Trip command
| Tactical combat maneuver that sweeps an opponent's footing out from under them, knocking them to the ground. It is equally suited to every weapon type and biases your defenses toward evasion. |
| TRIP <enemy> You see: You sweep your foot at a ship's rat, knocking it off its feet! |
The TRIP command sweeps your foot at an opponent to take their footing away. It deals no damage, but a successful trip puts the target on the ground and improves your position against them. It has no weapon preference, and of the tactical maneuvers it is the one that leaves your evasion least penalized while it resolves.
Syntax
- TRIP
- Trip the enemy you are facing.
- TRIP <target>
- Trip the indicated enemy.
Detailed Information
Trip is a tactical maneuver.
Trip tends to be a somewhat fatiguing maneuver. Attacking again too soon can make this worse.
Trip tends to be unbalancing.
Trip is a reasonably paced maneuver, but heavy or unbalanced weapons can slow the attack further.
Trip is more accurate than most maneuvers, and is equally suited to puncture, slice, and impact weapons.
Trip temporarily penalizes all defenses, but is best suited to evasion defenses and least suited to both parry and shield defenses.
Effect
A successful trip knocks the target off their feet and improves your position against them. Tripping is unbalancing to perform, so it spends your own balance to do it.
>trip rat You sweep your foot at a ship's rat, knocking it off its feet! [You're off balance and in very strong position.] Roundtime: 4 sec.
SHOVE is the other maneuver that can put an opponent on the ground. Shove is balance-cheaper, while trip trades more of your own balance for position.