TEXT: HARP
  ™
  Tim Dugger, Heike A. Kubasch
  Iron Crown Enterprises
  2006
  Combat Cards
  
  Authors:  Tim Dugger; Heike A. Kubasch,
  Editors:  Tim Dugger; Heike A. Kubasch,
  Pagemaking:  Tim Dugger, Heike Kubasch,
  Sherry Robinson;
  Graphic Design:  Sherry Robinson;
  Proofreading: Bruce Neidlinger & Monica Wilson;
  Art: Mike Jackson, Jeff Laubenstein;
  ICE Staff—
  President:  Heike A. Kubasch;
  CEO:  Bruce Neidlinger;
  Editing, Development, & Production Staff:  Heike A.
  Kubasch, Bruce Neidlinger, Tim Dugger, Lori Dugger,
  Web Mistress:  Monica L. Wilson;
  Corporate Mascots:  Gandalf T. Cat, Rajah T. Cat,
  Phoebe T. Cat, Matsi T. Cat, Ember T. Cat;
  ICE Cheering Section & Moral Support:
  Karl & Helga Kubasch, John Seal, Claudia, Alexandra
  & Annie Aulum, Elke Lübbert, Inge Bendfeldt, Peggy,
  Christoph, Helen & Rickmer Bendfeldt, Judy & Hasmukh
  Shah, John Ross, Dax Foster, Brad Williams, Brent Knorr,
  Jonathan Dale, Mario Butter, the Guild Companion
  (www.guildcompanion.com), and all ICE fans everywhere:
  Thanks for keeping the faith!
  Copyright © 2006 by Mjolnir LLC. All rights reserved. No reproductions without permission.
  Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman St,
  Charlottesville, Virginia, 22902.
        Stock # 3102   ISBN 1-55806-617-9
  Credits
  
  COMBAT CARDS
  OVERVIEW
  The HARP Combat Cards come in four
  basic types; Action Cards, Style Cards, Reference
  Cards and Blank Cards. Action Cards have the
  numbers in the circles in the bottom right-hand
  corner of the card. Style Cards have a double
  dash in the circle.
  In a normal HARP round, which lasts only 2
  seconds, the players first declare their actions,
  and then roll for initiative. When using Combat
  Cards, the process remains basically the same,
  but instead of verbally declaring what your
  character’s actions will be, you make the
  declaration by selecting and placing one of your
  Combat Cards face down in front of you.  Once
  everybody has selected their actions for the
  round, those actions are revealed and then
  resolved in initiative order, from the highest to
  the lowest.
  ACTION CARDS
  The Action Cards represent the most basic
  type of actions that a character might take during
  a combat round. There are Action Cards for
  common combat maneuvers and cards for
  various Combat Actions.
  Each of these cards has a number in the circle
  in the lower right-hand corner of the card. This
  number represents how many rounds it takes to
  perform the action. While most Action Cards
  only take a single round, there are a few that take
  several rounds to accomplish.
  STYLE CARDS
  The Style Cards represent the various combat
  styles that a character may learn. These cards are
  played when a character is using a particular
  style. Each card describes the style and the
  abilities available to the character using the style.
  Certain other cards, such as the one for Chi
  Defense, are not proper Style Cards, but they are
  classified as such because they represent abilities
  or skills which operate over several rounds.
  REFERENCE CARDS
  At the very end, there is a selection of cards
  that can be used as reference cards to help you by
  keeping you from having to look up rules. There
  are only a few at the moment, but if they prove
  popular, we may do additional products to
  include more Reference Cards.
  BLANK CARDS
  In a few places within the product, you will
  find Blank Cards. It was decided to include them
  so that you can make your own Combat Cards.
  If your game includes a new style, or a style not
  found within this product, then you can use the
  blank cards to fill in and make your own card for
  that style or combat action.
  USING THE CARDS
  Ideally, each person in the gaming group
  will have his or her own set of Combat Cards.
  Each player should sort through their set of
  cards and select those cards that might apply to
  their character.
  For example, if you are playing a Fighter with
  the Sword & Shield Combat Style, then you won’t
  need the Two Weapon Combo Combat Style or
  any of the Martial Arts Combat Styles.
  The group of cards that represents the
  actions that your character may take is referred
  to as your Active Deck; all of the choices that
  your character makes during combat will be
  based on the cards in your Active Deck.
  DECLARING ACTIONS
  Starting with the person on the GM’s left,
  each player declares the actions for their
  character for the round by selecting an Action
  Card from their Active Deck and placing it face
  down in front of them. If the character is also
  using a specific combat style, then the player
  should remove that card from their Active Deck
  and place it face up next to the card for their
  declared action.
  
