Combat Actions
Attack Actions
| Action | AP | Roll | Result |
|---|
| Melee Attack | 1 | Melee | Damage |
| Ranged Attack | 1 | Ranged | Damage |
| Disarm | 2 | Coordination | Disarmed condition |
| Flank | 1 | Melee | +10 against already Engaged foe |
| Grapple | 1 | Athletics | Grappled condition |
| Shrewd Attack | 2 | Melee or Ranged | Disarmed (arm), Disoriented (head), Prone (leg), Wounded (vitals) |
| Takedown | 1 | Coordination | Prone condition |
Move Actions
| Action | AP | Roll | Result |
|---|
| Hustle | 1 | None | Movement |
| Charge | 2 | None | 2 x Movement, +1D6 Damage |
| Run | 3 | None | 3 x Movement, +3 Damage Threshold |
| Get Up | 2 or 1* | None | Remove Prone condition or mount steed or vehicle |
| Maneuver | 2 | None | Disengage, move 1 stride |
| Take Cover | 1 | None | +3 (low)/+6 (med)/+9 (high) Damage Threshold |
* Costs 1 AP if at least 1 Skill Rank in Coordination
Reactions
| Action | AP | Roll | Result |
|---|
| Opportunity Attack | 0 | Melee | Damage |
| Dodge | 1 | Coordination | Avoid attack |
| Parry | 1 | Melee | Deflect attack |
| Resist | 0 | Varies | Resist effect |
Special Actions
| Action | AP | Roll | Result |
|---|
| Load | 1-2 | None | Weapon loaded |
| Take Aim | 1 or 2 | None | +10 or +20 to next attack |
| Use Item | 1 | None | Apply poison, drink potion, swap weapons, etc. |
| Wait | 0 | Scrutinize or Warfare | Interrupt 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