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Martial Maneuvers Rules

In the Perilous Adventures Warbands Guide (PAWG), not every hero bends the world with magic—some rely on steel, speed, and raw grit to survive its perils. For those who don’t wield spells, these optional martial maneuvers rules add extra flavor and depth, giving your character more ways to fight and shine in a tough world. Whether you’re new to tabletop roleplaying or a seasoned player, maneuvers let non-magical characters like Torren, Lira, and Veyra use their skills with clever twists—trading a bit of power for battlefield tricks. We use the d100 system: roll two ten-sided dice (one for tens, one for units) under your skill or target—lower is better—and maneuvers tweak those rolls with tactical flair. We’ll show how they work with examples and math, but no full combat here—just the tools to make your martial hero a standout. Grab your blade, and let’s dive into the fray!


How Martial Maneuvers Work

  • Optional Rules: These are extras for characters without magic (no Spellcasting or Mana)—swap a Standard Action attack for a maneuver to mix up your fight, with GM approval.
  • Cost: Each replaces your attack, often with a penalty to your roll (e.g., -10 or -20) or a skipped hit, trading damage for utility like stunning or pushing foes.
  • Effect: Roll a skill (usually Melee Weapons) against a target; success triggers the maneuver’s effect—half damage, a status, or a boost—sometimes with a foe’s resistance roll.
  • Flavor: Each comes with a gritty hook—your character’s style or past shining through.
  • Math: Penalties adjust your roll, Margin of Success shapes the outcome—damage might drop, but the payoff’s worth it.

Newbie Tip: Maneuvers are like combat stunts—Torren can bash or shove instead of just swinging, giving you more ways to win!


Martial Maneuvers List

Pommel Smash

  • Cost: Standard Action, -10 to attack roll.
  • Effect: Roll Melee Weapons; deal half damage (STR/10 + weapon, no Margin) and stun the foe for 1 round (CON + Endurance, Difficulty 40 resists). Requires a hilted weapon (e.g., sword).
  • Flavor: Your pommel crashes into their skull, a blunt rebuke to silence their fight—a brutal stun born of battle-smarts.
  • Math Example: Torren (Melee Weapons 100 - 10 = 90) rolls 40 (success). Damage: 22 (STR/10) + 15 (sword) / 2 = 18 (rounded up), foe stunned unless resists—opens them for Lira.

Sweeping Slash

  • Cost: Standard Action, -20 to attack roll.
  • Effect: Roll Melee Weapons; deal normal damage to up to 2 adjacent foes (split Margin evenly, round down). Requires a slashing weapon (e.g., sword, axe).
  • Flavor: Your blade arcs wide, a reaping sweep through the fray—a harvest of blood and steel cutting down the crowd.
  • Math Example: Torren (Melee Weapons 100 - 20 = 80) rolls 30 (Margin 50, 25 each). Damage: 22 + 15 + 25 = 62 per foe—slashes two foes at once.

Guard Stance

  • Cost: Standard Action (no attack this turn).
  • Effect: Until your next turn, gain +20 to Acrobatics or Endurance Reaction rolls and reduce incoming damage by 10 (minimum 0).
  • Flavor: You brace, shield or blade raised, a wall of defiance against the onslaught—a sentinel’s poise holding the line.
  • Math Example: Torren (Endurance 90 + 20 = 110, capped 100) takes 80 damage, rolls 40 (Margin 60)—80 - 60 - 10 = 10 damage, HP 180 to 170.

Bull Rush

  • Cost: Standard Action + Move Action, -10 to attack roll.
  • Effect: Roll Melee Weapons; deal half damage (STR/10 + weapon, no Margin) and push the foe 10 ft (STR + Athletics, Difficulty 40 resists). Move with them if successful.
  • Flavor: You charge, shoulder and blade driving them back—a bull’s fury clearing the path through sheer force.
  • Math Example: Torren (Melee Weapons 100 - 10 = 90) rolls 40 (success). Damage: 22 + 15 / 2 = 18 (rounded up), pushes foe 10 ft—repositions for Veyra’s shot.

Vengeful Riposte

  • Cost: Standard Action, must follow a failed enemy attack against you.
  • Effect: Roll Melee Weapons at +20; deal normal damage + 10 if successful. Usable once per enemy miss per round.
  • Flavor: Their miss is your opening, a swift counter cutting through their flaw—a blade’s revenge striking back.
  • Math Example: Foe misses Torren, Melee Weapons 100 + 20 = 120 (capped 100), rolls 40 (Margin 60). Damage: 22 + 15 + 60 + 10 = 107—punishes the slip.

Tripwire Slash

  • Cost: Standard Action, -10 to attack roll.
  • Effect: Roll Melee Weapons; deal half damage (STR/10 + weapon, no Margin), foe falls prone (DEX + Acrobatics, Difficulty 40 resists).
  • Flavor: A low cut tangles their legs, a sneaky stumble setting them up—a fall before the kill.
  • Math Example: Lira (Melee Weapons 60 - 10 = 50) rolls 20 (success). Damage: 20 (DEX/20) + 10 (Shadowsting) / 2 = 15, foe prone—Torren follows up.

Precision Jab

  • Cost: Standard Action, -20 to attack roll.
  • Effect: Roll Melee Weapons; deal normal damage, ignore 5 DR if successful (anatomical know-how).
  • Flavor: Your strike finds a weak joint, study turned lethal—a calculated thrust through armor’s gaps.
  • Math Example: Lira (Melee Weapons 60 - 20 = 40) rolls 10 (Margin 30). Damage: 20 + 10 + 30 = 60, ignores 5 DR—cuts through chainmail.

Rallying Sweep

  • Cost: Standard Action, -10 to attack roll.
  • Effect: Roll Melee Weapons; deal half damage (STR/10 + weapon, no Margin), allies within 10 ft gain +10 to their next attack roll.
  • Flavor: Your swing inspires, a flourish lifting spirits—a call to strike as one in the heat of battle.
  • Math Example: Veyra (Melee Weapons 100 - 10 = 90) rolls 40 (success). Damage: 17 (DEX/20) + 15 (Windreaver Bow as melee) / 2 = 16, Torren’s next roll 100 + 10 = 110.

For Experienced Players

  • Tactics: Trade-offs pay off—Pommel Smash stuns (18 damage vs. 87) but sets up Lira’s Knife in the Dark. Sweeping Slash clears mobs—Torren’s 62x2 thins ranks.
  • Synergy: Pair with distinctions—Bull Rush + Oathbound Blade = Torren pushes undead for 28 damage + 10. Guard Stance + Shield Bearer = 20 DR tanking.
  • Epic Mode: With 450 points, Vengeful Riposte +30 Melee, +15 damage—Torren’s counter hits 122—epic payback!

That’s martial maneuvers in PAWG! Simple options for newbies skipping magic, deep tactics for pros—swap your swing, roll that d100, and fight smart. Tweak with your GM!