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More than Just Hack-and-Slash
 

Attacks of Opportunity:

Attacks of opportunity occur when a threatened character or creature ignores the enemy next to it or turns its back on a foe. The threatening enemy gets to make an immediate melee attack (or sequence of attacks for monsters with multiple attacks) against the threatened creature. Attacks of opportunity cannot be performed with missile weapons. This is a free attack that does not take the place of any actions the threatening creature had already planned.

 

A creature can't make more than one attack of opportunity against a single opponent in the course of a combat round, but if several enemies leave themselves open, the creature can make one free attack against each one.

 

There is a limit to the number of attacks of opportunity a single creature may make in one round. Warriors and monsters can make three attacks of opportunity plus one per five levels or Hit Dice. All other characters can make one attack of opportunity plus one per five levels. Thirty kobolds trying to swarm past a fighter in a narrow passage will take losses, but some will still get through.

Surprised characters and monsters cannot make attacks of opportunity during the round in which they are surprised.

 

* This section has never been put into use and should be considered for incidents where enemies must charge past armed foes.

 

 

Called Shots
 

There are many variations of the Called Shot from the Player’s Handbook, the DM will encourage any feat by determining difficulty and assigning modifiers. What follows is a selection of some of the more common called shots. The following attack options are available to any character proficient with the weapon he is using:

The basic called shot requires the player to announce before initiative is rolled, his intention to perform a called shot, and what he is trying to accomplish. When initiative is rolled, you receive a +1 penalty and a –4 penalty to hit. This is the basic called shot and can be applied to most of the attack options listed above.

 

Block: A block is an active attempt by a character, during the round, to block the main thrust of his opponent. To perform a block maneuver, the player declares his intention. He then forgoes his first attack with the weapon he intends to block with for that round. Any weapon except rope-like things such as nets, lassoes, or slings can be used to block.

 

Even if the block rolls higher during the initiative, it will take place against the first of the opponent’s attacks. For the block to succeed, the player must roll and successfully hit his opponents effective AC including the +4. This can be offset if the player is using a shield to perform the block maneuver. If the block is successful, no damage results from the opponent’s attack.

 

A player character may block a thrown weapon attack, but to block a missile weapon, add an additional +4 (total +8 to target AC). If a bow, crossbow or staff sling is used to block a weapon it has the normal chance of success, but will be ruined in the attempt.

 

If the character announces his block before initiative is rolled, he can block an attack even if it beats his action phase. If he decides to wait, he can only block attacks in his action phase or later.

 

Blocking is an excellent tactic for characters with multiple attacks to use against characters or monsters with only one attack. A rapier specialist with a main-gauche in his off hand can use his off-hand weapon or one of the rapier attacks to block while using the rest of his attacks offensively.

 

Disarm: A disarm is an attempt by the character to perform a called shot against the weapon of his opponent. As a Called Shot, the disarm attempt must be announced before initiative is rolled to be effective against strikes that come before it in the combat round. The penalties for initiative (-1) and to hit rolls (-4) still apply.

 

If the to hit roll is successful, the weapon, if it is the same size or smaller and wielded one handed, is disarmed. To disarm a weapon one size larger than the weapon attempting to disarm, an additional +4 is applied to the called shot’s to hit roll. If the weapon is two sizes larger, a disarm will not succeed. Nor will it be successful against a shield, as a shield is strapped to the arm of the opponent.

 

If the weapon being attacked is wielded in two hands it requires two successful disarm results during the same combat round to send the weapon out of the hands of the opponent.

 

A disarming can occur using a missile weapon, but the missile’s size is the factor used to determine whether or not the attempt can succeed, not the weapon firing the missile.

 

When a weapon is disarmed, it falls 1–10 feet away in a random direction.

 

Grab: Characters can grab weapons or important items away from their opponents. If the character wants to grab his opponent directly, he should consider it a wrestling attack and resolve it as unarmed combat. A character has to have a hand free to grab; if both hands are full, he’s got to drop something in order to attempt the grab. (Two-handed weapons can be held in just one hand, but the character can’t attack this way.) The attacker must announce the grab attempt before he makes his attack roll and apply the called shot modifiers +1/-4 to initiative/to hit. If the attack roll is successful, the attacker has grabbed his stated target.

