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Dual-Wielding Maneuvers


Quick Strike (2 AP)

Quick Strike allows the elohim to Strike for 2 Action Points. Quick Strikes cannot be used more than twice during the same Turn. The damage inflicted by this Strike is reduced. The Mastery Level of this Maneuver affects Precision when using it. At Mastery Levels 4 and 5, having at least 3 Hits, regardless of Stops, allows the elohim to immediately make a 3 or 4 Action Point Strike for 1 fewer AP.

Mastery Level 1

-1 Precision

-40% damage

Mastery Level 2

-1 Precision

-30% damage

Mastery Level 3 

+1 Precision

-30% damage

Mastery Level 4

+3 Precision

-30% damage

if 3 Hits (RoS), -1 AP to a 3 or 4 AP Strike

Mastery Level 5

+4 Precision

-20% damage

if 3 Hits (RoS), -1 AP to a 3 or 4 AP Strike


Double Strike (3 AP)

Double Strike allows the elohim to Strike the Target with both manifestations of the weapon at once. This increases the overall Force of the Strike. The elohim may not Move while making this Strike. At Mastery Level 4, the elohim may spend 1 Action Point immediately following this Strike to Rend causing 40% of damage inflicted from the Double Strike. Damage from Rend is not affected by other modifiers. Rending adds 1 Exertion to the Striker.

Mastery Level 1 +2 Force
may not Move
Mastery Level 2 +4 Force
may not Move
Mastery Level 3  +6 Force
may not Move
Mastery Level 4

+6 Force
may not Move

1 AP to Rend

Mastery Level 5

+9 Force
may not Move

1 AP to Rend


Piercing Strike (3 AP)

When performing a Piercing Strike, the elohim sizes up the Target’s defenses before making a sudden Strike that can leave the Target Surprised vs. this Strike. The Target can avoid Surprise by Passing a Swiftness Check vs. the Striker’s Swiftness. The Target will have a penalty to the Swiftness Check relative to the Mastery Level. At Mastery Level 4, if the Target is not Surprised, still ignore up to 1 of the following: Defensive Stance, Parry, Grand Parry, or Shielded Defense. At Mastery Level 5, if the Target is not Surprised, still ignore up to 1 of the following: Defensive Stance, Parry, Grand Parry, or Shielded Defense.

The Target makes their Swiftness Check before deciding to apply Parry, Grand Parry, or Shielded Defense to the Strike. Piercing Strike requires careful evaluation and may only be performed once during an Turn. Piercing Strike cannot be performed while in Defensive Stance.

Mastery Level 1

Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness

-1 Difficulty to Target's Swiftness Check

may Move 3"

Mastery Level 2

Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness

may Move 3"

Mastery Level 3 

Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness

+1 Difficulty to Target's Swiftness Check

may Move 3"

Mastery Level 4

Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness
+2 Difficulty to Target's Swiftness Check
may still ignore up to 1 active defense if the Swiftness Check is Passed

may Move 3"

Mastery Level 5

Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness
+3 Difficulty to Target's Swiftness Check
may still ignore up to 2 active defenses if the Swiftness Check is Passed

may Move 3"


Window of Weakness (2 AP)

Window of Weakness allows the elohim to Strike for 2 Action Points immediately following a Strike in which there were no Stops. Window of Weakness can ignore some Stops. At Mastery Level 4, 1 Effect is ignored. At Mastery Level 5, up to two 1 Effects are ignored.

Stops that are ignored do not prevent Window of Weakness.

Mastery Level 1

must follow a Strike with no Stops

Mastery Level 2

must follow a Strike with no Stops

ignore up to 1 Stop

Mastery Level 3 

must follow a Strike with no Stops

ignore up to 2 Stops

Mastery Level 4

must follow a Strike with no Stops

ignore up to 3 Stops

ignore one 1 Effect

Mastery Level 5

must follow a Strike with no Stops

ignore up to 4 Stops

ignore two 1 Effects


Split Strike (3 AP)

Split Strike allows the elohim to use each manifestation of the weapon to Strike a different Target using only the Action Points and Exertion spent for a single Strike (3 Action Points, 3 Exertion). The damage inflicted by this Strike is reduced. The Mastery Level of this Maneuver affects Precision when using it.

Mastery Level 1

Strike 2 different Targets

-2 Precision

-20% damage

Mastery Level 2 Strike 2 different Targets

-1 Precision

-20% damage

Mastery Level 3 

Strike 2 different Targets

-20% damage

Mastery Level 4

Strike 2 different Targets

+1 Precision

-10% damage

Mastery Level 5

Strike 2 different Targets

+2 Precision