Combat Technique: Mounted Charge
When performing a charge on horseback, the character treats his or her Damage Multiplier at one point higher. This Combat Technique is identical to Leap Attack, but is performed from horseback instead of from the air.
Combat Technique: Commander
When performing a Give Command action, instead of giving the normal +1 bonus, the character gives the maximum +3 bonus on the first turn. In addition to this, the bonus persists for two turns instead of the normal one, as long as the ally receiving the command continues to follow the order and the flow of battle has not changed enough to make the order obsolete.
Combat Technique: Sacrificial Strike
When performing an All-Out Attack, instead of subtracting -3 from Defense and adding +3 to Attack, the character may transfer any number he or she wishes, to a maximum bonus of +6. This maximum can be waived by the GM when dramatically appropriate.
Combat Technique: Survival Instincts
You may roll a defense roll even while asleep or otherwise unable to detect an incoming attack, though at a -3 penalty. Normally, sleeping or unconscious characters are treated as inanimate objects.
Combat Technique: War Dancer
You are an expert at dodging and weaving the onslaught of faceless soldiers. Ignore one “phantom attack” made by a Mob every round (see Mobs and Armies). This Combat Technique may only be bought once; further evading soldiers requires Extra Defences. If you are attacked my multiple Mobs, you may still only evade one phantom attack total – not one per unit.
Combat Technique: Trigger
You are swift to leap into action, but only under certain conditions. This Combat Technique functions like Lightning Reflexes, but it offers a bigger bonus depending on the severity of the condition:
+6 if the trigger is relatively common (such as “when prepared to do battle”)
+9 if the trigger is somewhat uncommon (such as “only when ambushed” or “only when rescuing a friend”)
+12 if the trigger is extremely rare (such as “when in the Eye of a Storm only”)
Combat Technique: Critical Maneuver
The characters’ fighting style is carefully honed and controlled. Rather than inflict extra damage on a critical hit, the character can choose to retroactively apply some special combat maneuver (such as disarming, or reducing armor). The penalty for this maneuver may not be higher than -3, however. The attack deals normal damage.
Combat Technique: Precise Critical
Instead of doing double damage on a critical hit, you may deal any amount of damage between 0 and your double damage. Your critical hits have precision and accuracy, and accomplish exactly the amount of damage you want.
Combat Technique: Bring ’Em Back Alive
This Combat Technique requires Precise Critical. Whenever one of your attacks would reduce an opponent to below 0 hit points, you may instead reduce them to exactly 0 hit points. It is your choice whether or not the opponent falls unconscious or remains awake. They might still require medical attention and can bleed out if left alone. In either case, they are unable to participate in further combat.
Combat Technique: Guard Edge
When taking a Guard action, or preparing a Defend Other action, the character wins ties as a defender. Normally, attackers always win ties.
Combat Technique: Dirty Harry
You know how to use your weapon to threaten people. When making an Intimidation roll, provided your weapon is drawn and ready, you may add one-half the weapon’s Level to this roll (round down). Note that this kind of Intimidation is never subtle.
Combat Technique: Throw Weapon
You suffer no penalties when throwing a melee weapon and may use your Melee attack to do so, though note that melee weapons cannot be thrown further than a maximum range of 10 meters. Also note that this technique cannot be applied to weapons that naturally have a range, or to natural weapons – only to such weapons that leave you disarmed after the weapon is thrown.
Combat Technique: Dodge and Weave
Normally, attacking a swiftly-moving target with ranged weapons is difficult. With this Combat Technique, you become extra adept at avoiding ranged attacks while on the move. Step up your speed by one step for purpose of ranged attack penalties (-0 becomes -1, -1 becomes -3, and -3 becomes -6), but only while moving at your full speed.
Combat Technique: Grim Resolve
You fight on, despite dire injury, even at the cost of injuring yourself further. Instead of making a roll to resist Shock, you may suffer one-fifth the original damage taken to automatically succeed.
Combat Technique: Armored Redoubt
When taking a Guard action, receive an extra +3 defense against opponents who try to bypass your armor.
Combat Technique: Shock and Awe
If you make a surprise attack against an opponent, or if you win Initiative, receive +1 Damage Multiplier on your first attack. Note that this bonus only applies if you actually win the Initiative roll, not if you go first for other reasons, such as the opponent delaying or the Reach variable.
Combat Technique: Slip Away
When an opponent misses you with an attack, you may choose to use the momentum of your dodge, parry, or other means of defense to make a single Acrobatics roll for free, e.g. to flee the attacker or move past them.
Combat Technique: Smasher
You deal double damage against inanimate objects, so long as those inanimate objects are not in active use by another character. With this Combat Technique, you also cause more collateral damage when fighting. This Combat Technique can be selected twice, in which case the doubled damage applies also against objects in use.
Combat Technique: Counterattack
A character with this Combat Technique excels at striking back against targets after performing the Guard action. Designate one opponent when you declare a Guard action. If this target attacks you with a melee attack and fails to beat your Defense, you enjoy the benefit of an Aim action against that target (+1, or +3 if you also have Improved Aim) on your next action only. You cannot stack Aim actions used in this way. If the opponent hits, or if you have to use Energy Points to cancel the attack, you gain no benefit from this Combat Technique.
Combat Technique: Seize the Advantage
You excel at throwing off the enemy with a perfectly executed defense. If you score a Critical Defense against an opponent, that opponent counts as having spent three Defenses, rather than just one.
Combat Technique: Open Palm
You have learned a “soft” style of unarmed fighting. The penalty for dealing Stun damage with an innate (non-Item) weapon that normally deals lethal damage drops to -1 (it is normally -3). Footnote: Ignore the Lethal Blow rules of the corebook. Rather, when designing an innate Weapon, such as an unarmed strike, decide whether it normally deals Stun or regular damage.
Combat Technique: Lethal Blow
You have learned a “hard” style of unarmed fighting. The penalty for dealing lethal damage with an innate (non-Item) weapon that normally deals Stun damage drops to -1 (it is normally -3). Footnote: Ignore the Lethal Blow rules of the corebook. Rather, when designing an innate Weapon, such as an unarmed strike, decide whether it normally deals Stun or regular damage.
Energy Point Techniques
Combat Technique: Last-Ditch Effort
You may opt to use Last-Ditch Effort only when spending your last remaining Energy Point to boost a roll in combat. Add +3 to this roll, in addition to the bonus granted by Energy Points. After using Last-Ditch Effort, you are stuck at 0 Energy Points until the combat ends – you cannot recover any without at least a short rest. Last-Ditch Effort cannot boost rolls where Energy Points apply retroactively, such as defense rolls.
Combat Technique: Opening Gambit
If you choose to spend Energy Points on your Initiative roll, you may also apply the bonus from the Energy Points on your first attack roll in the combat, for free, but only against opponents who rolled lower Initiative than you. If you use this Combat Technique, you may not spend any additional Energy Points on the attack. This combat technique represents a sudden, fierce opening move that catches enemies off their guard.
Combat Technique: Inspiring Stunt
Your heroic efforts cause a resurgence in your allies. Whenever you gain Energy Points from a successful Stunt, you may choose to forfeit any number of Energy Points received. For each point you forfeit, you can return two Energy Points to any one ally. This means that if you forfeit 2 Energy Points, you can give 2 points to 2 allies, or 4 points to one ally.