  The GM should not use Combat Cards for
  every single foe that the characters are fighting.
  Instead, he should use the minimum number of
  cards required. If the foes are Giant Ants, their
  actions are likely to be limited to fighting and
  moving, thus one card should suffice for most of
  them, perhaps two cards if some are fighting and
  some are moving.
  For situations where the characters are
  fighting a major bad guy and his minions, the
  major NPC can have his own set of Combat
  Cards, while all of the minions share a set of
  cards as described above.
  ROLL INITIATIVE
  Each player then rolls for initiative according
  to the normal HARP rules.
  PERFORM ACTIONS
  Starting with the player with the highest roll for
  initiative, each player will, in turn, reveal and resolve
  their actions in order from highest to lowest.
  Once a Combat Card is revealed, it is
  immediately resolved as per the normal rules, as
  long as the number in the lower right-hand
  corner is a 1. If the action takes multiple
  rounds, then the action is not resolved until a
  number of rounds have passed equal to the
  number in the circle.
  LOST ACTIONS
  Occasionally the actions of one player will
  conflict with or negate the actions of a player
  who goes later in the initiative order. In such
  cases, the slower player loses his declared action.
  When a declared action is lost, the lost action
  may be replaced with a Perception action or a
  Move action.
  CANCELED ACTIONS
  The actions of NPCs and of other character
  may make a player’s declared action obsolete, or
  the player may decide that he no longer wants to
  perform the action that he declared before the
  round. This is allowed, however just as with Lost
  Actions, the only actions that may be taken are
  Perception actions and Move actions.
  Players who have lost their actions may perform
  a Sudden Dodge. This Action Card may be played at
  any time, canceling out a player’s declared action for
  the round if he has not resolved it yet. If the
  character has acted, then this card replaces their
  action declaration for the next round.
  INSTANTANEOUS ACTIONS
  There are a number of Instantaneous Actions
  available to players. These actions have a zero in
  the circle in the lower right-hand corner of the
  card. These include things like Combat Perception
  and Casting an Instantaneous Spell. These actions
  do not have to be declared in advance like normal
  actions. The cards for these actions may be played
  at any time because they can occur with other
  actions. Once used, these cards will remain face up
  on the table until the end of the round.
  END OF ROUND CLEANUP
  The round ends when the actions of all the
  participants have been resolved. At this point,
  each player picks up his Action Card if the action
  as been resolved and replaces it in his Active
  Deck. Action Cards that require multiple rounds
  to resolve, Style Cards that are still in effect, or
  the Sudden Dodge card, if played after the
  character had taken his action for the round all
  remain face up on the table.
  Each player who does not have an Action
  Card in front of him will then start the new
  round by making his action declaration as
  described above.
  HEX NOTES
  The Combat Cards are designed and
  written to be used with HARP’s
  upcoming Miniature Movement &
  Maneuver System (MMMS). Action
  Cards that include movement on them
  have that movement detailed in hexes,
  rather than feet.
  To use the Combat Cards without
  using the MMMS, just convert each hex
  on the card to 5’.
  
  1
  ACROBATIC MANEUVER
  You may make dives, rolls, vaulting
  maneuvers, swing on objects, or other
  in-air (i.e. flying) maneuvers.
  You can fall safely up to 1' per skill rank
  or make a Very hard maneuver to safely
  fall up to 3' per skill rank, so long as you
  are within 10' of a wall. The safe falling
  distance is subtracted from longer falls.
  You may also make a Medium Maneuver to
  move up to your Base Movement Rate, and
  gain a bonus to DB from the Bonus column
  of the Maneuver Table at the same time.
  1
  ATTACK & PARRY
  Apply any portion of your OB to
  your DB. The remainder is used to
  make a normal Melee Attack. The
  parry total applies for the entire
  round against all attacks directed at
  you from a single target.
  1
  BLADE SLAP
  Smack foe with the flat of your blade,
  doing a Crush critical 1 size smaller than
  the normal critical. You receive -10 to OB
  while performing this attack.
  Only used with bladed weapons.
  CAST A SPELL
  Cast a normal spell.
  Casting Time: 1 Round for every For  5
  Power Points (PP) or portion thereof.
  1+
  
  CAST INSTANTANEOUS
  SPELL
  Cast any 1 instantaneous spell.
  You cannot cast more than 1 instanta-
  neous spell each round.
  0
  You must move at least 2 hexes in a
  straight line towards the foe. Every hex
  you move gives you a +5 OB and a -5
  modifier to your DB. You may move no
  faster than a Run. The bonus from the
  Charge cannot exceed +50 OB/-50 DB.
  CHARGE & ATTACK
  1+
  CLIMB
  Cimb  up to ½ your Base Movement
  Rate (rounded up) with a successful
  Climbing maneuver roll.
  1+
  COMBAT PERCEPTION
  Make a Perception Maneuver at a -50. This
  may be performed while attempting other
  actions.
  0
  
  1
  CONTROLLED DROP
  TO GROUND
  Safely drop to the ground from any
  position.  You can be  prone or squatting
  low to the ground.
  COUNTER
  HOLD AT BAY 1
  1
  Beat Aside & Attack
  Use some or all of your OB to make the
  RR against the “Hold At Bay” Maneuver.
  If you are successful, you may use the
  remainder of your OB to make an attack
  against the foe.
  1
  Bypass the Foe
  Use total of your Quickness and Agility
  bonuses, or your Acrobatics skill
  bonus, to attempt to beat the RR. If
  successful, you may continue on past
  the foe without being hindered.
  Note:  You cannot attack foe from  behind
  after performing this maneuver.
  COUNTER
  HOLD AT BAY 2
  1
  COUNTER
  HOLD AT BAY 3
  Tumbling Attack
  Use ½ of your total of Quickness &
  Agility bonuses, or ½ of your Acrobatics
  skill bonus, in an attempt to beat the
  RR. If successful, you may attack foe
  with ˚ of your normal OB.
  
  Make a Maneuver Roll, adding your
  Agility bonus and a number of skill ranks
  equal to those in your weapon skill. The
  foe makes a RR (modified by his weapon
  skill bonus, plus an additional +10 modi-
  fier) against the value found on the RR
  column of the Maneuver Table. Failure
  results in the foe’s weapon landing 1d10
  feet away in a random direction.
  DISARM FOE
  (UNSKILLED)
  1
  DISARM TRAPS
  Attempt to disarm 1 trap. It takes a
  minimum of 1 round for each difficulty
  rating above Mundane to disarm a trap.
  1+
  DISENGAGE FROM MELEE
  Round 1: You cannot attack and must
  Parry with 50% of your OB (treat as a
  Full Parry for resolution).
  Round 2: If you took no damage from
  your foe in round 1, you have initiative
  and can make a Full Move away from foe.
  If you move past your foe, he can attack.
  2
  Makes a Maneuver Roll using 2x Agility
  bonus (or Acrobatics skill bonus), and
  receive a +50 (modified by the Bonus
  result of the Maneuver Roll) to your DB
  against one attack. The bonus received
  from a Dodge can never be lower than 0.
  Takes a full round to perform.
  DODGE
  1
  