 

Once the grabbing character succeeds in grasping the item, the opponents must wrestle for control of it using opposed Strength checks. This occurs only if the opponent is holding the item. If a character only grabs (or was originally holding) the item with one hand, then his Strength is reduced by 3 points. Items restrained by straps or other items must have the strength of the securing item determined by the DM.

 

For monsters, the strength is often unknown. Use the following formula to determine the relative strengths of these opponents. Monsters can be assumed to have a Strength of 31/2 points per size category (3 for Tiny, 7 for Small, 10 for Man-sized, 14 for Large, etc.) plus their Hit Dice.

 

Overbear: The best attack against a warrior of heroic prowess is often a simple rush. Overbearing is a common tactic when several creatures are confronting a lone enemy who can cut them to pieces one at a time. Overbearing attackers throw themselves at their opponent, using whatever holds they can find to get him on the ground and restrain him.

 

As a Called shot, begin by stating the attack before initiative is rolled and then applying the +1/-4 initiative/to hit penalties. It is important to note that the maximum number of attackers does not change for an overbearing attack (Size M target=4 size large, 8 size medium, 16 size small, etc.). However, up to double the number of attackers can participate in an overbearing attack from one direction. For example, If Lorien the Paladin stood his ground in a corridor 10’ wide, and the lizardmen that he faced attempted an overbearing attack, the first four in the corridor could make the attempt, twice as many as could attack him normally. However, in an open room, if Lorien faced a dozen lizardmen who could surround him, only a maximum of eight could make the attempt.

 

Overbearing is hazardous; the defender gets an attack of opportunity against any attacker attempting the overbearing attack from the front or flanks (up to the maximums imposed by the attacks of opportunity section at the beginning of the Rules Errata Chapter 9: Combat * .). It can take a concerted rush of a dozen or more (some not surviving the rush) to get through a high-level fighter’s guard. Overbearing is treated as an unarmed attack, and is resolved on the base initiative of the slowest attacker in the pile, after the +1 is applied.

 

The overbearing force resolves the attack by making a single attack roll at the THAC0 of their best member. The attackers get a +1 bonus to hit for each additional attacker. The attack is made against the defender’s natural Armour Class (AC 10 for most PCs), only counting magical and Dexterity adjustments—a man in plate mail is just as vulnerable to being pulled down as a man in leather armour is.

 

If the attackers hit, they must make an opposed Strength check against the defender to see if they drag him down or not. Use the Strength of the largest attacker, and apply the following modifiers:

 

  • 4-point bonus or penalty per size difference of the largest attacker versus the defender

  • +1 per additional attacker

  • –4 if defender has more than two legs

 

* Obviously this section is only in effect if the Attacks of Opportunity section is used.

 

Monsters can be assumed to have a Strength of 31/2 points per size category (3 for Tiny, 7 for Small, 10 for Man-sized, 14 for Large, etc.) plus their Hit Dice. If the defender wins the Strength check, he keeps his feet and shrugs off the attack. If the attackers win, the defender is knocked down. The defender can be pinned and restrained if he is successfully overborne again in the next round. The defender must make this second strength test with a –4 penalty applied to his strength, as he is now on the ground and covered in multiple attackers.

 

For example, six kobolds are fighting Alvoth, a human knight. The monsters decide to use their numbers against Alvoth and overbear him. Alvoth kills one of the kobolds in an attack of opportunity as the monsters close, but the other five try to overbear anyway. Alvoth is normally AC 0, but his chain mail and shield don’t help him here, only his Dexterity of 18. The kobolds attack against an AC of 6, with a +4 bonus to hit since five of them are making the attempt.

 

The kobolds score a hit, so Alvoth engages in a Strength contest to keep his feet. Kobolds should have a Strength score of 7 based on the formula above (31/2*2 for Small). However, their effective Strength is increased to an 11 due to their numbers (4 extra kobolds). Alvoth has a Strength of 17 and rolls a 9, making his Strength check. The kobolds roll an 11, just making their check with a higher roll and winning the contest. Alvoth goes down beneath the brutes’ rush.

 

As an option, a saving throw vs. paralyzation can be substituted for the opposed Strength checks. This works a little faster, but it’s not as accurate as the system described above.

 

Pin/Trap: It’s possible to use your weapon or shield to pin your enemy’s weapon against his body or to trap the weapon on your own sword-hilt or weapon haft. This maneuver is known as a pin/trap. Pin/Traps are much like blocks; the character can get a chance to trap an attack that comes before his action phase by declaring the trap before initiative is rolled, or he can trap any attack that comes in his action phase or later without declaring his action beforehand. He must still apply the +1 penalty to his initiative for a called shot.

