Feints and Multiple Attacks

A fighter can trade melee attacks for feints (see Feint, p. B365) on a one-for-one basis. Modifiers for maneuvers and attack options do affect skill for this purpose; e.g., a feint during a Rapid Strike is at -6. A warrior can use Move and Attack to "Move and Feint," but at -4 and with a skill limit of 9, it's self-defeating.

A feint that precedes attacks on the same subject during the same maneuver affects the victim's defenses against those attacks; thus, All-Out Attack (Feint) is no different from using All-Out Attack (Double) to feint and attack the same target. If the attacker uses the last attack of a maneuver to feint a foe, its benefits apply to attacks against that opponent during his next maneuver. This maneuver will nearly always occur on his next turn - but after one turn, the feint is no longer effective.

It's "legal" but not terribly effective to attempt multiple feints against the same enemy in the space of a single maneuver. Only the most recent feint applies, even if it wasn't the best one. It's possible to "undo" a good feint with a lousy one!

A feint never unreadies a weapon, even if an attack would.

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