  1
  DRAW WEAPON
  Draw a weapon, or drop a weapon you
  are holding and draw a new weapon.
  Drink a potion accessible from a
  bandoleer or your belt.
  2
  DRINK A POTION
  ENTERING FRENZY
  Make a Maneuver Roll  on the Percentage
  column of the Maneuver Table when
  attempting to enter a Frenzy. Record the
  result each round and add to the previous
  results. This is done until the Frenzy total
  reaches 200% or above.
  1+
  FALSE DISENGAGE
  Roll on the RR column of the Maneuver
  Table using ½ your OB or your full Trick-
  ery or Duping skill bonus. Your remaining
  OB is resolved as a Full Parry. If using the
  Trickery or Duping skill bonuses, then
  only use ½  of your OB to resolve the Full
  Parry.
  Foe must then make a Will-based RR
  against the result from the RR column. If
  the foe fails, you gain a +20 to your attack
  the next round and ignore all damage caps.
  If the foe makes his RR, then this maneuver
  fails and action proceeds normally.
  1
  
  You receive a -10 to your OB and can do a
  Tiny Slash Critical instead of the normal
  critical for the weapon.
  This is normally only used with melee
  weapons that do puncture criticals.
  1
  FENCING SLASH
  FULL PARRY
  Roll 1d100 when the Full Parry is declared.
  01 - xx:
  Fumble weapon. No bonus
  applied to DB.
  (xx+1) - 95: Character applies full OB + 10
  to his DB normally.
  96 - 100:
  Roll again and add to this
  roll, use total for +0
  attack against target.
  Bonus to DB as above.
  xx = Weapon’s Fumble Range
  1
  FULL PERCEPTION
  Make a Perception Roll using your full
  skill bonus.
  2
  HAFT BASH
  You may strike with the haft of your
  weapon doing a medium Crush Critical
  instead of the normal critical. You receive
  a -5 modifier to your OB.
  1
  
  You cannot be locked in melee combat
  with the foe and must have a longer
  weapon than the one wielded by your foe.
  Spears and Pole Arms receive an
  automatic +20 bonus.
  Make a Maneuver Roll, adding your
  weapon skill, and consult the RR column
  to determine the value the foe must
  resist against. If foe fails this RR, he is
  kept from advancing or attacking until he
  counters the Hold At Bay.
  HOLD AT BAY
  1
  JAB
  A Jab may only be used in exchange for a
  -5 modifier to OB. You may do a
  Puncture Critical one size smaller than
  the normal critical for the weapon.
  Blunt weapons, such as maces, using this
  Combat Action, do a Crush Critical one
  size smaller than normal for the weapon.
  1
  1
  KNOCKDOWN
  Roll, adding in your Strength, Quickness, &
  Agility bonuses on the Percentage column
  of the Maneuver Table. If the Percentage
  Result is greater than 100, foe must make a
  RR (using 2x Agility bonus) from  the result
  on the same row of the RR column. If foe
  fails, he is knocked prone (treat as Foe
  Down).
  1
  KNOCKDOWN
  Make a Maneuver Roll using a combo of
  your Strength & Agility bonuses. If the
  result is 100 (or higher), the foe is must
  make a RR (adding 2x his Agility bonus)
  vs. the result on the RR column of the
  Maneuver Table. Failure means the foe
  is knocked prone (Foe Downed).
  If mounted, use the size of the mount
  when making the Maneuver Roll. The size
  modifier is applied to the maneuver.
  Use the Knockdown Maneuver Size
  Table on p. 25 of Martial Law, to
  determine the size modifiers.
  Note: This Combat Action description
  is used only if using Martial Law.
  MARTIAL LAW
  
  MELEE ATTACK
  Attack using your full OB against a
  single target.
  1
  1
  MISSILE ATTACK
  Fire a readied (and/or loaded) bow or
  crossbow at a target using your full OB.
  1
  MOUNT A
  RIDING ANIMAL
  You leap onto the back of your mount
  and are ready to ride!
  MOUNTED CHARGE
  1+
  You must declare the Mounted Charge and
  must be able to move in a straight line at
  least 2 hexes towards the foe.
  Every hex you move during the Mounted
  Charge gives you a +5 modifier to your
  OB. Every 2 hexes moved incurs a -5
  modifier to your DB.
  If the attack is successful, the weapon size
  modifier is increased one level (small
  becomes medium, etc.) when calculating
  the Adjusted Attack Roll. The  bonus
  from the Mounted Charge cannot exceed
  +50 OB/-25 DB.
  A mounted charge may stop at any point
  beyond the target and is not restricted to
  stopping when the attack is made.
  
  1
  MOVE & ATTACK
  Move and attack in the same round. For
  every hex you move, you receive a -10 to
  your attack. You also receive another -10 for
  each Pace multiplier above a Run that is
  used in the movement.
  1
  MOVE  (DASH)
  Move 5x your base number of hexes. You
  may  attempt other actions while moving,
  but those actions will have a minimum
  difficulty of  at least Sheer Folly.
  You can move at a Dash for up to 1
  round per point of Constitution
  bonus before requiring rest.
  1
  MOVE (FAST RUN)
  Move up to 3x your base number of hexes.
  You may  attempt other actions while
  moving, but those actions will have a
  minimum difficulty of  at least Very Hard.
  You can move at a Fast Run for 1
  minute per point of Constitution bonus
  before requiring rest.
  1
  MOVE (RUN)
  Move up to 2x your base number of hexes.
  You may  attempt other actions while
  moving, but those actions will have a mini-
  mum difficulty of  at least Hard.
  You can move at a Run for 5 minutes
  per point of Constitution bonus before
  requiring rest.
  