 

Like with a disarm attack, the pin/trap is resolved before the opponents attack roll is made. As with any other called shot the -4 penalty to hit must be applied, using a shield to perform the trap attempt offsets the penalty. Once an enemy’s weapon is pinned/trapped, he loses any additional attacks he could have made with that weapon in the current round. At the end of the round, the trapping character and his victim make opposed Strength rolls to see if the victim can free his weapon. In each subsequent round, one Strength check is made on the fastest character’s base initiative, and a second one at the end of the round.

 

A character with a trapped weapon can always attack with a secondary weapon or simply abandon the weapon that’s been caught. The character who performs the trap cannot use the weapon or shield he’s pinning the opponent’s weapon with.

 

Trapping is an excellent tactic to use against an opponent with fewer attacks. It is also a good tactic for a two-weapon fighter to use against a single-weapon fighter; by sacrificing one weapon’s attacks, he completely stops his opponent’s offense. Another sneaky trick is to have an ally trap a tough opponent’s weapon to free up unanswered flank or rear attacks for a second character. Trapping is tougher than a simple block, but worth the effort.

 

Pull/Trip: A good tactic against moving enemies or characters who aren’t paying attention is a trip or tangling maneuver. To pull or trip an opponent, the character must be armed with a weapon that has the ability to snare someone’s legs. The following weapons all qualify: bill, bola, bow, light or heavy crossbow, horseman’s flail, harpoon, javelin, khopesh, lasso, mancatcher, net, footman’s or horseman’s pick, any polearm, quarterstaff, scourge, spear, staff sling, and whip. These weapons feature long, staff-like pieces, chains or ropes, or heads that can catch and pull an enemy’s legs out from under him.

 

Begin by declaring the attempt before initiative is rolled, applying the +1 penalty. To pull or trip an enemy, the character makes a normal attack roll at –4 to hit. If he hits, he makes an opposed roll of his Strength against the defender’s Dexterity or Strength, whichever is better. If the attacker wins, the defender is knocked down. If the defender wins or if both fail, the attack fails. If the roll is a tie, they both fall down.

For purposes of this maneuver, a monster’s normal movement rate can be considered its Dexterity score. Its Strength is equal to 31/2 points per size plus its Hit Dice. There are several modifiers that apply to the attacker’s Strength, however:

 

 

  • 4-point bonus or penalty per size difference of the attacker versus the defender;

  • –2 to attacker’s Strength if the target has four legs or more;

  • +3 if the defender was unaware of the pull or trip attack;

  • –6 if the defender was stationary.

 

For example, Alvoth is waiting in ambush for the king’s messenger to come galloping down a wooded lane. He decides to use his halberd to trip the horse when it comes by. If he hits, he’ll use his Strength against the horse’s move of 18. Alvoth’s Strength is modified by –4 for the size difference and –2 for the horse’s extra legs, but +3 because he is hiding, so his 17 Strength is an effective 14 for purposes of tripping the horse.

 

Optionally, the opposed roll can be replaced by a simple saving throw vs. paralyzation. It’s not as accurate, but it may be more convenient for the DM and players to remember.

 

Sap: Sapping is an attempt to knock out an opponent by striking with the flat of the blade or slugging him from behind with a sturdy sword-hilt. It doesn’t work very well against characters or monsters that are expecting it; any character attempting to sap a creature from the front or flanks provokes an attack of opportunity for the defender. Hand-held weapons and thrown weapons may be used in sap attempts.

 

A sap is a type of called shot; it has a +1 initiative penalty, and the attacker has a –4 penalty to hit. The penalty increases to –8 if the defender is wearing some kind of helmet. Only Small or Medium creatures can be sapped; Large monsters can’t be knocked out like this.

 

If the attacker scores a hit, he may knock out his opponent. There is a 5% chance per point of damage of knocking out the victim, up to a maximum of 40%. Thus, if the sapper inflicts 5 points of damage, he has a 25% chance of knocking out his opponent. Sapping damage is like unarmed combat damage; 1/3rd is real and the rest is temporary. Naturally, if his damage roll exceeds the victim’s hit points, he’s knocked out anyway.

