Entwaffnen / Meisterliches Entwaffnen (Disarm / Master Disarm)

With this maneuver you can knock the weapon from an opponent's hand. This maneuver can either be an attack or a parry. Whatever you choose, you make your roll with a +8 penalty.

If your maneuver was an attack and is successful, the opponent can parry the blow normally. If he fails, he has to make a Strength roll with a penalty of 8 to hold on to his weapon. If he fails, the weapon is knocked from his hands. If your maneuver was a parry, the opponent has to make the Strength roll immediately - he has no way to fend off your maneuver. But, of course, a parry +8 is risky by itself.

Usually you only can disarm one-handed weapons. To disarm two-handed weapons, you need the Sonderfertigkeit Meisterliches Entwaffnen. If you know this SF, the Strength roll of your opponent is at an additional +2 penalty.

Some weapons (quarterstaff, parrying weapons) give you a bonus on Disarm maneuvers. Disarm as an attack maneuver can be combined with the Feint.



Befreiungschlag (Knock Back)

This maneuver is used to knock back one or many enemies at once, giving you a little more room to maneuver. It is especially useful if you're using a long weapon while your opponents don't.

Your maneuver suffers a penalty of +4 for every enemy you want to attack with it. You can attack up to three opponents with a single, powerful half-arc motion. It can also be combined with the Power Blow to inflict additional damage and with the Feint to give your opponents penalties for their parry attempts. You only have to take the voluntary penalty once - if you attack three enemies and announce an additional Power Blow +2, each enemy suffers 2 points of additional damage.

If your attack succeeds, each enemy has to roll a parry. Every enemy who fails his parry suffers the weapon damage, loses 1d6 initiative and is knocked back one distance class from the attacker. If for some reasons the enemies cannot draw back, they suffer an additional 1d6 damage.

This maneuver uses two actions, so an attacker who uses it loses his parry in this round.


Betäubungsschlag (Knock Out)

An advanced version of the Stumpfer Schlag, this maneuver can be used to knock an enemy unconscious. The attack suffers a penalty of 2 (for attacks with quarterstaffs or clubs), 4 (for weapons with a flat part) or 8 (for blade weapons). It can be combined with Power Blow and Feint.

If successful (and the opponent does not parry), the attack does only endurance damage. If the inflicted damage is higher than the wound threshold (usually CO/2), the victim has to succeed in a simple CO roll or fall unconscious for 1d6 game rounds. If the damage surpassed even the CO itself, no CO roll is allowed.

In the old system with the old wound threshold: If the damage surpasses the CO, the victim has to make his roll, if it surpasses even twice the CO, no roll is allowed.


Festnageln (Spike)

This maneuver's pretty nasty and can only be done with certain polearms (such as a hunting spear or every polearm with a knob behind the blade). You thrust your spear into your target with enough force to knock it on the ground and then hold on to the handle, pinning the target to the ground while keeping the spear inside the wound.

To do this, you have to make an attack roll with a +4 penalty. The attacker can voluntarily announce an additional penalty to make the Strength roll of the defender (see below) more difficult.

If the attack hits (and the defender does not parry), the spear is stuck inside the defender's body.

Both combatants now make an Agility roll and compare the results. If the defender has the better roll (e.g. is more points below his Agility rating), he can free himself and just suffers 1d6 additional damage.

If the attacker has the better roll, the spear remains in the wound. Both combatants now make a Strength roll and compare them as above. If the attacker took an additional penalty voluntarily, the defender now suffers twice that penalty for his Strength roll. If the defender wins the roll, the attacker loses his weapon.

If the attacker wins the roll, the defender is thrown to the ground and pinned down. He now suffers the weapon damage each round automatically als long as the attacker keeps holding the weapon. He can try to free himself by making another compared Strength roll (but with an additonal +2 penalty) as described above.

While pinning down his victim, the attacker can do nothing else but holding onto the weapon.

This maneuver uses two actions, so an attacker who uses it loses his parry in this round.


Gezielter Stich (Aimed Thrust)

This maneuver, a favorite of every fencer is only possible with weapons that rely on sharp points and stabbing instead of slashing, e.g. foils, rapiers, daggers or spears.

With this maneuver, the attacker tries to find an opening in the defender's armour and stabs at an especially vulnerable place.

The attacker makes an attack roll with a +4 penalty. If the defender is wearing armour, half of the armour rating (rounded up) counts as an additional penalty. If he's also carrying a shield, the parry bonus of the shield is yet another additional penalty.

For example, an Aimed Thrust against an opponent with leather armour (armour rating 3) suffers a +6 penalty (+4 for the maneuver itself, +2 for the armour rating).