  1
  MOVE (SPRINT)
  Move 4x your base number of hexes. You
  may attempt other actions while moving, but
  those actions will have a minimum difficulty
  of  at least Extremely Hard.
  You can move at a Sprint for 10 rounds
  per point of Constitution bonus before
  requiring rest.
  1
  MOVE (WALK)
  Move up to your base number of hexes.
  You may  attempt other actions while
  moving, but those actions will have a
  minimum difficulty of  at least Medium.
  You can move at a Walk for 1 hour per
  point of Constitution bonus before
  requiring rest.
  1
  MULTIPLE PARRY
  Parry 1 foe for every 10 ranks in your
  weapon skill, splitting your OB  among
  the multiple foes. You may not make an
  attack in the same round. Resolve each
  separate parry as if it were a Full Parry.
  If any given parry results in either a
  fumble or a +0 attack, no more parries
  allowed for the round.
  PICK LOCKS
  Attempt to pick a lock. It takes a minimum
  of 1 round for each difficulty rating above
  Mundane to pick a lock.
  1+
  
  POMMEL BASH
  1
  You receive a -20 modifier to your OB
  and can inflict a Tiny Crush Critical
  instead of the normal critical.
  1
  POWER STRIKE
  You receive a -20 to your OB. If your
  attack is successful,  add +10 to the
  critical result. Power Strike allows the
  attack to exceed the Damage Cap of
  the weapon.
  PREPARE CHI DEFENSE
  Make a successful Maneuver Roll using
  your Chi Defense skill bonus to activate
  this skill.
  1
  PREPARE CHI FOCUS
  Make a successful Maneuver Roll on
  the Bonus Column of the Maneuver
  Table using your Chi Focus skill bonus.
  1
  
  1
  PREPARE CHI SPEED
  Make a successfull Medium Maneuver
  Roll using your Chi Speed skill bonus.
  1
  PREPARE CHI STRENGTH
  Make a successful Manuever Roll on the
  Bonus Column of the Manuever Table
  using your Chi Strength skill bonus.
  1
  PRESS & MELEE
  Move 1 hex and make a full attack with a
  -5 modifier.
  1
  QUICK PERCEPTION
  Make a quick Perception Roll at a -20.
  
  1
  RAPID DISMOUNT
  Dismount quickly (mount must be on the
  ground if it is a flying creature) without
  hurting yourself.
  10
  RELOAD HEAVY
  CROSSBOW
  Your heavy crossbow is locked and loaded.
  RELOAD LIGHT
  CROSSBOW
  Your light crossbow is locked and loaded.
  5
  2
  RELOAD SLING OR BOW
  Your missile weapon is locked and loaded.
  
  SEARCH A 10' SQ. AREA
  Search a 10' x 10' area for secret doors,
  traps, or other hidden objects.
  4
  1
  SHIELD BASH
  Use your shield as a weapon, making an
  attack roll using the DB value of the
  shield as the OB for the attack. This
  negates the DB bonus for the shield for
  that round. This attack may only be used
  by characters with the Shield Training
  Talent. The Shield Bash attack replaces
  your normal attack action for that round.
  Shield Size
  Attack Size
  Buckler
  +15 Tiny Crush
  Target Shield
  +20 Small Crush
  Normal Shield +25 Medium Crush
  Full Shield
  +30 Large Crush
  Wall Shield
  +40 Medium Unbalance
  SHIELD PARRY
  You may sacrifice your attacks for the
  round to improve your shield’s
  protective abilities.
  You gain double the normal DB bonus
  from the shield for that round.
  1
  STAND UP
  (FROM PRONE)
  Regain your feet and  stand up after
  being knocked prone or being downed
  by an attack.
  1
  (UNTRAINED)
  
  1
  STAVE JAB
  You receive a -5 to your OB and may make
  a small Crush jabbing attack with the end
  of the stave, spear or pole arm.
  Note: Spears and pole arms may
  replace the Small Crush with a Small
  Puncture by using the other end of
  the weapon to attack.
  1
  SUBDUAL
  Your receive a -20 to your OB. If your
  attack results in severe damaging effects,
  you may adjust the result to any lesser
  critical on the table.
  SUDDEN DODGE
  If you have not acted, you may Sudden
  Dodge. If you have acted this round, you
  may still Sudden Dodge. However, the
  Sudden Dodge  will continue on the
  following round, making you forfeit all
  other actions.
  Make a Manuever Roll using 2 x your
  Agility Bonus (or your Acrobatics skill
  bonus). You receive a 25 plus the result
  from the Bonus column of the
  Manuever Table to your DB. All negative
  results give a bonus of 0.You end up in
  nearest empty hex.
  1*
  TAKE A PREPARED HERB
  Pull a prepared packet of herbs from your
  bandoleer and pop it into your mouth.
  Herbs not carried in the bandoleer, or in
  liquid form, or that cannot be swallowed
  (balms, etc.) are not covered by this action.
  1
  
