The combat maneuvers listed below fall into two categories: general and trained. General maneuvers are available to everyone, from the most battle-hardened veteran to the most combat-averse fop. Trained maneuvers represent those techniques and styles which require advanced training to even attempt. Note that training does not require formal study: the battlefield is an unforgiving instructor that can teach how to survive quite quickly.
Everyone is able to knock someone down, throw someone through a window, or trip someone without special martial arts training (though training will make it considerably easier to do so).
In order to initiate a grapple the fighter needs to take an aggressive stance and roll at a goal of -2. If she wins, she and her opponent are grappling. Small melee weapons or pistols can be used at -2 goal in a grapple. Medium or larger melee weapons and anything larger than a pistol cannot be used while grappling. Grappling damage is per unarmed combat, and characters may use either Dex or Str while grappling.
A character who is grappled may break free by gaining the edge and declaring the grapple broken. Characters can move a few meters while grappled- this represents uncoordinated pushing and pulling, or even rolling around on the ground.
In order to knock an opponent down or throw/push her into another object the fighter must take an aggressive stance and beat her opponent by 3 Vps. A character that was thrown or tripped is at -2 the next round. Damage done by a throw or trip is per unarmed combat (minus the 3 Vps required to cause the trip or throw), though obviously environmental hazards may increase the damage.
While grappling a character may attempt to pin her opponent. In order to do so she must make an aggressive or balanced attack, and achieve 4 Vps. Once pinned a character is helpless for as long as her opponent maintains the pin.
A character can strike at an opponent's weapon in an effort to either damage the weapon or knock it free from her opponent's hand. A character may attempt a disarm in either aggressive stance or defensive stance. If the fighter is attempting a disarm in aggressive stance she rolls using her Strength attribute paired with her combat skill. If the fighter is attempting to disarm from a defensive stance then she rolls using her Dexterity attribute paired with her combat skill. She must score 3 VPs greater than her opponent to succeed in disarming.
Certain weapons are more difficult to disarm. A two handed weapon requires an additional VP to disarm (for a total of 4 greater than the opponent).
Few and far between is the noble who does not wear, day and night, an energy shield. These Second Republic wonder devices guard the rich and powerful from harm, absorbing everything from assassin's bullets to laser blasts. They are with only a single flaw- slow moving objects do not activate the protective cocoon of force. This vulnerability has spawned a dueling culture in the Known World elites much akin to the ancient renaissance dueling. There are numerous schools around the Known Worlds that teach different philosophies of the duel. Listed below are the primary approaches to dueling culture- there are many more variations that are less popular or well known.
Energy Shield Dueling
A duelist using this skill is at a -2 Goal. All damage done to opponents is halved. This is the art of fighting a combatant with an energy shield. The duelist is taught to slow her blade an instant before making contact with her opponents energy shield. Aside from requiring a great deal of skill to pull off, a slower blade means less a less forceful impact. Every noble duelist learns this skill and is often so much a part of how the noble fights that it is hard for them to remember how to fight an unshielded opponent without slowing their attacks.
Ad Corpus Fighting
Meaning "To the Body", rather than parrying her opponent's blows the duelist throws her body at them hoping to force her opponent into activating her shield. When in aggressive stance the duelist applies an additional -1 goal to an opponent using Energy shield fighting, and adds +1 to her opponent's damage. Every round the duelist loses 1 additional shield hit.
Wall of Steel
Rather than relying on her shield, the duelist parries and deflects her opponents strikes with her own blade. If the duelist is fighting defensively and wins the round, then she does not take any shield hits.
The duelist fighting with this style is at a -1 goal. A single well struck blow is worth a thousand that bounce harmlessly off of an energy shield or get absorbed by the resilient material of an opponent's synthsilk. A number of styles teach their adherents to wait patiently for the right moment to strike in order to find a chink in their opponent's armor. This deliberate style of combat is slightly easier to defend against, yet masters of the style can often end a duel in a single blow. While in a balanced stance the duelist takes a -1 goal, but opponents receive a -2 to their armor if struck by the duelist.
Aggressive Shield Fighting
The Hazat have an internal dueling culture that abhors energy shields and as such several of their dueling techniques rely on battering down an opponent's shields as quickly as possible. The effectiveness of this style is undeniable and it has slowly spread. The duelist rains down blows on her opponent, less in an attempt to do harm and more in an effort to trigger shield hits. A duelist using this style must be in aggressive stance and she receives a -2 to damage. However, every round the duelist wins her opponent receives an additional shield hit.