 x (Strength + 1) Bash No defense if target is grappled; miss means attacker takes the damage instead
Jump Kick Dexterity + Kung Fu - 3
or Combat Score - 3
3 x (Strength + 1) Bash Acrobatics + Dexterity roll first; attacker falls if either roll fails; add both successes to damage
Kick Dexterity + Kung Fu - 1
or Combat Score - 1
2 x (Strength + 1) Bash Successful parry allows leg grapple attempt
Melee Weapon Dexterity + Getting Medieval
or Combat Score
Varies by weapon  
Parry Dexterity + Kung Fu
Dexterity + Getting Medieval
or Combat Score
None Defense action, -2 vs thrown weapons, -6 vs arrows
Punch Dexterity + Kung Fu
or Combat Score
2 x Strength Bash  
Slam-Tackle Strength + Sports
or Muscle Score
2 x Strength Bash Resist with Strength or Muscle/2 or fall
Spin Kick Dexterity + Kung Fu - 2
or Combat Score - 2
2 x (Strength + 2) Bash Successful parry allows leg grapple attempt
Stake Dexterity + Getting Medieval
or Combat Score
2 x Strength Slash/stab Normal stab, see "Through the Heart" below
Sweep Kick Dexterity + Kung Fu - 1
or Combat Score - 1
Strength Bash Resist with Dexterity + Acrobatics or Combat or fall
Takedown Strength + Kung Fu
or Muscle Score
Strength Bash Resist with Parry or Dodge or fall
Throw Weapon Dexterity + Getting Medieval - 1
or Combat Score - 1
Varies by weapon Range 2 x (Strength + 1)
Toss Strength doubled - 4
or Muscle Score - 4
Strength Bash Must grapple first, min Strength 4, target goes successes in yards and falls
Wrestling Hold Dexterity + Kung Fu - 2
or Combat Score - 2
None Target has -1 per success until breaks free
Modifiers
Attack from Behind -2 (normal) No defense unless target has Situational Awareness or makes Perception + Notice roll
Double/Triple Attack -2 per added target (normal) Damage all targets, but they defend separately
Full Defense +3 (normal) May not attack, but defend against two attacks at no penalty and +3 to Dodge or Parry
Full Offense +2 (normal) No defense against any attacks
Groin Shot -3 (normal) Roll Willpower (doubled) to recover, -1 for females, -(2 x Successes) for males
Knockdowns -2 (normal) Defenses are at -2 penalty for that turn if knocked down.
Knockout Blow -2 Half usual Bash damage Constitution Roll (doubled) minus Successes or lights out
Through the Heart -3 special x 4 instead of usual Slash/Stab modifier; Vampire dusted if x 5 would put them out