  1
  THROWN WEAPON
  ATTACK
  Throw a readied weapon at a target
  using your full OB.
  1
  WEAPON BIND
  You receive a -20 to your OB. Make a
  Maneuver Roll on the RR column of the
  Maneuver Table. The foe uses his OB as a
  modifier to resist the Weapon Bind.
  If the foe is succeeds, the round contin-
  ues. If the he fails,  he is caught. He may
  not attack until he breaks free, or until
  you release the bind, he releases his
  weapon, or draws another weapon.
  The foe may roll against the RR of the
  Weapon Bind once each round. You may
  not attack foe while you have his weapon
  bound. Both characters receive a -10 to
  initiative during the Weapon Bind.
  DOUBLE SLASH
  You receive a -30 to your OB for the
  round. You make 2 attacks, and must
  split your remaining OB between the
  2 attacks before to performing this
  Combat Action.
  If the first attack deals damage, you
  may make the second attack using the
  remainder of your OB.
  1
  Requires a minimum of 20 ranks to use.
  FENCING BIND
  This style uses 2 weapons. A primary
  weapon and a shorter secondary weapon.
  Make a roll on the RR column of the
  Maneuer Table using your OB with a -20
  modifier. The foe uses his OB as a modifier
  to resist the bind.
  If the foe is succeeds, the round continues.
  If he fails, then he is caught. He may not
  attack until he breaks free, or until you
  release the bind, he releases his weapon, or
  draws another weapon. The foe may roll
  against the RR of the Fencing Bind once
  each round.  While you have your foe’s
  weapon bound, you may still make attacks
  with your secondary weapon.
  1+
  Requires a minimum of 20 ranks to use.
  
  1
  MISSILE PARRY
  For every 5 points of OB  in Missile
  Parry, you gain a +1 to your DB against
  the missile attack. You may parry one
  missile for every 20 ranks (or portion
  thereof) you have in your weapon skill,
  splitting the OB between the different
  parries.
  You must make an unmodified roll for
  each parry. If you fumble, you may not
  make any more parries that round and
  the fumble takes effect. You cannot parry
  missile fire if you are in melee combat.
  Requires a minimum of 20 ranks to use.
  1
  REVERSE STROKE
  You receive a -20 to your OB in exchange
  for the ability to strike or parry a foe who
  is behind you (who receives either rear or
  flank attack bonuses) without having to
  turn your back on any foe who may
  currently in front of you.
  Requires a minimum of 20 ranks to use.
  1
  SET AGAINST CHARGE
  You set your weapon so that a charging
  foe takes double damage from the attack.
  (See Charging, HARP pp. 91-92, for
  more information). Your attack receives a
  -20 modifier to its OB.
  This Combat Action may only be used
  with weapons from the Pole Arms group.
  Requires a minimum of 20 ranks to use.
  SHIELD BYPASS (MINOR)
  By taking a -10 modifier to OB and by
  reducing the size of your attack by one
  degree, you can wrap your weapon
  around your foe’s shield during an
  attack, negating up to 20 points of DB
  from the shield.
  This Combat Action may only be used
  with weapons from the Chains Plus and
  Great Chains groups.
  1
  Requires a minimum of 20 ranks to use.
  
  1
  STAVE SWEEP
  You receive a -20 to his OB and may do a
  Medium Sweeps/Unbalancing Critical
  instead of the normal critical for the attack.
  This Combat Action may only be used
  with weapons from the Staves and Pole
  Arms groups.
  Requires a minimum of 20 ranks to use.
  1
  STAVE SWEEP
  You receive a -20 to your OB and may do a
  Medium Sweeps/Unbalancing Critical
  instead of the normal critical for the attack.
  This Combat Action may only be used
  with weapons from the Staves and Pole
  Arms groups.
  Requires a minimum of 20 ranks to use.
  1
  MULTIPLE STRIKE
  You may attack 2 attacks against a
  single foe. The first attack is made at
  -20 to OB; the second attack is made at
  -40 OB. Both targets must be within
  180 degrees of each other and may not
  be receiving attack bonuses for Flank
  or Rear against you.
  Requires a minimum of 40 ranks to use.
  1
  RANGED DISARM
  You receive a -30 to your OB. Make a
  Manuever Roll, adding your modified OB.
  If the roll is a fumble, it is resolved normally. If
  the roll is between (96-100), add the modified
  OB and treat as a normal attack.
  If the roll falls between the two, then look up
  the result on the RR column of the
  Maneuver Table. The foe must roll, adding
  twice his Strength Bonus and meet or beat
  the result gained from the RR column, or
  you have shot the weapon out of foe’s hand.
  This Combat Action may only be used
  with weapons from the Missile and
  Thrown groups.
  Requires a minimum of 40 ranks to use.
  
  1
  SHIELD BYPASS (MAJOR)
  By taking a -20 modifier to OB and by
  reducing the size of your attack by one
  degree, you may to wrap your weapon
  around your foe’s shield during an
  attack, negating up to 40 points of DB
  from the shield.
  This Combat Action may only be used
  with weapons from the Chains Plus and
  Great Chains groups.
  Requires a minimum of 40 ranks to use.
  1
  SPINNING SLASH
  You may attack multiple foes within a
  180 degree arc of each other. All attacks
  receive a base -40 modifier to your OB.
  Every attack after the first receives an
  additional cumulative -10 modifier.
  This Combat Action may be used with any
  melee weapon that does Slash Criticals.
  Requires a minimum of 40 ranks to use.
  SWIFT STRIKE
  For every -5 applied to your OB, you
  gain +1 to your initiative for the round.
  1
  Requires a minimum of 40 ranks to use.
  1
  IRON BROOM
  By taking a -50 modifier to your OB, you
  can make a Medium Sweeps/Unbalancing
  attack against all foes within a 5’ radius (1
  hex). You make a single attack roll, which
  is then applied against all foes within
  range individually.
  This Combat Action may be used with
  any weapons from the Staves and Pole
  Arms groups.
  Requires a minimum of 60 ranks to use.
  
