Currently no Skill in the game has the CC Attack label, although it exists in the Glossary. I wish I knew what it was intended for. This may not be correct, technically. Stealth is an Automatic, Optional CC Special Skill that includes this: This CC Special Skill can be declared without being in Silhouette contact with an enemy. CC Special Skills are either automatic and modify a CC Attack Common Skill declaration (Martial Arts, Natural Born Warrior, Protheion) or are automatic and modify movement-related Common Skill declarations (Stealth), or are the Berserk Skill. Of the CC Special Skills, the only one that's not Optional is NBW. The implication is that there's a declaration to use or waive MA or Protheion alongside your CC Attack declaration. Guard does not have the CC Special Skill label for whatever reason, but it modifies a CC Attack Common Skill declaration, and the text immediately before the rules box for it says it's a CC Special Skill. (I suspect this is a rulebook/wiki bug. @ijw ?) Berserk is an Entire Order, but its first bullet says: Allows the user to declare Move + CC Attack as an Entire Order, with the following features: The Move can be as far as both values of his MOV Attribute added together to reach Silhouette contact with the target. Any Face to Face Roll with the target will instead be a Normal Roll. Note that it says you declare CC Attack as part of Berserk, which is why Berserk can benefit from MA, NBW, and Protheion. It's a not totally crazy line of reasoning to say you can declare Berserk because it's a CC Special Skill, and the result is that the Move declaration within Berserk is invalid (Idle), but the CC Attack declaration is valid, and the rest of Berserk applies logically. I don't really have a preference either way, this is just an interesting brain teaser. The ruling that you can't declare Berserk while engaged seems fine IMO, it's just that the rules involved make things complicated. Anyway...CC Special Skill is maybe part of the problem, and I think it ought to be modified. The thing that gets me about the CC Special Skill rule is this: It doesn't explicitly give you permission to use CC Special Skills in silhouette contact. The rule has two sentences, and each does something distinct: The first sentence adds a requirement that you must be in silhouette contact for a CC Special Skill to function, unless something else overrides that requirement. (This is the case with Berserk, where the second to last Effects bullet overrides it, and if Guard is supposed to be a CC Special Skill, it has a similar exception written in.) There's a logical implication that CC Special Skills can be declared while in silhouette contact/engaged, but it doesn't say so explicitly, it just adds a requirement. The second sentence says that by default, CC Special Skill effects can combine and work in both active and ARO. The rules would be cleaner if you remove the first sentence entirely, and put it in the Requirements for the Skills where it's applicable, so their requirements are in one place. That also lets you omit the effects bullets in Berserk and Stealth that give them exceptions. CC Attack already requires you to be in silhouette contact. That covers every applicable CC Special Skill except Guard, the whole point of which is to modify that requirement of CC Attack in the first place. Berserk involves a CC Attack declaration, which doesn't work if you aren't in silhouette contact, so it's handled as well.