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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 Activation. The Wear 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% Wear

Mastery Level 2

-1 Precision

-30% Wear

Mastery Level 3 

+1 Precision

-30% Wear

Mastery Level 4

+3 Precision

-30% Wear

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

Mastery Level 5

+4 Precision

-20% Wear

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


Follow-Up (4 AP)

Follow-Up allows the elohim to make two Strikes against the same Target for 4 Action Points. If the first Strike causes Wear, then the second gets a bonus to Precision, however if the first Strike contains uncanceled Stops, then the second Strike is instead made at -2 Precision. The elohim can Move 1” with each of the two Strikes. At Mastery Level 4, the 2nd Strike gains an additional 12 Effect of +10% Wear. At Mastery Level 5, the 2nd Strike gains an additional Passion Effect of +10% Wear.

Follow-Up cannot be performed while in Defensive Stance.

Mastery Level 1

make 2 Strikes against Target

+0 Precision to 2nd Strike

Mastery Level 2

make 2 Strikes against Target

+2 Precision to 2nd Strike

Mastery Level 3 

make 2 Strikes against Target

+4 Precision to 2nd Strike

Mastery Level 4

make 2 Strikes against Target

+5 Precision to 2nd Strike

additional 12 Effect on 2nd Strike of +10% Wear

Mastery Level 5

make 2 Strikes against Target

+7 Precision to 2nd Strike

additional 12 Effect on 2nd Strike of +10% Wear

additional Passion Effect on 2nd Strike of +10% Wear


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 Wear inflicted from the Double Strike. Wear 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


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

Strike vs. Target following a Strike with no Stops

Mastery Level 2

Strike vs. Target following a Strike with no Stops

ignore up to 1 Stop

Mastery Level 3 

Strike vs. Target following a Strike with no Stops

ignore up to 2 Stops

Mastery Level 4

Strike vs. Target following a Strike with no Stops

ignore up to 3 Stops

ignore one 1 Effect

Mastery Level 5

Strike vs. Target following 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 Wear 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

-40% Wear

Mastery Level 2 Strike 2 different Targets

-2 Precision

-30% Wear

Mastery Level 3 

Strike 2 different Targets

-30% Wear

Mastery Level 4

Strike 2 different Targets

+2 Precision

-30% Wear

Mastery Level 5

Strike 2 different Targets

+3 Precision

-20% Wear