***Antelope Lancer** Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit. Allows rider to ignore the skill cap placed upon combat rolls by the Ride skill. When using a ranged weapon, shift a random Hit Location roll to an adjoining body location
***Assassination*** Allows the user access to the normally restricted 'Kill Silently' special effect.
***Batter Aside*** If the fighter’s Damage Modifier is two or more steps greater than his opponent’s, his weapon is considered one size larger for the purposes of bypassing parries Mythras pg 89
***Batter Down***– If the fighter’s Damage Modifier is one or more steps greater than his opponent’s, his Damage Modifier roll is counted as double solely for the purposes of calculating Knockback.
***Beast-back Lancer*** Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit.
Mythras pg 89
***Berserker*** The style emphasises entering into a violent frenzy where personal safety and pain are disregarded. At the beginning of a fight, or upon taking an injury, a berserker may attempt to roll his POW x5 to enter a frenzy. When in a frenzy:
- Damage modifier is increased by one step.
- Parrying or Evading attacks are one step more difficult.
- Endurance rolls for resisting the effects of injury are one step easier.
- Effects of Fatigue are ignored.
After the fight any deferred Fatigue levels plus one additional level are applied."""
***Bison Tribe Combat Style*** Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit. Allows rider to ignore the skill cap placed upon combat rolls by the Ride skill. Permits clubs and axes to roll the weapon’s damage twice and pick the best result, but only when using the Damage Weapon special effect against shields.
***Blind Fighting*** Allows user to reduce any penalties imposed due to poor lighting or temporary blinding to be reduced by one difficulty grade. Mythras pg 89
***Body Slam*** After taking a turn of movement, you can engage an opponent with a crashing blow with your arm or shoulder. Make an opposed Athletics roll versus the defender’s Brawn or Evade. If you win, then the defender is automatically knocked down with you astride them. He suffers his own Damage Modifier (if any) in damage to a random location from the fall. If your Athletics fails, the defender has weathered or sidestepped the impact. If you win one or more levels of success you may select suitable Special Effects as per normal combat (Bash and Flurry are both popular). Mythic Constantinople
***Cautious Fighter*** Can use the Change Range action to automatically withdraw from engagement with no need to roll Mythras pg 89
***Chariot Fighting*** Style allows those riding in a chariot to ignore the skill cap placed upon their combat rolls by the driver’s Drive skill. Mythras pg 89
***Chi Push*** The monk gains the Bash special effect with his Unarmed strikes using their cult combat style. The distance knocked back is 1/20th of the monk’s Mysticism. As with Bash, this still only works on creatures up to twice the monk’s SIZ, and if the recipient is forced backwards into an obstacle, then they must make a Hard Athletics or Acrobatics skill roll to avoid falling or tripping over.
***Daredevil*** May use Evade to dodge blows in hand to hand combat without ending up prone. Mythras pg 89
***Defensive Minded*** Increases the Size of your weapon when parrying by one step, provided no offensive action is taken that round. Mythras pg 89
***Dim Mak*** Monks gain a new Special Effect called Dim Mak that allows them to penetrate a number of points of worn or natural armor equal to 1/20th their Mysticism skill with their unarmed attacks using their cult combat style. Magic armor protects, but only the amount of the magical bonus.
***Do or Die*** Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon. Mythras pg 89
***Excellent Footwork*** When fighting on slippery, wobbling surfaces the user can ignore the skill cap placed on combat rolls by the Acrobatics skill. Mythras pg 89
***Formation Fighting**** Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the ‘unit’ cannot be outflanked) and thus reducing each foe’s Action Points by one if they engage. All of the group need to have this. Mythras pg 89
***Hidden Weapons*** Allows the user to utilise seemingly innocuous objects noted as part of the style as deadly weapons, with no chance of accidental breakage despite apparent delicacy (fans or musical instruments for example). Mythras pg 89
***Hooker*** allows use of Pin Weapon spe- cial effect on a normal success
***Immobilise*** When you have someone grappled or entangled, in lieu of damage you may use your action to try to immobilise the hit location you are grappling. Roll your Combat Style opposed by your target’s Endurance; if successful, adjudicate like the Stun Location Special Effect (Mythras page 99), but this does not need a level of success to employ and only lasts for as long as you maintain the grapple.Mythic Constantinople
***Impromptu Weapons*** Treat any objects as club MI pg 41
***Intimidating Scream (Formation)*** Style encourages frequent yells and bellows in combat to intimidate foes, making any psychological resistance rolls inflicted on an opponent one grade harder. This trait allows the formation to utilise the Intimidate creature ability but only before combat starts or when they have their opponents at a severe disadvantage. Opponents must make an unopposed Willpower roll to hold their ground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimida- tion attempts by the creature or its brethren during that encounter.
