Combat Rules

The Action Round

Each action round represents six seconds of activity in the game world. Characters normally have 12 action points to spend during each of these rounds, each point representing about half a second's worth of activity.

The action round is resolved by each character performing the following steps in initiative order.

  1. Take turn: Each character should, in initiative order, take the following steps.
    1. Perform actions: Declare and resolve combat actions one by one until you have finished or have no more action points available to spend as follows:
      1. Declare Proactive Action: Declare your proactive action and spend the associated action points.
      2. Declare Reactive Action: Opponents may declare a reactive action taken in response to your proactive action, spending action points as needed.
      3. Declare Counter-Tempo Action: You declare if you are replacing your action with a counter tempo-action as a result of an opponent reaction. You only spend action points on counter-tempo actions if the action you're replacing cost more than your original action; in this case, you pay the difference in cost. This means that your total cost paid in action points is whichever is larger of your original action and the replacement action.
      4. Resolve Action: If your action was unopposed, compare your result to the outcome table in the chosen action. If your action was opposed, subtract your opponent's result from your result before comparing against the outcome table. Likewise, your opponent must also subtract your result from their result before comparing it against the outcome table of their reaction.
    2. Recover stamina: Perform the special Recover Stamina action and recover the listed number of APs.
  2. Update round counter: When combat begins, the round counter should be set to 0. At the end of each full round of combat, this should be increased by one to track the amount of time that has passed in combat.

Combat Actions

There are three types of actions:

  1. Proactive () : These actions are taken on your turn and represent your active attempts to achieve a particular outcome in combat.
  2. Reactive () : These actions are taken on your opponent's turn in response to their actions. They are attempts to respond to an opponent's actions, often disrupting their efforts to achieve their desired outcome.
  3. Counter-Tempo () : These actions are taken on your turn in response to an opponent's reaction. If this occurs, they replace your original Proactive Action which no longer resolves.

Combat actions may only be taken if you are in the appropriate status to do so. Statuses represent your disposition and readiness to respond to different types of threats. For example, a character who is pinned to the ground has far fewer options to defend themself than a character who is standing in a guard position with their weapon at the ready.

Combat Statuses

Bound

You have engaged another melee combatant with prolonged weapon-on-weapon contact, a position from which the leverage applied by your weapons becomes a crucial factor in the contest.

Allowed Actions:

Grappled

You are engaged in a grapple with one or more other combatants, a position from which your skills in wrestling and hand to hand combat become paramount.

Allowed Actions:

Off Guard

You are not ready for battle, perhaps due to simply being unaware that the possibility of attack exists at a particular time or because you haven't had sufficient time to prepare to defend yourself.

In most circumstances you will begin combat in the "Off Guard" status.

Allowed Actions:

On Guard

You are prepared for combat, having adopted a ready stance that enables a variety of options to defend yourself from attack.

If you initiated combat or had time to prepare for it beginning, you begin combat in the "On Guard" status.

Allowed Actions:

Pinned

You are pinned by an opponent, your limbs are largely restrained and your options are extremely limited.

Allowed Actions:

Actions

Aim


AP Cost: 4
Allowed Status: On Guard
Opposable:

You carefully aim your weapon at your target, trying to account for distance and weather conditions.

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Success

Failure

You fail to get your weapon aligned with your target.

  • No effect.

Success

You line up your weapon with your target successfully.

  • You may used your aimed weapon accuracy for any weapon attacks taken immediately after this action.

Move


AP Cost: 2
Allowed Status: Off Guard, On Guard
Opposable:

The basic move action allows you to move around in combat provided your movement is unchallenged. Since this action has no check, you are considered to get a result of 0. Consequently, if a movement is unopposed it will always succeed. It is, however, extremely dangerous to enter an area threatened by another character with this action because they can strike you unopposed.

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Success

Failure

You do not manage to complete your movement where you hoped.

  • You may move freely up to your Base Combat Movement but must end your movement immediately at the first valid square if you get hit.

Success

You move confidently around the scene.

Combat Move


AP Cost: 3
Allowed Status: On Guard
Opposable:

A combat move is an attempt to reposition yourself in combat while protecting against leaving exposed lines of attack in the process. It is useful for moving around when you are threatened by a nearby opponent.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
1 Success
10 Critical Success

Failure

You fail to make any progress and do not move.

  • No effect.

Success

You edge toward or away from your opponent carefully.

  • You may move up to one square toward or away from your opponent and laterally up to your Base Combat Movement.

Critical Success

You surge past your opponent's guard.