  1
  TRIPLE SLASH
  You receive a -30 modifier to your OB.
  Your remaining OB must be divided
  between 3 attacks, prior to making any
  attacks. Roll each attack separately. If any
  attack fails to damage foe, all remaining
  attacks for the round are lost.
  This Combat Action may be performed
  with any weapon that does a Slash Critical.
  Requires a minimum of 60 ranks to use.
  1
  WHIRLWIND ATTACK
  You receive a -50 to your OB. Make a
  single attack roll: this roll is applied to
  all foes within a 5' radius. The attack is
  resolved separately for each foe within
  range.
  This Combat Action may be used with
  any melee weapon that is greater than
  2' in length.
  Requires a minimum of 60 ranks to use.
  
  --
  CHI DEFENSE
  You receive your skill rank bonus +10 to
  your DB.
  All other actions performed while using
  Chi Defense are modified by -20.
  Chi Defense remains active for up to a
  number of rounds equal to the number
  of ranks you have in the skill. Once ended,
  Chi Defense may not be used again for a
  number of minutes equal to the number
  of rounds it was used.
  1
  CHI FOCUS
  Add the result of your Chi Focus roll  to
  a physical maneuver being performed
  this round.
  CHI SPEED
  You can perform two actions this round.
  1
  1
  CHI STRENGTH
  Add +20 to your Strength bonus. This
  bonus applies to any strength related
  maneuvers during the next round,
  including combat.
  
  --
  You add the normal trained shield bonus to
  your DB and can make 2 attacks per round.
  You attack with your weapon first, using
  the style bonus as your OB. Your second
  attack is with your shield.
  The OB for the shield attack is the style
  bonus -20, plus a negative modifier
  equal to the trained shield bonus DB. If
  you parry, reduce both OBs by the
  amount you decide to parry.
  Magical or quality shield bonuses do not
  affect the OB of the shield attack.
  COMBAT STYLE:
  ACTIVE SHIELD
  Shield Size
  Attack Size
  Buckler
  Tiny Crush
  Target Shield
  Small Crush
  Normal Shield
  Medium Crush
  --
  Reduce the -80 modifier for aerial combat
  by the amount of your skill bonus.
  If the penalty has been reduced to 0,
  then half the skill bonus may be used as
  an OB bonus.
  COMBAT STYLE:
  AERIAL COMBAT
  Gain a +5 to initiative. If an attack
  causes damage, add your Strength
  bonus to the weapon’s size modifier
  before applying it to the critical.
  Cannot exceed the Damage Cap.
  COMBAT STYLE:
  BLADE BARRIER
  --
  COMBAT STYLE:
  BLINDFIGHTING
  Reduce the -100 modifier for fighting
  blind by the amount of your skill bonus.
  Only Basic Melee Attacks are allowed
  when using this style.
  --
  
  COMBAT STYLE:
  BRAWLING
  Brawling attacks normally use a Tiny or
  Small attack size; the critical type is
  determined by the actual attack used (see
  the HARP critical tables pp 96-104).
  Failure indicates a miss while a fumble
  is rolled on the appropriate Fumble
  Table. Brawling attacks have a Fumble
  Range of 01-02.
  --
  --
  COMBAT STYLE:
  BUCKLER BASH
  You fight with a buckler in each hand. You
  gain the shield bonus from both bucklers
  to your DB (+30) and can make 2 attacks
  per round, one with each buckler.
  Each attack does a small Crush critical.
  Both attacks use the style skill bonus as its
  OB, the second attack has a -20 modifier.
  If you decide to parry, then both attacks
  are reduced by the amount you parry.
  You also receive a +5 to initiative.
  Any magical or quality bonuses from the
  bucklers apply only to your DB.
  COMBAT STYLE:
  DIRTY FIGHTING
  --
  Can be used in any melee combat in
  which the foe is aware of you. Once
  used against a foe, it is impossible to
  catch him off guard a second time in
  that combat.
  Make a Manuever Roll using this skill’s
  bonus. If successful, attack normally,
  and on a successful hit, add a number
  equal to your number of ranks in this
  skill to the Adjusted Attack Result
  (AAR) when determining how much
  damage. You must use the entire bonus
  to the AAR or none of it. Attacks made
  using the Dirty Fighting style ignore
  damage caps.
  COMBAT STYLE:
  DISARM FOE
  1
  Roll and add skill bonus on the RR column
  of Manuever Table. Foe uses his weapon
  bonus to resist the Disarm attempt. If foe
  fails, his weapon lands 1d10 feet away in
  random direction. If you fail the initial
  Manuever Roll, treat it as a normal
  weapon fumble.
  
  --
  COMBAT STYLE:
  DOUBLE WEAPON
  Make 2 separate attacks each round, 1
  with each end of the weapon.
  Use your total bonus with this style as your
  OB for both attacks, with the second attack
  having a -20 modifier. If you parry, then
  you must reduce each attack by ½ of the
  amount that you apply to the parry.
  --
  COMBAT STYLE:
  FRENZY
  You move in a direct path to target and fight until
  target is dead. You cannot tell friend from foe.
  Mind influencing spells fail against you. You cannot
  cast spells, use non-constant magic items, parry, or use
  any combat skills or talents except weapon or brawling
  skills. After killing foe you will attack the closest target.
  You receive a+10 to your initiative roll, to all attack
  rolls and to your Adjusted Attack Roll (added to
  weapon size mod). You ignore all Damage Caps and
  receive a bonus of +20 to RRs against Stuns. Your
  only DB bonus is for armor, shield and magical items.
  Ignore all damage received until the frenzy is over,
  except for Stuns, which can disrupt the frenzy. You
  fight until dead.
  You will stay in a frenzy for a number of rounds
  equal to your Constitution modifier. You will then
  collapse and be unable to move for a number of
  rounds equal to the time spent in the frenzy. You are
  then at -20 to all actions for an additional hour.
  COMBAT STYLE:
  MOUNTED COMBAT
  Reduce the -80 modifier for
  mounted combat by the amount of
  your skill bonus.
  If the penalty has been reduced to 0,
  then half the skill bonus may be used
  as an OB bonus.
  --
  COMBAT STYLE:
  PAIRED WEAPONS
  Make a single attack roll. If this attack
  does damage, the effects of the critical
  delivered are increased as follows:
  Hits: Hits delivered are doubled.
  Stun: Increase the rounds of stun by 1.
  Bleeding: Bleeding is increased by 1
  Hit per round.
  Death in xx rounds: The number of
  rounds of  a Death in xx rounds
  critical is reduced by half (round up).
  All other damage remains as detailed by
  the critical.
  --
  
