Combat

Combat Actions

Attack Actions

ActionAPRollResult
Melee Attack1MeleeDamage
Ranged Attack1RangedDamage
Disarm2CoordinationDisarmed condition
Flank1Melee+10 against already Engaged foe
Grapple1AthleticsGrappled condition
Shrewd Attack2Melee or RangedDisarmed (arm), Disoriented (head), Prone (leg), Wounded (vitals)
Takedown1CoordinationProne condition

Move Actions

ActionAPRollResult
Hustle1NoneMovement
Charge2None2 x Movement, +1D6 Damage
Run3None3 x Movement, +3 Damage Threshold
Get Up2 or 1*NoneRemove Prone condition or mount steed or vehicle
Maneuver2NoneDisengage, move 1 stride
Take Cover1None+3 (low)/+6 (med)/+9 (high) Damage Threshold

* Costs 1 AP if at least 1 Skill Rank in Coordination

Reactions

ActionAPRollResult
Opportunity Attack0MeleeDamage
Dodge1CoordinationAvoid attack
Parry1MeleeDeflect attack
Resist0VariesResist effect

Special Actions

ActionAPRollResult
Load1-2NoneWeapon loaded
Take Aim1 or 2None+10 or +20 to next attack
Use Item1NoneApply poison, drink potion, swap weapons, etc.
Wait0Scrutinize or WarfareInterrupt an opponent's Turn

Extreme Results

Attack

  • Critical Success: Extra die of Damage, target is Defenseless, target's armor suffers 1 level of Degradation
  • Sublime Success: Extra two dice of Damage, target is Defenseless, target's armor suffers 2 levels of Degradation
  • Critical Failure: Attacker's weapon suffers 1 level of Degradation
  • Sublime Failure: Attacker's weapon suffers 2 levels of Degradation

Dodge

  • Critical Success: No AP spent
  • Sublime Success: No AP spent and +3 Damage Threshold for the rest of the round
  • Critical and Sublime Failure: No extra consequences

Parry

  • Critical Success: No AP spent and may make an Opportunity Attack, if melee
  • Sublime Success: No AP spent and may make two Opportunity Attacks, if melee
  • Critical and Sublime Failure: No extra consequences

Ranged Modifiers

With the exception of crossbows, Ranged weapons cannot be fired during an Engagement.

Distance

  • Short (Base Range): No penalties to hit
  • Medium (2 x Base Range): -10 to hit
  • Long (3 x Base Range): -20 to hit
  • Extreme (4 x Base Range): -30 to hit and Damage dice no longer explode

Obscurement

  • Light (mist, light rain, light snow): Cannot use Extreme Distances
  • Medium (fog, heavy rain, heavy snow): Cannot use Long or Extreme Distances
  • Heavy (sleet, smoke, blizzard): Can only use Short Distance