Combat EdgesClose FightingRequirements: Novice, Agility d8+, Fighting d8+
This Edge is for skilled knife-fighters, who pride themselves on defeating their foes up close and personal.
While wielding a knife or other small weapon or while unarmed, close fighters move inside most weapons' reach, adding a bonus to the fighter's Parry equal to an enemy weapon's Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon.
Improved Close Fighting
Requirements: Novice, Close Fighting
Close fighters train to go for vital areas and weak spots for quick and lethal kills. If the close fighter qualifies for the close fighting Parry bonus above, he also adds a bonus to his Fighting roll equal to his enemy's Reach +1.
Dirty FighterRequirements: Seasoned
There is no honor among thieves, and Circa 1646 Europe has more than its fair share of scoundrels. Those with this Edge will do anything to win a fight.
This scoundrel is particularly deceitful in combat and good at tricks. He adds +2 to all Trick maneuver rolls.
Really Dirty Fighter
Requirements: Seasoned, Dirty Fighter
The knave is extremely skilled in tactical deceit. By describing the trick and spending a benny, he may automatically get the drop on any single opponent.
EntangleRequirements: Seasoned, Fighting d8+
An entangle is a mix of a disarm and a grapple that leaves the foe disadvantaged but allows the attacker to continue fighting.
The character makes a Disarm attack, but if he succeeds he has entangled his foe's weapon arm rather than disarming him. He may have wrapped the arm in a cloak, or simply locked his opponent's elbow against his body using his arm.
The foe counts as an Unarmed Defender (unless he has two weapons) and cannot withdraw from combat. The attacking hero may continue to use a one-handed weapon against his foe.
On his action, the foe may try to escape the entanglement as per breaking a grapple.
FlecheRequirements: Veteran, Agility d8+, Fighting d8+
From the French for "arrow", a fleche is a running attack, which begins with a leap, followed by the attack, and ends with the attacker running past his opponent, all in a single movement.
If the character moves at least 2" before making an attack against an adjacent foe, he may attack and "withdraw from combat" without his foe, or other adjacent opponents, receiving a free attack.
All movement after the attack must be in the same direction as the movement before the attack (the character must move in a straight line).
Note that the attack is still subject to First Strike attacks from foes he moves adjacent to.
FlorentineWall of Steel
Requirements: Veteran, Florentine, Notice d8+
Sometimes a character finds himself out-numbered in a fight. Fortunately, this hero has the perception and agility to handle multiple foes. Opponents gain no "gang up" bonus against the hero.
Improvisational FighterRequirements: Novice, Smarts d6+
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual -1 penalty to attack and Parry when wielding them.
Iron JawRequirements: Novice, Vigor d8+
The hero can take a hit like he was made of oak. He gets +2 to Soak rolls (this bonus does not stack with the bonus from the Elan Edge).
LungeRequirements: Novice, Fighting d8+
A lunge allows a swordsman to extend the reach of his weapon. The character gains +1 Reach to his weapon. He may not use this Edge with First Strike, Frenzy, or Sweep. He may also not use this Edge if he is unarmed or armed only with a knife or other small weapon.
Spot WeaknessRequirements: Seasoned, Fencing Style, Smarts d8+, Fighting d8+, Notice d6+
No fencer, whether one taught at the finest European academy or one who developed his art on the mean streets of Tortuga, is flawless. Everyone has a weakness, and this character has the training necessary to spot, and exploit his opponent's shortcomings.
If an enemy making a Fighting attack against your character rolls a 1 on his Fighting die (regardless of the result of any Wild Die), your hero receives +1 to Fighting rolls against that foe for the rest of the combat. If an opponent rolls a 1 on his Fighting die but hits using his Wild Die, your character still spots the flaw.
You do not gain an additional bonus against a particular opponent if he rolls another 1.
Improved Spot Weakness
Requirements: Veteran, Spot Weakness
A character with this Edge is an expert at spotting the flaws in his opponent's fighting style. As an action, he may make a Notice roll opposed by his foe's Fighting skill. If he beats his foe's roll, he gains the benefit of the Spot Weakness Edge as if his foe had rolled a 1 on his Fighting die. If he succeeds with a Raise, he also gains a +1 to his Parry against that foe for the rest of the combat.