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Advanced Maneuvers

In document Runequest Slayers (Page 163-165)

The Hedgecutter – Fatigue Cost: 5

This legendary axe attack allows a skilled warrior to slice through many nearby foes. One Galloglaich warrior known as Cedric is said to have cut through three men with one swing.

This hit requires a Vital Shot. If successful - and another foe is within range of the warrior - the axe-man may try to hit another foe on the same turn. There is no limit to how many foes can be hit, as long as they are all within close range.

Oakcutter – Fatigue Cost: 5

An old saying goes, “Face a dragon with naught but an axe, and ye have the best chances of all.” The power of the axe is excellent against large and monstrous creatures.

When this epic swing is used against large creatures (anything more than 1,000 lbs.), the axe-wielder does an additional 2d6 damage.

Armorsplitter – Fatigue Cost: 3

Skilled axe-wielders look for weak spots in their opponents’ armor. Using the carefully-honed edge of his great weapon, an expert can easily cut through the most carefully crafted armor with ease.

This technique halves the Toughness of hard armor, such as plate (round up).

BOWS

Basic Maneuvers

Snap Shot – Technique Skilled archers learn to aim with their minds and their feelings, rather than with their eyes and guesses.

The Snap Shot lets an archer fire an arrow every turn. Horse Archery – Technique

Most archers cannot imagine firing bows from horseback - the jolts and bumps of a horse’s gait makes most shots simply impossible.

This ability allows an archer to fire from horseback with a short or recurved bow. Longbows and curved bows may not be used from horseback - they are too unwieldy. Riders of Caldecan receive this maneuver free as soon as they become a Novice archer. Overpull – Technique

Strong archers know how to pull their bows for maximum effect and damage. All of the archer’s attacks do +1 damage.

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Advanced Maneuvers

Eye-Death – Fatigue Cost: 1

This shot sends an arrow speeding towards an opponent’s eye. It requires a Vital Shot and does an additional 2d6 damage, instead of 1d6.

Flight of Leagues – Fatigue Cost: 2

Using wind and advanced geometry, an archer with this ability can put a certain twist on an arrow that lets it fly farther than an arrow should normally.

This ability increases the Ideal Range for a bow by one level. Normal bows can shoot up to Long Range (150 yards), and longbows can shoot up to Far Range (200 yards).

Flurry of Wood, Feather, and Stone – Fatigue Cost: 4 This technique allows bowman to launch two arrows in one turn. Archers with this ability are truly rare. One story tells of a Rider of Caldecan that slew a hundred-man army before they could reach him in their charge.

CLUBS

Basic Maneuvers

Thunderous Sweep – Technique

Screaming a loud cry, the club wielder slams at his opponent’s legs. The force of impact, combined with a sweeping wrist motion, throws the foe to the ground.

If the club wielder successfully attacks a foe’s legs (this requires a successful Vital Shot) - his foe is bowled over onto the ground in addition to taking damage. He must spend an entire turn getting up, unless he has Agility 15 or more.

Windless Thrust – Fatigue Cost: 4

By thrusting the club strongly at the opponent’s chest, this attack knocks the wind out of him. If successful, your next attack on this foe will be treated as if he were Sur- prised.

Rat Smash – Fatigue Cost: 2

By lifting a heavy club high and slamming it down in an earsplitting blow, this attack can easily crush smaller creatures. Giants and cyclops who bother learning the intricacies of their tree-stump weapons often learn this maneuver.

Anything considerably smaller than the club wielder (under half his height) will take an additional 1d6 damage.

Advanced Maneuvers

Earth’s Pull – Fatigue Cost: 4

This legendary club attack allows a fighter to hit with tremendous force. After a successful hit, the poor victim is sent flying back several feet (roll 2d6, if it matters) and falls down. He must spend an entire turn getting up, unless he has Agility 15 or more.

Bonecrusher – Technique

Warrior-barbarians who wield clubs have been known to slam aside dozens of men in battle. Those who are hit by their mighty clubs crumple under the force of their blows.

Whenever a warrior rolls a Critical Hit with the Bonecrusher Maneuver, he may roll twice on the Critical Hit Table and take the best result.

Memory Eraser – Technique

Anytime you hit someone in the head (perform a successful Vital Shot) and do damage, he must immediately make a Might roll or collapse unconscious.

CROSSBOWS

Compared to the bow, crossbows are easy to use. Perhaps it is this reason that not many special maneuvers exist for these weapons.

Basic Maneuvers

Wooden Nail – Technique

This odd technique takes advantage of the crossbow’s ability to fire at close range. If close enough for melee combat, the crossbowman can press his weapon up to his opponent and fire at point blank range. This does an extra 1d6 damage.

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Advanced Maneuvers

Eye-Death – Fatigue Cost: 1

This shot sends an arrow speeding towards an opponent’s eye. It requires a Vital Shot to hit, but does an additional 2d6 damage instead of 1d6.

KNIVES

In document Runequest Slayers (Page 163-165)