 

The knockout chance increases to 10% per point of damage (max 80%) if the victim is surprised, asleep, restrained, or magically held in some way. Sapped characters remain unconcious for 3d10 full rounds.

 

Shield-Punch: Any character equipped with a shield can choose to forego its protection and gain an extra attack known as a shield-punch. The shield-punch is treated as a normal, secondary weapon attack; the primary weapon suffers a –2 penalty to attack rolls that round and the shield-punch attack is rolled with a –4 penalty. A character may use his reaction adjustment due to a high Dexterity score to offset these penalties. Alternatively, the character can substitute his normal attack for a shield punch, with no penalties.

 

The exact characteristics (i.e., damage and speed) of each type of shield are noted below. If the character is trying a shield-punch, he must announce his intention while declaring his combat action and forfeits the defensive benefit of the shield for the round.

Shield Type

Small

Medium

Large

Size

S

M

L

Speed

2

6

8

Damage

1d3

1d4

1d6

Shield-Rush: The shield-rush is an attempt to knock someone down by running into them with your shield. The character must have 10 feet of running room to make an effective shield-rush. Making a shield-rush is treated as a charge attack for purposes of guarding characters with set spears.

When the character makes a shield-rush, he makes a normal attack against his enemy’s AC. After a shield has been used for a rush, it provides no AC bonus for the rest of the round for its bearer. Making a shield-rush also costs the character a normal attack, but it isn’t considered an off-hand weapon like a shield-punch.

If the shield-bearer hits with his attack, he makes an opposed Strength roll against his opponent to see if he knocks him down. The loser of the opposed roll falls down; if both characters fail their Strength rolls, they both fall down. The following modifiers apply to the attacker’s Strength score:

 

 

  • 4-point bonus or penalty for each size difference of the attacker versus the defender;

  • +3 if the defender was unaware of the shield-rush;

  • –2 if the defender has more than 2 legs.

 

As noted before, monsters can be assumed to have a Strength of 31/2 per size category plus their Hit Dice. Instead of an opposed roll, the DM can substitute a saving throw vs. paralyzation for the defender to save time.

 

If the shield-rusher misses with his attack roll, he must roll a successful Dexterity check to stay on his feet as he rushes past his target. If he fails, he falls down.

 

*A Shield Rush is performed in the attacker’s base initiative phase.

**The knockdown bonus is used during the opposed Strength check that takes place if the attack. If the character’s Strength check succeeds, add the listed number to the roll before the two rolls are compared.

Shield Type

Small

Medium

Large

Size

S

M

L

Speed

Base*

Base*

Base*

Damage

1d3

1d4

1d6

Knockdown **

0

+1

+3

Special Weapon Maneuver: Several weapons have special properties that can be used to great effect by a skilled wielder. The bolas, chain, harpoon, lasso, mancatcher, and net all have special effects that can be used against opponents. The exact nature of each weapon’s special maneuver is discussed in Master Weapon List.doc.

 

Generally, using a special weapon maneuver requires a called shot that delays the wielder’s initiative by -1 and gives him a –4 penalty on his attack roll.

 

Specific Strikes: A specific strike is an attack at a specific location on the target. For example, a specific strike can be used to attack the head of an enemy who isn’t wearing a helm, the unarmoured legs of a character wearing only a breastplate, or the special weakness of a monster with an Achilles’ heel, or to knock an opponent down.

 

Specific strikes have to be announced before the attack roll is made. Specific strikes receive a +1 initiative penalty. Specific strikes normally present the attacker with a –4 penalty on his attack roll, but the DM can modify this for the circumstances. If the target is surprised or not expecting the attack, the specific strike modifier may not apply at all. On the other hand, a particularly difficult specific strike (stabbing an enemy through the eyeslit of his visor, for example) may inflict a –6 or even a –8 penalty to the attack roll.

 

Although specific strikes are normally most useful for special combat effects, like breaking a beaker of acid in an evil wizard’s hand, they can also be useful against partially unarmoured opponents. An enemy in full plate mail with no helmet has an AC 10 head; it’s easier to make the specific strike with a –4 penalty against that AC 10 than to swing at the enemy’s normal AC of 1

 

Specific strikes can also be used to fire missile weapons into a melee without the risk of hitting an ally. If the specific strike misses, no one else is in danger of being hit by the missile.

