Attack Maneuver default max 2nd defense Notes
Attack & Fly Out (H) DX-3 DX   ~ failure=-1 Defense
or Acrobatics-3 Acrobatics
Bind (H) WS WS+3 +1/8 WS attacker may thrust. Defender at additional -1 to break free.
(also a defensive maneuver) to break free: WS-1 vs. Bind. +2 for retreat
Close Combat (A) WS(C)-2 WS(C)   ~  
WS(1+)-6 WS(1+)-3
Corps-à-Corps (H) WS WS+2 +1/8 WS must have a hilt. success=locked in close combat and -2
to break free: WS+2 vs. Corps-à-Corps
Degagé(H) Saber-2 Saber   Parry-2 -1 defense
or Smallsword-2 Smallsword
Disarm (H) WS WS+5 +1/8 WS  
-2 with non-fencing weapon +1 heavier weapon
dagger -5 to hit +2 for x2wt
sword -4 to hit +3 for x3wt (etc.)
great sword -3 to hit
Dual-Weapon Attack(H) WS-4 WS   ~ each weapon uses this skill for the attack
-1 defense if both attacks are against the same foe
Feint (H) WS WS+4 ~ WS Attacker gets to use bonus towards next attack
Dual-Weapon Feint(H) WS WS+4 +1/8 WS "
Glide (H) Rapier-4 Rapier   Parry-2 thrusting attack only
Hit Location (H) WS-3 WS   ~ use to offset hit location penalties
Lunge (A) WS-2 WS   ~ +1 hex reach
+1 dam
-2 defense
Floor Lunge (H) Fencing-4 Fencing   -1 to defend against +1 hex reach
(unless familiar) +2 dam
-2 defense
kneeling after attack
Mounted Combat(H) WS-2 WS ~   prerequisite: Riding 12+
Off-Hand Weapon Training (H) WS-4 WS      
Pass (A) WS-2 WS     must step closer to foe
attacker is -2 to defend against a Counterattack +1 dam
if Pass fails, roll vs. DX: fail=-2 defense; crit fail = fall down
Snap-Shot WS-* WS     use this maneuver instead of a SS skill level
* (varies by weapon) = GURPS SS skill - 10. e.g. longbow = WS-5, Thrown Knife = WS-1.
Strike Weapon WS WS+5 na Dodge, Parry No PD from shield. B110
to hit dam to break
dagger, smallsword, rapier -5 4 x2 for better quality
knife, shortsword, saber -5 6 /2 for inferior quality
broadsword -4 8
great sword, etc. -3 10
Defense Maneuver default max 2nd defense Notes
all parries 1/3 to break if parrying a weapon 3 times wt (2/3 chance if better grade metal)
Retreat         +3 PD
Bind (H) WS WS+3 +1/8 WS first parry, then try Bind vs. WS (also an Attack)
success=weapons bound and both at -1 to attack
Counterattack (H) WS-5 WS     after any defense (success not required)
Counterattack vs. WS to see which blow lands first
Defensive Arch (A) Block-2 Block+2 +1/4 ~ counts as a block AND parry at once. Thrust is at -2.
Disarming Parry(H) Parry-5 Parry-1   ~ success by:
dagger -5 to hit +1 heavier weapon <3 parry;
sword -4 to hit +2 x2 wt 3,4 unready;
great sword -3 to hit +3 x3 wt, etc. ≥ 5 disarm
Retain Weapon (H) WS no limit     defense against a Disarm Maneuver
Dual-Weapon Parry(H) Parry-2 Parry+2 +1/4 ~ +1/2 wt of second weapon in calculating mass vs. break
Esquive (H) WS-3 WS   ~ success = …
+2 PD, sidestep within hex (only for thrust attacks)
+3 PD, sidestep to adjacent hex
+4 PD, retreat a hex
Parry to Break Parry-5 Parry-1     success = damage to weapon (see Strike Weapon, above)
Riposte (H) WS-4 WS     only after a successful parry
attacker defends at -1 -(+1 / parry success - PD) counts as next turns action
Slip(H) Boxing-3 Boxing     success=attack avoided and 1 hex closer, maybe Close Combat
Parry-3 Parry
maneuver cost table
  Average Hard
Default 0 points 0 points
Default+1 0.5 points 1 points
Default+2 1 points 2 points
Default+3 2 points 4 points
Default+4 4 points 6 points
Further increases cost 2 points per level. (pCI164 or pSW19)

Return to Lon's GURPS