  COMBAT STYLE:
  SHIELDING WEAPON
  --
  This style uses 2 weapons. Use 1
  weapon to attack, the other to parry.
  The parrying weapon cannot do larger
  than a Small attack.
  The style bonus is your OB. You also
  gain ˚ of the style bonus (round down)
  as a modifier, up to a maximum bonus
  of +50, to your DB.
  If the parrying weapon provides a bonus
  to DB when used defensively, then this
  bonus is added to the style’s bonus to DB.
  It does not count against the maximum
  bonus allowed by this style.
  COMBAT STYLE:
  TWO WEAPON COMBO
  Use 2 different weapons at the same time
  to get 2 attacks.
  Your OB for both attacks is equal to the
  skill bonus in the style, plus stat
  bonuses, special bonuses and weapon
  bonuses. The weapon in your off-hand
  receives an additional –20 modifier.
  You can make 2 separate attacks, one
  with each weapon, each round. If you
  decide to parry, your OB for both attacks
  is reduced by the amount that you
  decide to parry with.
  You also receive +5 to initiative.
  --
  COMBAT STYLE:
  WEAPON & SHIELD
  You can make 2 attacks per round. The
  first is an attack with your weapon, which
  is made using the style bonus  as your OB.
  The second is a shield bash.
  You receive the Untrained bonus to your
  DB for the shield and the actual shield
  bash will have an OB equal to the Trained
  bonus to DB for the shield.
  --
  --
  COMBAT STYLE:
  WRESTLING
  You make a Small Grappling attack. All
  criticals are done on the Grappling
  Critical Table.
  
  --
  MARTIAL ARTS STYLE:
  BUCKLER DANCE
  You fight with a buckler in each hand. You
  gain the shield bonus from both bucklers
  to your DB (+30) and can make 2 attacks
  per round, one with each buckler.
  Each attack does a small Crush critical. Both
  attacks use the style’s skill bonus as its OB,
  the second attack has a -20 modifier. If you
  decide to parry, then both attacks are reduced
  by the same amount you used in parrying.
  You also receive a +5 to initiative.
  Any magical or quality bonuses from the
  bucklers apply only to your DB.
  MARTIAL ATS STYLE:
  DRAGON STYLE
  You add a +5 to your initiative rolls. You
  can also use the Grappling Table in
  addition to the normal Martial Arts
  Tables for your attacks. You may choose
  which table you are going to use prior to
  making an actual attack.
  --
  MARTIAL ARTS STYLE:
  DUAL SAI
  You use two sai at the same time.
  You gain +30 to your DB while using
  the Dual Sai style. This is the bonus
  normally gained when using a sai
  defensively. This style grants that bonus
  so long as the style is being used.
  You may use Chi Defense and the rules
  from HARP p.12 “Monk Attacks” with
  this style.
  --
  MARTIAL ARTS STYLE:
  DUAL SHIV
  --
  You fight with a knife in each hand,
  making a single attack roll each round. A
  successful attack inflicts a Medium Slash,
  which is modified as follows:
  Hits: Hits delivered are doubled.
  Stun: Increase the rounds of stun by 1.
  Bleeding: Bleeding is increased by 1 Hit
  per round.
  Death in xx rounds: The number of
  rounds of  a Death in xx rounds
  critical is reduced by half (round up).
  All other damage remains as detailed by the
  critical. You may use Chi Defense and the
  rules from HARP p.12 “Monk Attacks”
  with this style.
  
  --
  MARTIAL ARTS STYLE:
  DUAL WEAPON KATA
  Make a single attack roll. If this attack
  does damage, the effects of the critical
  delivered are increased as follows:
  Hits: Hits delivered are doubled.
  Stun: Increase the rounds of stun by 1.
  Bleeding: Bleeding is increased by 1 Hit
  per round.
  Death in xx rounds: The number of
  rounds of  a Death in xx rounds
  critical is reduced by half (round up).
  All other damage remains as detailed by
  the critical. This style also allows the use
  Chi Defense and the rules from HARP
  p.12 “Monk Attacks”.
  MARTIAL ARTS STYLE:
  ELEMENTAL STYLE: AIR
  --
  Make a Medium Trickery Manuever Roll;
  (this roll does not count against your
  actions for the round) on the Bonus
  column of the Manuever Table. The result
  is added your OB and DB for the round.
  This manuever roll needs to be made
  each round that this style is active.
  MARTIAL ARTS STYLE:
  ELEMENTAL STYLE: EARTH
  Add a +20 to your DB when parrying,
  and to all attempts to resist being
  knocked down or moved.
  You may use the skill Chi Focus
  (Medium Manuever Roll) to initiate
  the Stone Fist. When using the Stone
  Fist, all attacks are resolved on the
  Impact Critical Table. Use of the Stone
  Fist follows the normal rules for using
  Chi Skills. It takes one full round to
  initiate the Stone Fist technique.
  --
  MARTIAL ARTS STYLE:
  ELEMENTAL STYLE: WATER
  Make a Medium Acrobatics maneuver
  when you are attacked. If successful, you
  may reduce any critical received by a
  number equal to your ranks in the
  Acrobatics skill.
  On the following round you may make
  another Medium Acrobatics Manuever
  Roll and if successful you deal double the
  normal amount of Concussion Hit
  damage for any Martial Arts Sweeps
  attack also made that round.
  Neither Acrobatics manuever roll counts
  against the character’s available actions
  for the round.
  --
  