Disarm


AP Cost: By Weapon
Allowed Status: Bound
Opposable:

An attempt to use the leverage of your own weapon to disarm your opponent of their bound weapon.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
8 Success

Failure

You fail to gain control of your opponent's weapon.

  • No effect.

Success

You disarm your opponent of their weapon and the bind ends.

Escape


AP Cost: 3
Allowed Status: Grappled, Pinned
Opposable:

An attempt to escape from a grapple or pin.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
1 Success

Failure

You fail to escape from the grapple or pin.

  • No effect.

Success

You escape the grapple or pin successfully.

Feint


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:

A feigned attempt to strike your opponent with a melee weapon in order to draw a parry. A feint may be declared as a regular attack but, before doing so, you must record this fact privately (e.g. by writing it down and turning over the piece of paper). A feint that draws a Parry in response may be replaced with a Counter-Attack with a +3 bonus.

A feint that fully resolves has no effect so you should always look to replace this with an appropriate counter-tempo action.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss

Miss

Your attack misses.

  • No effect.

Grapple


AP Cost: By Weapon
Allowed Status: Bound
Opposable:

An attempt to use the close proximity of your bind to initiate a grapple against your opponent.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
8 Success

Failure

You fail to begin a grapple.

  • No effect.

Success

You successfully initiate a grapple against your opponent.

Melee Attack


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:

An attempt to strike your opponent with a melee weapon.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Pin


AP Cost: 3
Allowed Status: Grappled
Opposable:

An attempt to pin your opponent to ensure that their movement options are extremely limited.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
Target: Grapple Defence Success

Failure

You fail to pin your opponent.

  • No effect.

Success

You successfully pin your opponent.

  • Your target changes to status Pinned

Press


AP Cost: By Weapon
Allowed Status: Bound
Opposable:

An attempt to force your weapon forward through the bind to strike your opponent.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
Target: Combat Defence Success
Target: Combat Defence (Armoured) Critical Success

Failure

You fail to break through your opponent's bind.

  • No effect.

Success

You break through your opponent's bind and strike your opponent.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Success

You break through your opponent's bind, dealing a savage strike to an exposed area.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Ranged Attack


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:

An attempt to hit your opponent with a ranged weapon.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Ready


AP Cost: 1
Allowed Status: Off Guard
Opposable:

You ready yourself for combat.

Outcomes

Difficulty Threshold (DT) Outcome
- Success

Success

You ready yourself for combat.

Unarmed Attack


AP Cost: 3
Allowed Status: Grappled, On Guard
Opposable:

An attempt to strike your opponent with a kick or a punch. An opponent who counter-attacks you with a melee weapon receives a +5 bonus on their counter-attack.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses and you fail to deal any damage.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Withdraw


AP Cost: 2
Allowed Status: Bound
Opposable:

An attempt to withdraw from the bind.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
1 Success

Failure

You fail to withdraw from the bind.

  • No effect.

Success

You withdraw from the bind successfully.

Counter-Attack


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
Response To: Move, Combat Move, Melee Attack, Unarmed Attack

An attempt to deflect an incoming melee attack while simultaneously launching one of your own. Counter attacks are advantageous in that they allow you to launch attacks on your opponent's turn but also dangerous because they can result in both parties getting hit.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses and you fail to deal any damage.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Counter-Fire


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
Response To: Aim, Move, Combat Move

An attempt to respond to an opponent action by opening fire on them.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Dodge


AP Cost: 2
Allowed Status: On Guard
Opposable:
Response To: Ranged Attack

An attempt to dodge out of the way of an incoming ranged attack. You must be at a distance greater than your opponent's ranged weapon attack speed in order to attempt to dodge.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Success

Failure

You fail to evade your opponent's attack.

  • No effect.

Success

You successfully evade your opponent's attack.

  • Your opponent's action fails without effect.

Double


AP Cost: By Weapon
Allowed Status: Bound
Opposable:
Response To: Disarm, Grapple, Press, Withdraw

An extremely aggressive attempt to launch a rapid counter-attack by ceding control of the Bind. Getting the timing wrong leaves you wide open to attack but, executed successfully, it can take an opponent by surprise.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses and you fail to deal any damage.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

Evade


AP Cost: 2
Allowed Status: On Guard
Opposable:
Response To: Melee Attack, Unarmed Attack

An attempt to dodge out of the way of an incoming melee attack.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Success

Failure

You fail to evade your opponent's blow.

  • No effect.

Success

You successfully evade your opponent's blow.

  • Your opponent's action fails without effect.

Parry


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
Response To: Melee Attack, Unarmed Attack

An attempt to interpose your own melee weapon between yourself and your opponent's strike.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Bind
1 Success

Failure

You fail to parry your opponent's blow.

