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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Weapons & Armor / Weapon Techniques

Weapon Techniques

Weapon techniques are special attacks and actions you perform with a weapon. To use one, the weapon must meet the technique's requirement and you must meet the weapon's ability requirement.

Learning techniques. For every 2 Ranks you gain in one of the five weapon skills (Melee Weapons, Missile Weapons, Firearms, Martial Arts and Shields), choose 1 technique available to that skill: a melee technique for Melee Weapons and Martial Arts, a ranged technique for Missile Weapons and Firearms, and a shield technique for Shields (see Shields). Once learned, you can use it with any weapon that meets its requirement.

How Techniques Work

Most techniques follow the same pattern:

  • Cost: 2 Action Points (reactions: 2 Reaction Points). Push: take 1 Strain to pay 1 point instead of 2.
  • Rider save: on a hit that deals damage, the target saves against DC 10 + half the damage actually taken (after Soak and Resistances).
  • Ending the condition: at the end of each of its turns the target may attempt a DC 15 flat check, or spend 1 AP on its turn, to end it. On a critical failure of the rider save, the target rolls the flat check twice and keeps the lower result, and ending it with actions costs 2 AP.
  • Area techniques (Cleave, Fan the Hammer): one attack roll; each target saves against it (Critical Success none, Success half, Failure full, Critical Failure double); roll damage once for all.

Techniques at a Glance

TechniqueTypeRequirementEffect in brief
Aimed ShotRangedA ranged weapon attackRanged attack with +1 Advantage.
Fan the HammerRanged (Taxing)Fully loaded one-handed firearm, Capacity > 1Once per round, 10×10 ft area within range, Reflex save vs. attack roll; empties the weapon.
Hamstring ShotRangedAny ranged weaponTarget in first increment; Fortitude or Slowed.
Maiming ShotRangedRanged weapon with DeadlyTarget within 30 ft; Fortitude or Maimed (one movement type to 0).
Piercing ShotRangedRanged weapon dealing piercingFortitude or Gaping Wound (undead/constructs immune).
BackbreakerMeleeBludgeoning melee weaponFortitude or Prone; on crit fail, standing also costs 1 AP.
BraceMelee reactionWeapon with ReachWhen an enemy in reach uses a Move action, strike it; roll damage twice, keep higher.
CleaveMeleeSlashing melee weaponAttack everything in a 5-ft arc (area template).
Concussive SmashMeleeBludgeoning melee weaponFortitude or Dazed.
Disarming StrikeMeleeWeapon with DisarmReflex or drop one held weapon.
FlourishMeleeWeapon with FinesseReflex or Off-Balance.
HeartstopperMeleeTwo-handed piercing melee weaponFortitude or Chest Trauma (undead/constructs immune).
LacerateMeleeSlashing melee weaponFortitude or 1d6 persistent bleed (undead/constructs immune).
Maiming StrikeMeleeMelee weapon with DeadlyFortitude or Maimed (one movement type to 0).
Piercing StrikeMeleePiercing melee weaponFortitude or Gaping Wound (undead/constructs immune).
Pommel StrikeMeleeTwo-handed melee weaponNonlethal; Fortitude or Dazed.
PrepareMelee boostTwo-handed melee weaponUntil end of next turn, add double your Might to each qualifying weapon attack's damage.
Rush AttackMelee (Move)Weapon with LightMove up to Speed without provoking, then attack; Reflex or Off-Balance.
TenacityMelee reactionWeapon with BackswingOn a miss, deal half weapon damage anyway; can't trigger other reactions.
ToppleMeleeWeapon with TripReflex or Prone; on crit fail, standing costs all its Speed.
Weakening StrikeMeleeWeapon with AgileNonlethal; Fortitude or Weakened Grip.

Ranged Techniques

Aimed Shot

2 AP
Attack, Technique, Concentrate, Ranged

Requires: Making a ranged weapon attack.

You take your time to line up a shot.

For 2 Action Points, make a ranged attack with 1 additional level of Advantage.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Fan the Hammer

2 AP
Attack, Technique, Ranged, Taxing

Requires: A fully loaded, one-handed Firearm with a capacity greater than 1.

You fire from the hip, slapping the hammer with your off-hand to spray a hail of bullets.