***Intimidating Scream*** Style encourages frequent yells and bellows in combat to intimidate foes, making any psychological resistance rolls inflicted on an opponent one grade harder. Mythras pg 89
***Knockout Blow*** When attacking with surprise treat any Stun Location as lasting minutes instead of turns. Mythras pg 89
***Lunar Corps Hoplite*** Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the ‘unit’ cannot be outflanked) and thus reducing each foe’s Action Points by one if they engage. All of the group need to have this. Allows a group of three or more shield users to overlap their protection, adding one to the number of locations which can be protected with passive blocking, and resisting Knockback, Leaping attacks and Bash as if using the Brace action.The style permits its user to ignore the skill cap placed upon combat rolls by the Athletics skill when making assaults whilst scaling walls or crawling through tunnels. Mythras pg 89
***Mancatcher*** The style grants its user an advantage when entangling or immobilising opponents, making a foe’s opposed rolls to evade or break free one difficulty grade harder. Mythras pg 89
***Morokanth Fu*** On a successful unarmed attack may immediately apply defensive special effect in addition to any offensive special effect. Defensive is ALWAYS applied if morokanth does not use a made weapon n GB pg 31 BaB pg 52
***Mounted Combat*** Style allows rider to ignore the skill cap placed upon combat rolls by the Ride skill. Mythras pg 89
***Mounted Skirmishing*** The style permits launching ranged attacks whilst moving fast (but not whilst galloping). Mythras pg 89
***Pelorian Cavalry*** Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit. Allows rider to ignore the skill cap placed upon combat rolls by the Ride skill. Permits launching ranged attacks whilst moving fast (but not whilst galloping)
***Prancing*** May use the springing leaps of his mount to evade ranged attacks without going prone by rolling against Ride skill. In addition may fire at the top of a jump ignoring passive cover from shields
***Press Home*** Allows the formation to engage and keep an enemy unit at Short reach, penalising foes using longer weapons.
***Ranged Marksman*** When using a ranged weapon, shift a random Hit Location roll to an adjoining body location. Mythras pg 89
***Sagittan Peltast*** When using a ranged weapon, shift a random Hit Location roll to an adjoining body location.The style permits launching ranged attacks whilst at a run (but not whilst sprinting).
***Shield Splitter*** Permits clubs and axes to roll the weapon’s damage twice and pick the best result, but only when using the Damage Weapon special effect against shields. Mythras pg 89
***Shield Wall*** Allows a group of three or more shield users to overlap their protection, adding one to the number of locations which can be protected with passive blocking, and resisting Knockback, Leaping attacks and Bash as if using the Brace action. Mythras pg 89 All of the characters need to have this.
***Siege Warfare*** The style permits its user to ignore the skill cap placed upon combat rolls by the Athletics skill when making assaults whilst scaling walls or crawling through tunnels. Mythras pg 89
***Skirmishing*** The style permits launching ranged attacks whilst at a run (but not whilst sprinting).Mythras pg 89
***Solid Stance*** Resist Knockback, Leaping Attacks and Bash as if using the brace action
***Street Mob*** (Permits a group of three or more fellow citizens to utilise the Intimidate creature ability (mythras page 216), but only before combat starts or when they have their opponents at a severe disadvantage).pponents must make an unopposed Willpower roll to hold their ground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimida- tion attempts by the creature or its brethren during that encounter.
***Swashbuckling*** Style allows the user to engage in attacks and evades made whilst jumping or swinging into (or disengaging from) combat, ignoring any skill cap placed on it by the Athletics skill. Mythras pg 89
***Take Down*** Unarmed Combat -
Using leg sweeps or throws that use the opponent’s weight against him, rolls to resist your Trip Special Effect are made at one difficulty grade harder. Mythic Constantinople
***Throw Weapons*** Any nominal melee weapon in the style can also be thrown at no penalty to skill, but when used in this way a weapon’s damage roll is halved. Mythras pg 89
***Toxic Touch*** May wield small venomous creatures as part of the Unarmed skill, inflicting the creature's damage instead of their own MI pg 41
***Trained Beast*** Intended for styles which emphasise fighting in close coordination with an animal companion (such as trained birds of prey, pet wolves, and so on), the user may utilise any of his Action Points to defend against attacks launched at his beast. Mythras pg 89
***Trained Beast*** Intended for styles which emphasise fighting in close coordination with an animal companion (such as trained birds of prey, warhorses, pet wolves and so on), the user may utilise any of his Action Points to defend against attacks launched at his beast. Mythras pg 89
***Unarmed Prowess*** Permits the user to treat his Unarmed blocks and parries as ‘Medium’ sized, enabling him to better defend himself from armed opponents. Mythras pg 89
***Volley Fire*** Requires three or more combatants with the same Combat Style Trait to all be attacking with missile weapons at the same target or targets. As long as at least one of the combatants succeeds in an attack roll, the enemy is affected by the Pin Down Special Effect in addition to any other Special Effects earned from levels of success. This tactic can be used against a group of enemy soldiers of equal or lesser frontage than the archers. Mythic Constantinople
***Water Combat*** The style allows its user to ignore the skill cap placed on combat rolls by the Swim skill.
Mythras pg 89