Steel Moves

From Pokemon Tabletop Wiki

Moves by Type

Tier 1

Bill Hook ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Steel Damage. You may Slide the target 1 Square. Against Shaken or Vulnerable targets, this attack ignores Armor.
Always: The target loses all Armor for 1 Full Round.
Boost: +2d6 Damage. Resisted Damage on miss.


Heavy Slam ✦ Steel Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Steel Damage. If the target is of a smaller size than you, +1d6 more damage.
Special: Heavy Slam may be used as a Punish Attack. If it is, it deals Resisted damage on a Miss and causes a Hit target to fall Prone.


Iron Defense ✦ Steel Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain two Charges of the Iron Wall Buff. As long as you have any Charges of the Iron Wall Buff, gain +6/8/10 Armor against Physical Damage and foes cannot Move or target attacks through your square regardless of Size. You may spend Charges of Iron Wall in the following ways:
  • As a Free Action when an Area attack that targets you hits you and/or your allies to cause all targets of the attack to take Damage as if Resisted one step further.
  • As a Free Action at the start of your turn to cause all adjacent squares to become Cover when resolving foes’ attacks until the end of your next turn.
Boost: You may use Iron Defense as an Interrupt when targeted by an Area attack. That attack gains +1 Bane to all Accuracy Rolls.


Iron Head ✦ Steel Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Steel Damage.
Critical or SE: The target is pushed 1 meter away and knocked prone.
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched.


Iron Jaw ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Steel Damage. If the target starts their next turn adjacent to you, they lose two Ticks of HP if they take a normal Move or Disengage action on that turn.
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on movement to three Ticks.


Knightly Valour ✦ Steel Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Burst 1
Always: Until the end of your next turn, you and all allies in the area of effect are Slowed, gain +5 Physical Armor, and are immune to Critical Hits.


Steel Wing ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target or Pass 4 ✦ vs Vigor
Hit: 2d6 Physical Steel Damage.
Always: Until the end of your next turn, you gain +5 Physical Damage Reduction against the target(s).
Boost: +1d6 Damage, and you resist Physical attacks one step further until the end of your next turn.


Tier 2

Tier 3