Once per round, for 2 Action Points, while wielding a fully loaded one-handed firearm, choose a 10-foot-by-10-foot area within your weapon's range. Make one attack roll with the firearm. Each creature in the area must make a Reflex Save against your attack roll.

  • Critical Success: No damage.
  • Success: Half damage.
  • Failure: Full weapon damage.
  • Critical Failure: Double weapon damage.

Roll damage once and apply it to all affected creatures. After using this technique, the firearm's ammunition is completely expended and the weapon must be reloaded before it can be used again.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Hamstring Shot

2 AP
Attack, Technique, Ranged

Requires: Wielding a ranged weapon.

You shoot your target in the leg to slow it down.

For 2 Action Points, make a ranged attack against a creature within your first range increment. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target is Slowed. At the end of each of its turns, it can attempt a DC 15 flat check to end Slowed, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Slowed by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Maiming Shot

2 AP
Attack, Technique, Ranged

Requires: Wielding a ranged weapon with the Deadly trait.

You deliver a vicious blow that can maim your target and stop one of their modes of movement. If your target has more than one speed type you must choose the type of movement you are trying to hamper.

For 2 Action Points, make a Ranged Weapon attack against a creature within 30 feet. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target becomes Maimed and their chosen movement speed is reduced to 0. At the end of each of its turns, it can attempt a DC 15 flat check to end Maimed, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Maimed by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Piercing Shot

2 AP
Attack, Technique, Ranged

Requires: A ranged weapon that deals piercing damage.

You place a vicious shot that can leave a gaping wound.

Undead and constructs are immune to this technique.

For 2 Action Points, make a ranged attack against a target within range. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target gains the Gaping Wound condition. At the end of each of its turns, it can attempt a DC 15 flat check to end the condition, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending the condition by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Melee Techniques

Backbreaker

2 AP
Attack, Technique, Melee

Requires: Making a melee weapon attack that deals bludgeoning damage.

You put extra force behind your strike to knock an enemy down.

For 2 Action Points, make a melee attack against a creature within reach. On a hit, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances). On a failed save, the target falls Prone.

Critical Failure: The target must spend 1 Action Point to stand up, in addition to using half its Speed.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Brace

Reaction
Attack, Technique, Reaction, Melee

Requires: Wielding a melee weapon with the Reach trait.

You brace your weapon to punish a moving target.

Trigger: an enemy performs an action with the Move trait within your reach.

When an enemy within your reach uses an action with the Move trait, you may make a Reaction Strike (2 Reaction Points). Make a melee attack against that creature using a weapon with the Reach trait. If the attack hits, roll the damage twice and use the higher result.

Push: You may take 1 Strain to use this reaction for 1 Reaction Point instead of 2.

Cleave

2 AP
Attack, Technique, Melee

Requires: A melee weapon that deals slashing damage.

You swing your weapon in a wide arc to hit multiple foes.

For 2 Action Points, make one melee attack roll and apply it to each creature in a 5-foot arc from you. Each target makes a save against your attack roll.

  • Critical Success: No damage.
  • Success: Half damage.
  • Failure: Full damage.
  • Critical Failure: Double damage.

Roll damage once and apply it to all targets.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Concussive Smash

2 AP
Attack, Technique, Melee

Requires: A melee weapon that deals bludgeoning damage.

You hit with overwhelming force, dealing damage and potentially dazing your target.

For 2 Action Points, make a melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target is Dazed. At the end of each of its turns, it can attempt a DC 15 flat check to end Dazed, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Dazed by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Disarming Strike

2 AP
Attack, Technique, Melee

Requires: A melee weapon with the Disarm trait.

You strike at your foe's hands to force it to drop what it's holding.

For 2 Action Points, make a melee attack against a creature within reach. On a hit, the target must make a Reflex Save against a DC of 10 + half the damage it actually took (after Soak and Resistances). On a failed save, it drops one held weapon (target's choice unless the GM rules otherwise).

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Flourish

2 AP
Attack, Technique, Melee

Requires: A melee weapon with the Finesse trait.

You feint mid-swing to throw your opponent off balance.

For 2 Action Points, make a melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Reflex Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target is Off-Balance. At the end of each of its turns, it can attempt a DC 15 flat check to end Off-Balance, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Off-Balance by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Heartstopper

2 AP
Attack, Technique, Melee

Requires: Wielding a two-handed melee weapon that deals piercing damage.

You smash into your target's chest, potentially causing chest trauma.