If successfull (and if the defender does not parry), the thrust bypasses the armour of the defender (so the damage is not reduced by the armour rating). It also automatically inflicts one wound and lowers the wound threshold of the target for the purposes of inflicting additional wounds by 2.

The Aimed Thrust can be combined with the Feint.



Hammerschlag (Hammer Blow)

Only possible with heavy, brutal weapons. This is a very powerful blow that, when successful, inflicts massive damage.

The attacker makes his attack with a +8 penalty. If he hits and the target does not parry, the damage is tripled (so a sword with 1d6+4 does 3d6+12 damage).

This maneuver uses two actions, so an attacker who uses it loses his parry in this round. It can be combined with the Feint.

Klingensturm (Blade Storm)

With this maneuver, you split your attack to attack two opponents in the same round. To do this, the attacker splits his attack rating in half and adds two points to each separate attack. So, an attacker with an attack rating of 15 who uses Blade Storm can attack twice with an attack rating of 10 (15/2 = 8, +2 from the maneuver).

The attacker cannot attack only one opponent with both attacks, he has to attack two separate combatants.



Niederwerfen (Downthrow)

An attack with enough force to knock an opponent off his feet. The attacker makes his attack with a +4 penalty. He can also voluntarily take on additional penalty points to make the Strength roll of his opponent (see below) more difficult.

If the attack hits, the opponent suffers the normal weapon damage and has to make a Strength roll. If the attacker took a voluntary penalty for his attack roll, this penalty now applies to the defender's Strength roll.

If he succeeds, he stays on his feet, but loses 1d6 initiative.

If he fails, he falls to the ground and loses 2d6 initiative.

If the damage inflicted by the attack surpasses the defender's Strength rating, his Strength roll suffers a penalty to the amount of the points the damage surpassed it.

This attack can be combined with a Charging Assault.



Schildspalter (Shield Cleaver)

Mostly useless. The attacker strikes at an opponent's shield, hoping to shatter it. He makes an attack with a +8 penalty, but a bonus to the amount of the parry bonus the shield grants its bearer. So, a Shield Cleaver attack against an opponent with a simple wooden shield (WM -1/+3) would suffer a +5 penalty (+8 for the maneuver, -3 for the parry bonus): The larger the shield, the easier it is to hit. The attacker can also voluntarily take on an additional penalty to make the breaking of the shield more likely.

If the attack succeeds (and the defender does not parry), no damage is inflicted, but the blow strikes the shield with full force. The shield bearer now rolls 2d6 and subtracts 4 plus the voluntary penalty the attacker took. If the result is equal to or lower than the Bruchfaktor (breaking factor) of the shield, the shield shatters.

Stumpfer Schlag (Blunt Blow)

A simple maneuver where you don't deal lethal damage, instead reducing your opponent's Endurance. Good if you want to keep your opponent alive. The attack suffers a penalty of 2 (for attacks with quarterstaffs or clubs), 4 (for weapons with a flat part) or 8 (for blade weapons).

If successful, the attack deals only endurance damage.



Sturmangriff (Charging Assault)

One of my favorites. At the beginning of combat, the fighter rushes towards his opponent, attacking him with the force of his sprint. The attack suffers a +4 penalty.

If it hits (and the defender doesn't parry, of course) the damage is increased by 4 + half of the attacker's Speed rating. So, a normal character with a Speed of 8 would deal an additional +8 points of damage (+4 for the maneuver, +4 for half the Speed rating). The attacker needs to run at least 4 meters for this to have an effect.

This maneuver uses two actions, so an attacker who uses it loses his parry in this round. If the attack fails, the defender gets an attack of opportunity.

(This maneuver actually isn't very good, but it's simply to cool to not do it Wink)



Todesstoss (Coup de Grâce)

This is a deadlier version of the Aimed Thrust. The attacker thrusts his weapon deep into an enemy's most vulnerable body part.

The attacker makes an attack roll with a +8 penalty. If the defender is wearing armour, half of the armour rating (rounded up) counts as an additional penalty. If he's also carrying a shield, the parry bonus of the shield is yet another additional penalty.

For example, an Coup de Grâce against an opponent with leather armour (armour rating 3) suffers a +10 penalty (+8 for the maneuver itself, +2 for the armour rating).

If successful (and if the defender does not parry), the thrust bypasses the armour of the defender (so the damage is not reduced by the armour rating). It also automatically inflicts two wounds and lowers the wound threshold of the target for the purposes of inflicting additional wounds by 2.

The Coup de Grâce can be combined with the Feint and also with the Power Blow, even if the weapon usually doesn't allow it.

