A Crushing Attack is an attempt to roll over, trample, or stomp a smaller defender or obstacle. To use this, the attacker must be riding an animal, driving a vehicle, or be significantly larger than the defender (using Growth). A Crushing Attack is a normal physical attack with the AV equal to the attacker’s Animal Handling (Riding), Vehicles, or DEX if large. The EV is the animal's or large attacker’s STR, or, if a vehicle, the vehicle’s APs of weight. To a defender, the Crush Attack is very obvious, so he gets a +2 CS to his OV to avoid it. However, once it hits, the Crush Attack is very dangerous to a defender, causing his RV to suffer a -3 CS penalty. Damage caused by a Crush Attack to a defender is automatically considered Killing Combat. A Crushing Attack never causes Knockback. If the Crushing Attack is made against an obstacle, then no OV or RV penalties apply. Instead, the attack damages the obstacle, flattening it. Once enough RAPs are gathered to exceed the obstacle’s BODY, it is crushed and the attacker can move unimpeded forward. Until then, the attacker is Stuck crushing the obstacle. While Stuck, the attacker is vulnerable to attack. His OV is reduced -2 CS against all attacks until he is unstuck.
Block: This maneuver requires some clarification. A Block is a maneuver is not employed to use a shield to block an attack. The character should instead use the shield's defense power.
A Counter is a variation of a Block, but instead of using a physical object, the defender uses a ranged attack power. Doing this, the defender is attempting to weaken or deflect an incoming attack. A Counter is a dice action and in order to perform a Counter, the character must have some ranged power of the same category as the incoming attack (physical vs. physical, mental vs. mental, or mystical vs. mystical). The AV/EV of a Counter attempt is equal to the defender’s APs of power. The OV/RV is equal to the APs of power of the incoming attack. RAPs resulting from the Counter are subtracted from the EV of the attack. If the EV is reduced to zero, then the attack fails. However, as long as the EV is above zero, the attack continues normally, but with a reduced EV. If the original Counter dice action fails, the attack is resolved normally and the defender automatically suffers a -2 CS to his OV against it.
A defender cannot Counter more than one attack per phase.
An Intervene is a particularly heroic and dangerous action and a character should gain a few extra HPs at the end of the session.