Shield Bearing Maneuvers
Shield Bash (3 AP)
Shield Bash causes the Target of the Strike to also be Knocked Back. The Target is pushed away from the elohim 1” for every 2 Hits, regardless of Stops. The Difficulty for the Control Check for Falter is increased relative to the Mastery Level. The 12 Effect and Passion Effect are both Falter:1 instead of those of the current weapon. At Mastery Level 4, the Target has -1 Guard per Hit, regardless of Stops, vs. the next Strike make before their next Activation.
Shield Bash can be used with a Sling.
Disarm (3 AP)
Disarm adds Falter:1 to this Strike for each uncanceled Hit and an additional Falter:1 if there are at least 3 uncanceled Hits. WearE inflicted by Disarm is reduced by 40%. Disarm gives additional Precision depending on the Mastery Level. At Mastery Level 4, WearR and WearP caused from Falter dealt directly from a Disarm Strike (not additional Falter from Inspiration) is doubled.
Disarm does not cost additional Action Points to use while in Defensive Stance.
Fell the Faltering (2 AP)
Fell the Faltering is a 2 Action Point Strike that may be made against a Target that is Faltering. Stops may be ignored by removing Falter:1 from the Target for each Stop ignored up to a maximum dependent on the Mastery Level. If the Target is Faltering for 1 Cycle or more, all Stops are negated and no Falter is removed. At Mastery Level 4, 1 Effect is ignored. At Mastery Level 5, up to two 1 Effects are ignored.
Counter Strike (2 AP)
Counter Strike is a Readied Strike for 2 Action Points that may be made against a Target immediately after that Target has made a Strike against this elohim. This Strike gives additional Precision as well as causing some “8”s to be a Hit if there were uncanceled Stops in the Strike that Counter Strike is reacting to. At Mastery Level 4, Counter Strike may be used after a Strike targeting an ally if the Striker is within Melee range (after moving up to 1" with this Strike).
Counter Strike does not cost additional Action Points to use while in Defensive Stance.
Shielded Defense (1 AP)
Shielded Defense gives additional Guard vs. incoming Strikes until the elohim's next Activation. More Guard is gained against Ranged Strikes. The elohim must use 1 Action Point and adds no Exertion. The elohim only receives the Guard bonus vs. Strikes within 180°. At Mastery Level 4, the arc is increased to 270°.
The arc is chosen when using the Maneuver, but it is possible to Stand Ready to use Shielded Defense, thereby getting to choose what arc to protect at a more tactical moment. This Maneuver is not a Strike and so does not cost additional Action Points to use while in Defensive Stance and can be used with a Sling.