<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Home Page](Home%20Page.md) / [Prism](Prism.md) / [Armory](Prism/Armory/Armory.md) / [Weapons](Weapons.md) / [Martial Disciplines](Martial%20Disciplines.md) / [Crash](Crash%20Discipline.md)** # Stand Aside >[!infobox] >|<!-- -->|<!-- -->| >|---|:---:| >|***Required Keywords***|*Guard, Impact*| >|***Discipline***|[Crash](Crash%20Discipline.md)| >|***Stance***|[Guard](Guard%20Discipline.md), [Impact](Impact%20Discipline.md)| >|***Requirements***|1 Guard Stance, 1 Impact Stance| >|***Action Type***|Attack Replacer| Whenever the wielder would make this attack with a qualifying weapon, if that weapon deals damage to the target, that enemy is moved a number of squares equal to the [APC](Action%20Point%20Cost.md) of the weapon plus the wielder’s [Vigor](Vigor.md). If this movement would move the enemy adjacent to another enemy, both those enemies take Impact damage equal to the number of remaining squares of movement.