3.2.1.4 Head Butt [F]

This maneuver enables a character (as a follow-on) to aim an attack with his/her head at a target. The blow must be aimed at the target's Chest, Arms or Head.

The attack must be carried out from within the target's hex, so the character may (as part of this maneuver) close into the target's hex (if he/she is in an adjacent hex).

The character carrying out the Head Butt maneuver may optionally turn 60 degrees at the start of the maneuver.
Punch is delivered in the same hex as target and can be combined with a close into that hex

Once any reactions to the attack have been declared, dice rolls are made to determine whether the attack hits the target. The "weapon" attack modifier for a Head Butt is always +0; there is no bonus for closing.


If the character successfully delivers a Head Butt, he/she makes a damage dice roll to determine how much damage the target takes. The "weapon" damage rating for a Head Butt is 6 and the damage type is Blunt.


The head butting character will often also take damage from a successful Head Butt if he/she strikes an armoured target. The head butting character is treated as having being hit on the head by a blunt blow with basic damage equal to the target's damage resistance +2 (for the fact the blow is to the head butting character's head) less the striking character's Combat skill score. For example, Boris who has a ST of +3 and a Combat skill score of 4 (with a +1 specialism in brawling) and is bare-headed successfully head butts Urlik (who has a ST of +2 and is wearing an open metal helmet (protection value 6), giving him a damage resistance of 8). The impact of the Head Butt on Boris's head is sufficient to cause him a wound based on a basic damage of 5 (Urlik's damage resistance of 8 plus 2 for a blow to the head less Boris's Combat skill of 5 with the Head Butt). Boris's own damage resistance on his head is 3, so he takes a scratch wound to his head, which might disorientate him.

As a follow-on: A Head Butt can be executed only as a follow-on after a successful Block, Forearm Block or Arm grab maneuver.

If a character successfully blocks or forearm blocks an incoming attack, he/she can always use a Head Butt as a second weapon and exploit the situation while his/her blocking weapon is temporarily locked with the opponent's attacking weapon or forearm. In this case, he/she can carry out a Head Butt action as a follow-on to the successful block. This represents attacking while the blocking weapon and the opponent's weapon are locked. The opponent may not use the original attacking weapon to block or parry this follow-on attack (since it is still locked with the blocking weapon or forearm). To use the Head Butt, the character will need to advance into the opponent's hex (if he/she is not already in the same hex).


Similarly, if a character successfully Arm Grabs an opponent, the character can follow up with a Head Butt and the opponent cannot attempt to block or parry the attack with the grabbed arm. To use the Head Butt, the character will need to advance into the opponent's hex (if he/she is not already in the same hex).


Action point cost: A Head Butt follow-on uses three action points.

A mounted character cannot carry out a Head Butt action.