Fencing Actions Chart

Note: Weapon determines the base damage.
Most of these actions are designed for use with bladed weapons, but others may be used as well.

Action Roll Init Goal DMG Notes
Parry Dex+Melee +2 Roll victory dice +weapon DMG as armor
Thrust Dex+Melee +2
Slash Dex+Melee -2 +1
Counter Parry Wits+Melee Eliminates opponent’s +2 parry bonus
Fancy Footwork Dex+Vigor Opponent’s goal is reduced by 1 per victory pt
Flat of Blade Dex+Melee -3d No victory dice are added
Draw & Strike Dex+Melee -2 Draw sword and strike in same action
Compound Attack Dex+Melee -1 Next turn’s goal is at +2
Disarm Dex+Melee -2 -1 If successful, roll Dx+Melee (+ victory points) vs.
target’s Str+Melee. If successful, target drops
blade, which can be thrown 1m/victory point
Feint Dex+Melee -2 -1 Add 3 successes against dodges only
Stop Thrust Dex+Melee +3 -2 Reduce opponent’s goal by 2
Off-hand Dex+Melee Suffer no penalties for off-hand weapons
Parry/Riposte Dex+Melee +2/-1 Parry opponent’s attack. If successful, roll attack
with no multiple action penalty
Wall of Steel Dex+Melee Can make three parries
Cloak Dex+Melee 0/-1 Parry opponent’s attack with a cloak in the offhand
(armor = victory points +3; goal = 8 + Str).
If successful, attacker can attempt to Disarm opponent
with no multiple action penalty
Florentine Dex+Melee One attack and one parry without multiple action
penalties
Athletic Strike Dex+Melee -3 -2 Perform athletic feat (swing from chandelier) in
same action with no multiple action penalty
Pierce Dex+Melee -2 -3 Ignore target’s physical armor (not energy
shields)
Double Strike Dex+Melee -1 -1 Attack with primary and off-hand weapon in
same action (roll both attacks separately)

Fencing Actions Chart

Fading Suns and Flaming Heresies JayJay