Undead and constructs are immune to this technique.

For 2 Action Points, make a melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target gains the Chest Trauma condition. At the end of each of its turns, it can attempt a DC 15 flat check to end Chest Trauma, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Chest Trauma by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Lacerate

2 AP
Attack, Technique, Melee

Requires: Wielding a melee weapon that deals slashing damage.

You slash at vital points to make your target bleed.

Undead and constructs are immune to this technique.

For 2 Action Points, make a melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target takes 1d6 persistent bleed damage at the end of each of its turns. At the end of each of its turns, it can attempt a DC 15 flat check to end the bleeding, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending the bleeding by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Maiming Strike

2 AP
Attack, Technique, Melee

Requires: Wielding a melee weapon with the Deadly trait.

You deliver a vicious blow that can maim your target and stop one of their modes of movement. If your target has more than one speed type you must choose the type of movement you are trying to hamper.

For 2 Action Points, make a Melee Weapon attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target becomes Maimed and their chosen movement speed is reduced to 0. At the end of each of its turns, it can attempt a DC 15 flat check to end Maimed, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Maimed by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Piercing Strike

2 AP
Attack, Technique, Melee

Requires: A melee weapon that deals piercing damage.

You drive your blade deep, leaving a gaping wound.

Undead and constructs are immune to this technique.

For 2 Action Points, make a melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target gains the Gaping Wound condition. At the end of each of its turns, it can attempt a DC 15 flat check to end the condition, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending the condition by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Pommel Strike

2 AP
Attack, Technique, Melee

Requires: A two-handed melee weapon.

You strike to subdue, potentially leaving your target dazed.

For 2 Action Points, make a nonlethal melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target is Dazed. At the end of each of its turns, it can attempt a DC 15 flat check to end Dazed, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Dazed by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Prepare

2 AP
Boost, Technique, Melee

Requires: Wielding a two-handed melee weapon.

For 2 Action Points, you steady your stance and commit to powerful, measured strikes. Until the end of your next turn, add double your Might score to the damage of each weapon attack you make with a weapon that qualifies for this technique.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Rush Attack

2 AP
Attack, Technique, Melee

Requires: Wielding a weapon with the Light trait.

You charge in and use your momentum to strike and throw your target off balance.

For 2 Action Points, move up to your Speed to end adjacent to a creature you can reach. This movement doesn't provoke Reaction Attacks. Then make a melee weapon attack against that creature. If the attack hits and deals damage, the target must make a Reflex Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target is Off-Balance. At the end of each of its turns, it can attempt a DC 15 flat check to end Off-Balance, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Off-Balance by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Tenacity

Reaction
Attack, Technique, Reaction, Melee

Requires: Wielding a melee weapon with the Backswing trait.

When you miss with a melee weapon that has the Backswing trait, you can still clip your target.

Reaction (2 Reaction Points): Deal half your weapon's damage to the target (weapon damage only, plus any magical bonus damage from the weapon). Damage from this reaction can't trigger other reactions or maneuvers.

Push: You may take 1 Strain to use this reaction for 1 Reaction Point instead of 2.

Topple

2 AP
Attack, Technique, Melee

Requires: Wielding a melee weapon with the Trip trait.

You sweep at your target's legs to knock it down.

For 2 Action Points, make a melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Reflex Save against a DC of 10 + half the damage it actually took (after Soak and Resistances). On a failed save, the target falls Prone.

Critical Failure: Standing up costs the target all of its Speed on its next turn (instead of half).

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.

Weakening Strike

2 AP
Attack, Technique, Melee

Requires: Wielding a weapon with the Agile trait.

You strike at your target's hands with a nonlethal blow, potentially weakening its grip.

For 2 Action Points, make a nonlethal melee attack against a creature within reach. If the attack hits and deals damage, the target must make a Fortitude Save against a DC of 10 + half the damage it actually took (after Soak and Resistances).

On a failed save, the target gains the Weak Grip condition. At the end of each of its turns, it can attempt a DC 15 flat check to end Weak Grip, or it can spend 1 Action Point on its turn to end the condition instead.

Critical Failure: The target rolls the flat check twice and takes the lower result, and ending Weak Grip by spending actions costs 2 Action Points instead of 1.

Push: You may take 1 Strain to use this technique for 1 Action Point instead of 2.