This maneuver uses two actions, so an attacker who uses it loses his parry in this round. If the attack fails, the defender gets an attack of opportunity.

Tod von Links (Death from the Left)

If you are using a parrying weapon in your left hand (such as a main gauche, or "Linkhand" in german) and fulfill certain requirements (you need Two-Weapon Fighting I and Parrying Weapons II), it is possible to make an additional attack each round with your parrying weapon.

The attack is made with the skill used for the parrying weapon (Daggers for the main gauche, for example). Modifiers for the weapon itself, the use of the wrong hand or the wrong distance class apply. The weapon used determines the damage - e.g., a Death from the Left maneuver with a main gauche deals 1d6+2 points of damage.



Umreissen (Knock Over)

This is fun! It's comparable to Downthrow, but not as brutal. With this maneuver, you use a long weapon (usually polearms, but whips or under certain circumstances two-handed swords will work, too) to knock your enemy off-balance without inflicting actual damage.

To pull this off, you make your attack with a +8 penalty (you can combine it with Feint). If you hit, the attack is hard to defend against. The defender has only three options:

- A called Dodge
- A weapon parry with a penalty of +8 (+ potential additional penalty from a Feint, not possible against whip attacks)
- A parry made with Brawl or Wrestling, using the unarmed maneuver Beinarbeit (Footwork)

If the attack is successful, the damage is determined, but instead of reducing your opponent's hit points, the opponent has to make an Agility roll with a penalty to the amount of the damage determined. If he fails the roll, he is thrown to the ground and loses 2d6 initiative.

Binden

Generally: Binden has two separate prerequisites, of which you need only one. The first is Meisterparade; the second is Parierwaffen I.

Option 1: You have Meisterparade and bind with your main weapon.
- You have a parry with a basic +4 penalty. Additionally, you can take a voluntary penalty. Only that voluntary penalty is counted as bonus for you / malus for the opponent.
E.g. you choose to take an additional penalty of 2. Now you have a parry action +6; if it succeeds, your next attack gets a bonus of 2, and your opponent's parry gets a penalty of 2.

Option 2: You have Parierwaffen I and bind with your parrying weapon.
- You have the same basic +4 penalty. This is counted as your bonus and your opponent's malus; no additional voluntary penalties are possible.
So for a parry action +4, you get a +4 bonus on your next attack _and_ your opponent gets a penalty of +4 on his defence.

- Option 3: You do both at the same time.
This allows you to combine both effects: The basic +4 penalty is counted as bonus / malus, _and_ you may choose to take an additional penalty.
So in the example from above, with an voluntary penalty of +2: You parry with +6, and all 6 points are counted as bonus towards your attack and as malus on the opponent's parry.

So basically, the Binden is most effective with a parrying weapon. With only one weapon, it's imho not that great.
Gegenhalten (Counter Blow)

Now we come to one of the most powerful maneuvers in the TDE system. Counter Blow is a maneuver where you don't even try to deflect your opponent's attack. Instead, you throw yourself in the path of his weapon while attacking simultaneously, accepting the damage while hoping to rob the attack of some of its power and simultaneously inflicting damage of your own.

Counter Blow is a defensive action, so it can only be done when you're attacked by an opponent. Instead of parrying the blow, you roll an attack yourself, with a penalty of +4.

If only one attack succeeds, damage is determined normally.

If both attack succeeds, however, the attacks have to be compared. The fighter with the higher difference between his roll and his attack rating (which means, the one who rolled the most below his attack rating) is the winner (the +4 penalty from the maneuver has to be counted in). The fighter with the higher initiative can add the difference between the two initiative ratings to his result.

The winner of the comparison does normal damage. The loser does only half damage, without any added damage from high strength or voluntary penalties like the Power Blow. Maneuvers count, however, so a counter-blowed Aimed Thrust may only do half damage, but still inflicts an automatic wound.

That's very, very powerful. If you are proficient in this maneuver, have good initiative and wear some armour, you can fully concentrate on your attack rating and counter your opponent's every attack with this maneuver. If you wield a longer weapon than your enemy (if you have the higher distance class), you can even counter an attempt to close in with this maneuver, thus beating him back before he can reach you. Or, if you wield a longer weapon, you can try and impale a charging opponent before he can hit you.

This is also a very good maneuver against parry-heavy fighters, since those usually have crappy attack ratings.

If used correctly, you almost always win the comparison, thus inflicting normal damage while only receiving half, at the most. In combination with a long weapon with lots of damage (e.g. a two-handed sword), this maneuver really, really rocks. This maneuver is the main reason why parry isn't overpowered in TDE - a good fighter who relies heavy on attack and this maneuver is very hard to beat.