 

Unhorse: A mounted enemy can be knocked off his steed by a number of methods. Whenever a character is in danger of falling off his horse, he must roll a successful riding proficiency to remain in the saddle. If he fails, he’s considered to be knocked down and is lying prone on the ground.

 

Some ways to unhorse a mounted character include:

 

  • Knockdown: Striking a mounted character or the mount hard enough to create a knockdown chance

  • Damage: Striking a mounted character for 10 or more hit points of damage

  • Pull/Trip: Hitting a mounted character or the mount itself with a pull/trip attack

  • Overbearing: Successfully grappling a mounted character with an overbearing attack (he may also be pulled down by losing the opposed Strength check to fight off the overbearing attempt)

  • Damage to the Mount: Wounding a mount during the battle (killing the steed always unhorses a character, no questions asked).

 

 

Attacking Without Killing
 
Punching and Wrestling

Punching and wrestling are described in the Player’s Handbook, page 97-98. Everyone is considered to be proficient in punching and wrestling.

 

Punching: Pummeling includes most attacks made with hands, fists, elbows, and the like. Humanoid and partially humanoid creatures with racial intelligence of at least low can make pummeling attacks. Nonhumanoid creatures with racial intelligence of at least average and with manipulative appendages at least as large and strong as human hands and arms also can pummel. Humans, demihumans, orcs, ogres, giants, centaurs, and similar creatures can make pummeling attacks. Great cats, octopi, oozes, horses, and other creatures who lack intelligence or prehensile appendages cannot. Common sense must apply. For example, the DM might allow androsphinxes to make pummeling attacks if they retract their claws. Generally, however, creatures with natural attacks use them in preference to pummeling attacks.

 

Pummeling requires at least one free hand, although the attacker may wear a metal gauntlet or similar item. A character may also use a weapon pommel or an improvised weapon, such as a mug or bottle, in a pummeling attack. Attacks with improvised weapons provoke attacks of opportunity just as other brawling attacks do.

 

The target of a pummeling attack must be alive, non-vegetable, organic, and non-fluid. Undead, shambling mounds, golems, and jellies are among the many creatures that cannot be pummeled.

 

Pummeling is ineffective against creatures who can be harmed only by special or magical weapons unless the attacker functions as a magical weapon powerful enough to hurt the creature (see DMG, Table 46; note that character levels never apply to the table). Elementals, fiends, and most extraplanar creatures are immune to pummeling unless attacked by similar creatures or by characters using magical weapons.

 

Creatures immune to blunt (type B) weapons are immune to pummeling attacks.

 

No creature can pummel an opponent more than one size larger than itself unless the target is not standing up (prone, kneeling, or sitting) or the attacker has a height advantage or can fly. For example, a halfling usually cannot pummel a hill giant.

 

Kicking: Characters attacking with a height advantage (or attacking a prone, kneeling, or sitting opponent) can pummel by kicking instead of punching. Humanoid characters tend to have stronger legs than arms, and inflict extra damage:

 

 

  • Bare feet: 1d3 points of damage

  • Shoes, boots: 1d4 points of damage

  • Heavy boots: 1d6 points of damage

  • Iron-shod or hobnailed boots: 1d6 points of damage *

 

* These had better be mean boots!

 

Wrestling: Wrestling includes all attacks aimed at grasping and holding an opponent. Any creature with racial intelligence of at least semi- can make wrestling attacks if it also has grasping appendages that it could use to restrain an opponent. Incorporeal and amorphous creatures cannot make wrestling attacks and cannot be wrestled. Limbless creatures, such as worms, snakes, and the like, generally cannot wrestle, though constrictor snakes can be assumed to be using a form of wrestling.

 

Worm-like and snake-like creatures are resistant to wrestling damage, but can be held or locked so they cannot attack until they win free of the hold. Creatures immune to normal weapons have a natural resistance to wrestling attacks, so they can be grappled or pinned but take no damage from a hold unless the attacker functions as a magical weapon. Immunity to normal weapons, however, does not protect a creature from the effects of a lock, including damage.

 

Wrestling requires both hands free. Shields, which are normally worn strapped to the forearm, interfere with the character’s grip and prevent wrestling.

 

Wrestling combat always takes place between two opponents; multiple attackers cannot make a wrestling attack as a group. Damage from wrestling holds and locks are mostly temporary, just like other types of brawling damage.

