Actions
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
|
-
-
You fail to get your weapon aligned with your target.
-
-
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.
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
|
-
-
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.
-
-
You move confidently around the scene.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
1
|
Success
|
|
10
|
Critical Success
|
-
-
You fail to make any progress and do not move.
-
-
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.
-
-
You surge past your opponent's guard.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
8
|
Success
|
-
-
You fail to gain control of your opponent's weapon.
-
-
You disarm your opponent of their weapon and the bind ends.
AP Cost: 3
Allowed Status: Grappled, Pinned
Opposable:
An attempt to escape from a grapple or pin.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
1
|
Success
|
-
-
You fail to escape from the grapple or pin.
-
-
You escape the grapple or pin successfully.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Miss
|
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
8
|
Success
|
-
-
You fail to begin a grapple.
-
-
You successfully initiate a grapple against your opponent.
AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
An attempt to strike your opponent with a melee weapon.
Outcomes
-
-
Your attack misses.
-
-
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.
-
-
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.
AP Cost: 3
Allowed Status: Grappled
Opposable:
An attempt to pin your opponent to ensure that their movement options are extremely limited.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
Target: Grapple Defence
|
Success
|
-
-
You fail to pin your opponent.
-
-
You successfully pin your opponent.
- Your target changes to status Pinned
AP Cost: By Weapon
Allowed Status: Bound
Opposable:
An attempt to force your weapon forward through the bind to strike your opponent.
Outcomes
-
-
You fail to break through your opponent's bind.
-
-
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.
-
-
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.
AP Cost: By Weapon
Allowed Status: On Guard
Opposable:
An attempt to hit your opponent with a ranged weapon.
Outcomes
-
-
Your attack misses.
-
-
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.
-
-
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.
AP Cost: 1
Allowed Status: Off Guard
Opposable:
You ready yourself for combat.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Success
|
-
-
You ready yourself for combat.
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.
Outcomes
-
-
Your attack misses and you fail to deal any damage.
-
-
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.
-
-
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.
AP Cost: 2
Allowed Status: Bound
Opposable:
An attempt to withdraw from the bind.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
1
|
Success
|
-
-
You fail to withdraw from the bind.
-
-
You withdraw from the bind successfully.
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.
Outcomes
-
-
Your attack misses and you fail to deal any damage.
-
-
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.
-
-
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.
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.
Outcomes
-
-
Your attack misses.
-
-
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.
-
-
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.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
0
|
Success
|
-
-
You fail to evade your opponent's attack.
-
-
You successfully evade your opponent's attack.
- Your opponent's action fails without effect.
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.
Outcomes
-
-
Your attack misses and you fail to deal any damage.
-
-
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.
-
-
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.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
0
|
Success
|
-
-
You fail to evade your opponent's blow.
-
-
You successfully evade your opponent's blow.
- Your opponent's action fails without effect.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
0
|
Bind
|
|
1
|
Success
|
-
-
You fail to parry your opponent's blow.
-
-
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
-
-
You successfully parry your opponent's blow.
- Your opponent's action fails without effect.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
1
|
Success
|
|
10
|
Critical Success
|
-
-
You fail to make any progress and do not move.
-
-
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.
-
-
You are able to make a hasty withdrawal from your opponent.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
0
|
Success
|
-
-
You fail to prevent your opponent exploiting the Grapple to their advantage.
-
-
You successfully prevent your opponent exploiting the Grapple to their advantage.
- Your opponent's action fails without effect.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
0
|
Success
|
-
-
You fail to prevent your opponent exploiting the Bind to their advantage.
-
-
You successfully prevent your opponent exploiting the Bind to their advantage.
- Your opponent's action fails without effect.
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.
Outcomes
-
-
Your attack misses and you fail to deal any damage.
-
-
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.
-
-
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.
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.
Outcomes
| Difficulty Threshold (DT) |
Outcome |
|
-
|
Failure
|
|
0
|
Bind
|
|
1
|
Success
|
-
-
You fail to parry your opponent's blow.
-
-
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
-
-
You successfully parry your opponent's blow.
- Your opponent's action fails without effect.
Special Actions
AP Cost: 0
Allowed Status: Bound, Grappled, Off Guard, On Guard, Pinned
Opposable:
You recover your stamina for the next round of combat.
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
|
-
-
You fail to recover any action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover a reduced allocation of action points.
-
-
You recover your full allocation of action points.