  • No effect.

Bind

You narrowly stop your opponent's blow, obtaining a bind against your opponent in the process.

  • Your opponent's action fails without effect.
  • You change to status Bound
  • Your target changes to status Bound

Success

You successfully parry your opponent's blow.

  • Your opponent's action fails without effect.

Retreat


AP Cost: 3
Allowed Status: On Guard
Opposable:
Response To: Move, Combat Move

A retreat is a movement to withdraw in response to an opponent's attempt to close distance with you.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
1 Success
10 Critical Success

Failure

You fail to make any progress and do not move.

  • No effect.

Success

You edge away from your opponent carefully.

  • You may move up to one square toward or away from your opponent and laterally up to your Base Combat Movement.

Critical Success

You are able to make a hasty withdrawal from your opponent.

Struggle


AP Cost: 3
Allowed Status: Grappled
Opposable:
Response To: Escape, Pin, Unarmed Attack

An attempt to gain control of a grapple, preventing an opponent from exploiting it to their advantage.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Success

Failure

You fail to prevent your opponent exploiting the Grapple to their advantage.

  • No effect.

Success

You successfully prevent your opponent exploiting the Grapple to their advantage.

  • Your opponent's action fails without effect.

Wind


AP Cost: By Weapon
Allowed Status: Bound
Opposable:
Response To: Disarm, Grapple, Press, Withdraw

An attempt to gain control of a Bind, preventing an opponent from exploiting it to their advantage.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Success

Failure

You fail to prevent your opponent exploiting the Bind to their advantage.

  • No effect.

Success

You successfully prevent your opponent exploiting the Bind to their advantage.

  • Your opponent's action fails without effect.

CT Counter-Attack


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
Response To: Counter-Attack
Replacement For: Feint, Melee Attack

A counter-tempo counter attack is an attempt to launch a counter-attack against a counter-attack that was performed in response to your original attack.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Miss
Target: Combat Defence Hit
Target: Combat Defence (Armoured) Critical Hit

Miss

Your attack misses and you fail to deal any damage.

  • No effect.

Hit

Your attack lands but fails to avoid your opponent's armour.

  • You cause damage that does not overcome your opponent's armour. Roll damage accounting for armour as normal.

Critical Hit

Your attack strikes precisely, avoiding any armour your opponent is wearing.

  • You cause damage that penetrates your opponent's armour. Roll damage and ignore the effects of armour.

CT Parry


AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
Response To: Counter-Attack
Replacement For: Feint, Melee Attack

A counter-tempo parry is an attempt to parry a counter-attack that was performed in response to your original attack.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
0 Bind
1 Success

Failure

You fail to parry your opponent's blow.

  • No effect.

Bind

You narrowly stop your opponent's blow, obtaining a bind against your opponent in the process.

  • Your opponent's action fails without effect.
  • You change to status Bound
  • Your target changes to status Bound

Success

You successfully parry your opponent's blow.

  • Your opponent's action fails without effect.

Special Actions

Recover Stamina


AP Cost: 0
Allowed Status: Bound, Grappled, Off Guard, On Guard, Pinned
Opposable:

You recover your stamina for the next round of combat.

Action Check

Outcomes

Difficulty Threshold (DT) Outcome
- Failure
- 13 Reduced AP Recovery: 1
- 9 Reduced AP Recovery: 2
- 8 Reduced AP Recovery: 3
- 6 Reduced AP Recovery: 4
- 4 Reduced AP Recovery: 6
- 3 Reduced AP Recovery: 8
- 2 Reduced AP Recovery: 10
- 1 Reduced AP Recovery: 11
0 Success

Failure

You fail to recover any action points.

  • No effect.

Reduced AP Recovery: 1

You recover a reduced allocation of action points.

  • You regain 1 AP.

Reduced AP Recovery: 2

You recover a reduced allocation of action points.

  • You regain 2 APs.

Reduced AP Recovery: 3

You recover a reduced allocation of action points.

  • You regain 3 APs.

Reduced AP Recovery: 4

You recover a reduced allocation of action points.

  • You regain 4 APs.

Reduced AP Recovery: 6

You recover a reduced allocation of action points.

  • You regain 6 APs.

Reduced AP Recovery: 8

You recover a reduced allocation of action points.

  • You regain 8 APs.

Reduced AP Recovery: 10

You recover a reduced allocation of action points.

  • You regain 10 APs.

Reduced AP Recovery: 11

You recover a reduced allocation of action points.

  • You regain 11 APs.

Success

You recover your full allocation of action points.

  • You regain 12 APs.