  MARTIAL ARTS STYLE:
  MONKEY STYLE
  Make an Acrobatics Manuever Roll each
  round in addition to your a normal
  attack. This roll does not count against
  your available actions for the round.
  If successful, add +5 to your Defensive
  Bonus (DB) for every 5 full ranks in
  this style.
  --
  MARTIAL ARTS STYLE:
  TIGER CLAW STYLE
  You make slash attacks that are equal in
  size to your Martial Arts attacks. You
  may use Chi Defense and the rules from
  HARP p.12 “Monk Attacks” with the
  Tiger Claws.
  --
  
  REFERENCE:
  BLEEDING
  Subtract the total from your concussion
  hits each round.
  Up to 5 Hits per round of bleeding is
  considered a Light wound. Between 5
  and 10 Hits per round is considered a
  Medium wound, and more than 10 Hits
  per round is considered a Severe wound.
  --
  REFERENCE:
  BREAKING A SHIELD WALL
  --
  The only way to break through a
  shield wall is to remove or separate
  the shields and disrupt the formation.
  A mounted charge could kill or
  incapacitate enough individuals that
  some of them would no longer
  contribute to the overall protection.
  REFERENCE:
  HITS
  Subtract the damage from your total
  concussion hits.
  --
  --
  REFERENCE:
  KNOCKBACK
  When you or your flying mount take
  damage, you are knocked out of your
  flight path, in a random direction, a
  number of hexes equal to the Adjusted
  Attack Roll divided by 25 (rounded off)
  before you can make a Manuever Roll and
  attempt to regain control. If the critical
  says that you are knocked to the ground
  or prone, then this distance is tripled
  before you can make a Manuever Roll.
  The direction you are  sent in is random,
  and may even result you falling to the
  ground if you fail the Manuever Roll.
  
  REFERENCE:
  MANEUVER DIFFICULTIES
  --
  Difficulty
  Modifier
  Mundane
  No Roll Needed
  Routine
  +60
  Easy
  +40
  Light
  +20
  Medium
  +0
  Hard
  -20
  Very Hard
  -40
  Extremely Hard
  -60
  Sheer Folly
  -80
  Absurd
  -100
  REFERENCE:
  PENALTIES
  These are penalties on all Strength, Agility
  and Quickness Maneuvers (including OB).
  These penalties may reduce your DB, but
  only your Quickness bonus to your DB, not
  Defensive Bonuses from other sources.
  These penalties cannot reduce a character’s
  Quickness bonus below 0.
  If you are stunned, combine the penalties
  from the stun with the penalties given
  separately. Once the Stun has worn off, its
  penalty (-50) is removed from those
  applied to all actions.
  --
  REFERENCE:
  PRONE
  You have been knocked off of your feet
  and on to the ground.
  --
  --
  REFERENCE: RECEIVING
  DAMAGE WHILE FLYING
  If you receive a critical while flying, you
  must make a Medium Flying/Gliding Man.
  Roll, or a Hard Acrobatics Man. Roll. If you
  or your mount are moving at a Pace greater
  than Walk, then the difficulty is increased
  one step for each Pace category above Walk.
  If you or your mount receive a critical that
  states you are knocked to the ground or
  prone, then the difficulty of the maneuver
  is increased by 2 steps to a Very Hard
  maneuver. Should the Man. Roll fails, then
  you receive triple the amount of
  Knockback and must continue making a
  Man. Roll, at the same level of difficulty
  until you regain control.
  
  REFERENCE:
  SHIELD WALL
  At least 2 characters using normal, full, or
  wall shields are required for a shield wall. The
  characters must be actively trying to form the
  wall and be facing the same direction, and
  move as one, keeping their shoulders in line
  with the others in wall.
  You receive an additional +10 to your DB in
  addition to the standard shield bonus for
  every additional shield within a foot or less of
  your shield. This bonus may never exceed
  +30. If you attack with any weapon medium
  sized or larger while in the shield wall, you
  receive a –10 OB modifier.
  If the characters form their shields shoulder
  to shoulder between two large “anchor
  points” the characters on the end of the
  formation receive the additional +10
  bonus. Shield walls can be formed between
  pillars, boulders, or even large trees.
  --
  REFERENCE:
  STUNNED
  You may parry using up to ½ of your
  OB. Any other action requiring a
  Maneuver Roll receives a modifier of
   -50. Actions that do not require Man-
  euver Rolls do not suffer penalties. If
  you take a critical that states that you
  are Stunned for 1 or more rounds,
  make a Stamina-based RR. You must
  equal or beat a RR of 150 or be
  stunned. If there is more than 1 round
  of Stun, the number to beat is raised by
  5 for every round past the first.
  Movement is limited to one-half BMR,
  maximum Pace of Run.
  --
  --
  REFERENCE:
  UNSEATED
  If you take a critical while mounted,
  you must make a successful Medium
  Riding maneuver in order to stay
  mounted. If the critical states that you
  are knocked down or prone, then the
  difficulty of the Riding maneuver is
  increased two steps to Very Hard. The
  difficulty of the Riding maneuver is
  also increased by one level for each
  Pace category above Walk that your
  mount is moving. Failure means that
  the you are knocked off the mount
  onto the ground.
  
SOURCE: textdata/thevault/Harp/1st Edtion/HARP Combat Cards.pdf