 

Specialization with Punching and Wrestling: To specialize in punching or wrestling, you must spend a weapon proficiency slot in either of the two techniques. No character other than a single class Fighter may ever specialize in both of these techniques. A first level fighter may specialize in both longsword and punching if he wished to. A rogue, who cannot take any weapon specialization, can still take one unarmed fighting specialization. Style specialization does not grant any bonuses to punching or wrestling, they are of use only to armed combat.

 

If a character spends one weapon proficiency on punching, thus specializing with punching, he gains the following benefits:

 

  • He gains a +1 bonus to all his attack rolls when punching

  • He gains a +1 bonus to all damage when punching

  • He gains a +1 chart bonus will all punching attacks

  • He gains one additional attack per combat round (both hands must be free, holding nothing, for the character to gain this benefit)

 

The chart bonus is a reflection of the character’s superior accuracy with punching. With this bonus the punching specialist may modify the results up or down one in regards to the chart on page 97 of the Player’s Handbook.

 

If a character spends one proficiency in wrestling, thus becoming a specialist in wrestling, he gains the following benefits:

 

  • He gains a +1 bonus to all his attack rolls when wrestling

  • He gains a +1 bonus to all damage when wrestling

  • He gains a +1 chart bonus will all wrestling attacks

  • He gains a +2 to strength, only for maintaining a wrestling hold (i.e., a strength 15 character rolls with strength 17 when maintaining a wrestling hold, but only for that purpose).

 

Punching and Wrestling Masters: Only single class Warriors, Priests, or Multi-class Warrior/Priests may continue on to become Punching or Wrestling Masters, High Masters or Grand Masters. If a character continues to devote weapon proficiencies to an unarmed combat style after he is already specialized in it, he gains the following benefits. The character may not take more than unarmed combat specialization at first level. After that, they may spend proficiency slots as they gain additional weapon proficiencies.

For each additional slot devoted to his art:

 

  • He gains a +1 bonus to all his attack rolls with his combat style

  • He gains a +1 bonus to all damage with his combat style

  • He gains a +1 chart bonus with all attacks in that style. With a chart bonus of +2 or more, the character can choose any maneuver within the range of maneuvers covered by his chart bonus.

 

 

Called Shots and Unarmed Attacks

Several Called Shots are also available to unarmed characters, as follows:

 

Block: A character can allocate one pummeling attack to block an incoming attack. Blocks vs. other unarmed attacks are resolved normally. Unarmed blocks against weapons, including creatures with natural weapons, receive an additional –4 penalty.

 

Disarm: An unarmed character can attempt both offensive and defensive disarms at a –4 penalty to his attack roll if he is eligible to make pummeling attacks. If an unarmed character attempts to disarm a two-handed weapon the attack penalty is –8. An unarmed offensive disarm always provokes an attack of opportunity.

 

Pull/Trip: Most unarmed pull/trip attacks should be resolved as wrestling attacks. An unarmed pull/trip can be resolved as a pummeling attack if directed at an opponent who is moving and unaware of the attack. Use the pull/trip rules from Armed Combat to resolve this maneuver.

 

Unhorse: Treat unarmed unhorse attempts as overbearing attacks if the attacker could conceivably get her body onto the mount while attacking (as might be the case if the attacker were jumping down on the mounted character from a height); otherwise, resolve them as wrestling attacks.

 

 

Overbearing

The overbearing rules under called shots above, supercedes the Overbearing section from the players handbook.

 

 

Injury and Death

In our campaign, death occurs at –10 hit points and unconsciousness occurs at –5 hit points. Characters between 0 and –5 may act in a semi-lucid manner and move very slowly. Characters who have fallen unconscious are incapable of movement and are unaware of activity around them. Every round the character remains below 0 hit points but above –10 they continue to take one point of damage from their wounds until death occurs or healing is applied. Any healing cannot cure damage above 0 (Unless it is an actual HEAL spell) until the character has rested for 16 hours under the care of others. After this rest period the character may be healed or continue to heal normally.

CHAPTER 9 - COMBAT
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Called Shots
Attacking without killing
called shots & Unarmed
Overbearing
Injury and Death
Block
Disarm
Grab
Overbear
Pin/ Trap
Unhorse
Shield Rush
Pull/ Trip
Specific Strikes
Sap
Shield Punch
Special wpn man
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INDEX
Anchor 148

ERRATA (HOUSE RULES)

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