Skip to main content

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 made before their next Activation.

Shield Bash can be used with a Sling.

Mastery Level 1

Knock Back of 1" per 2 Hits

+1 Difficult to Control Check vs. Falter

12 Effect & Passion Effect are both F:1

Mastery Level 2

Knock Back of 1" per 2 Hits

+3 Difficult to Control Check vs. Falter

12 Effect & Passion Effect are both F:1

Mastery Level 3 

Knock Back of 1" per 2 Hits

+5 Difficult to Control Check vs. Falter

12 Effect & Passion Effect are both F:1

Mastery Level 4

Knock Back of 1" per 2 Hits

+5 Difficult to Control Check vs. Falter

12 Effect & Passion Effect are both F:1

-1 Guard per Hit vs. next Strike

Mastery Level 5

Knock Back of 1" per 2 Hits

+7 Difficult to Control Check vs. Falter

12 Effect & Passion Effect are both F:1

-1 Guard per Hit vs. next Strike


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.

Mastery Level 1

Falter:1 for each uncanceled Hit
+F:1 if there are at least 3 uncanceled Hits

-40% Wear

Mastery Level 2

Falter:1 for each uncanceled Hit

+F:1 if there are at least 3 uncanceled Hits

+2 Precision

-40% Wear

Mastery Level 3 

Falter:1 for each uncanceled Hit

+F:1 if there are at least 3 uncanceled Hits

+4 Precision

-40% Wear

Mastery Level 4

Falter:1 for each uncanceled Hit

+F:1 if there are at least 3 uncanceled Hits

+5 Precision

-40% Wear

x2 WearR/P from Falter

Mastery Level 5

Falter:1 for each uncanceled Hit

+F:1 if there are at least 3 uncanceled Hits

+7 Precision

-40% Wear

x2 WearR/P from Falter


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.

Mastery Level 1

2 AP Strike vs. a Faltering Target

Mastery Level 2

2 AP Strike vs. a Faltering Target

ignore up to 1 Stop by removing Falter

Mastery Level 3 

2 AP Strike vs. a Faltering Target

ignore up to 2 Stops by removing Falter

Mastery Level 4

2 AP Strike vs. a Faltering Target

ignore up to 3 Stops by removing Falter

ignore one 1 Effect

Mastery Level 5

2 AP Strike vs. a Faltering Target

ignore up to 4 Stops by removing Falter

ignore two 1 Effects


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.

Mastery Level 1

allows a 2 AP retaliatory Strike

Mastery Level 2

allows a 2 AP retaliatory Strike
+1 Precision

one 8 Hits, if preceding Strike had uncanceled Stops

Mastery Level 3 

allows a 2 AP retaliatory Strike

+2 Precision

two 8s Hit, if preceding Strike had uncanceled Stops

Mastery Level 4

allows a 2 AP retaliatory Strike

+3 Precision

three 8s Hit, if preceding Strike had uncanceled Stops

may be used after a Strike targeting an ally

Mastery Level 5

allows a 2 AP retaliatory Strike

+5 Precision

all 8s Hit, if preceding Strike had uncanceled Stops

may be used after a Strike targeting an ally


Shielded Defense (1 AP)

Shielded Defense gives additional Guard vs. incoming Strikes until either the elohim's next Activation or this character performs a Strike. More Guard is gained against Ranged Strikes. The elohim must use 1 Action Point and receives 1 Exertion. The elohim only receives the Guard bonus vs. Strikes within 180°. At Mastery Level 4, the arc is increased to 270°. At Mastery Level 5, the arc is increased to 360°.

The arc's placement is chosen when using the Maneuver. If no arc is declared at that time, the placement is centered on the first Strike Shielded Defense defends against. It is possible to Stand Ready to use Shielded Defense, thereby choosing arc placement 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.

Mastery Level 1

+1 Guard vs. Melee Strikes within 180° arc
+3 Guard vs. Ranged Strikes within 180° arc

Mastery Level 2

+2 Guard vs. Melee Strikes within 180° arc
+6 Guard vs. Ranged Strikes within 180° arc

Mastery Level 3

+3 Guard vs. Melee Strikes within 180° arc

+9 Guard vs. Ranged Strikes within 180° arc

Mastery Level 4

+4 Guard vs. Melee Strikes within 270° arc

+12 Guard vs. Ranged Strikes within 270° arc

Mastery Level 5

+5 Guard vs. Melee Strikes within 360° arc

+15 additional Guard vs. Ranged Strikes within 360° arc