Attack (Combat Maneuver)

You try to impose an effect on another creature that is within your reach and no more than one size larger than you. Make a Strength test opposed by the target's Agility or Strength test (the target chooses the skill to use). You succeed automatically if the target is incapacitated. If you succeed, you achieve the desired effect.

Possible combat maneuvers include the following:

  • Daze: The target is dazed until the end of its next turn.

  • Grab: The target is grabbed by you, provided that you have a free hand to hold it with (see below).

  • Shove: You knock the target prone, or you move the target 1 square in a horizontal direction of your choice.

Grabbing a Creature: Holding on to a grabbed creature requires at least one hand, but you can release the target whenever you like (no action required). You can drag or carry the target with you when you move, but -- unless the target is Tiny or at least two sizes smaller than you -- each square of movement costs 1 extra square. This rule is true even if you are dragging or carrying multiple creatures at once.

Technically an Attack: Despite dealing no damage and involving no Fighting test, a combat maneuver still counts as an "attack" for the purpose of any rule that refers to attacking or making an attack.

Alternative maneuvers (blind, choke, disarm, overrun, pin, and throw) are described in Combat Maneuver Options. The GM can use the combat maneuvers described in this compendium as models for improvising other effects.