Each combatant takes one action per round โ€” a movement, attack, or use action. Defensive actions resolve reactively when the combatant is targeted and do not consume the turn. Some actions (Charge, Brace, Guard) combine movement with a combat effect; these still count as a single action.

directions_run Movement Actions

ActionDescriptionRoll Against
SprintMoves the combatant at double their base movement speed. Consumes the main action for the turn.โ€”
WalkMoves the combatant at base movement speed. Standard movement for most turns.โ€”
CrawlMoves the combatant while prone at reduced speed. The combatant remains prone throughout.โ€”
ClimbMoves the combatant vertically up a surface. The GM sets difficulty based on the surface, load, and conditions.Climbing
SwimMoves the combatant through water. The GM sets difficulty based on currents, gear, and distance.Diving
JumpCovers a gap or clears an obstacle. Distance and difficulty are set by the GM from the fiction.Jumping
DiveThe combatant drops prone immediately, using their action to seek cover or avoid an incoming attack.Diving
FallThe combatant descends from elevation. The GM determines consequences based on height and conditions.โ€”
RunMoves the combatant at base movement speed with urgency. Standard committed movement for most turns.โ€”
ChargeThe combatant moves directly toward a target and makes a melee attack at the end of the movement.Charge
Stand upRises from prone to standing, consuming the movement action for the turn.Stand Up
OccupyThe combatant moves into and takes control of a specific position โ€” a doorway, high ground, a choke point.โ€”
GuardThe combatant takes a defensive stance, prioritising cover and reaction over aggression.Guard
BraceThe combatant plants their footing and readies their weapon against an incoming charge or heavy strike.Brace
DisengageBreaks melee pressure safely, allowing repositioning without triggering a free strike from threatening opponents.Dodge

gps_fixed Attack Actions

ActionDescriptionRoll Against
RangedA standard ranged attack using a bow, crossbow, or similar weapon. Resolves against the relevant ranged skill at the chosen difficulty tier.Combat Ranged
Ranged (Aim)A deliberate, steadied shot that trades speed for accuracy. Typically resolves at a more favourable difficulty tier than an unaimed shot.Combat Ranged
ThrowHurls an object or weapon at a target. Resolves against the Throw skill at the chosen difficulty tier.Thrown
Throw (Aim)A carefully aimed throw that trades speed for precision. Resolves at a more favourable difficulty tier than an unaimed throw.Thrown
Melee (Thrust)A direct stabbing attack โ€” effective against gaps in armour. Resolves against the relevant melee skill.Combat Melee
Melee (Slash)A wide cutting attack that trades precision for coverage. Resolves against the relevant melee skill.Combat Melee
Melee (Bash)A blunt strike intended to stagger, break guard, or damage through armour. Resolves against the relevant melee skill.Combat Melee
Melee (Cleave)A powerful sweeping strike that can threaten multiple adjacent targets. Resolves against the relevant melee skill.Combat Melee
Melee (Disarm)An attack aimed at the opponent's weapon hand or grip, intending to strip or knock away their weapon. Resolves against the relevant melee skill.Combat Melee
Melee (Feint)A deceptive attack that commits the opponent to a defence, then exploits the opening.Feint
Melee (Half Swording)The combatant grips their sword blade with one hand to deliver short, controlled thrusts targeting weak points in armour.Half Swording
Melee (Sunder)An attack directed at the opponent's weapon, shield, or armour with intent to damage or destroy it. Resolves against the relevant melee skill.Sunder

build Use Actions

ActionDescriptionRoll Against
Quick DrawDraws a readied weapon without consuming a full action.Quick Draw
Quick SheathSheathes or stows a weapon quickly without consuming a full action.Quick Sheath
Open DoorOpens a door, hatch, gate, or container. The GM sets difficulty based on whether it is stuck, barred, or under pressure.โ€”
Light TorchLights a torch, lantern, or similar light source. The GM sets difficulty based on conditions such as wind or wet.โ€”
Search PocketRetrieves a specific item from a pocket, belt pouch, or accessible container.โ€”
Drop BackpackDrops a pack or heavy carried gear, immediately shedding its encumbrance.โ€”
Use SkillApplies a non-combat skill during the exchange โ€” picking a lock, calling commands, reading an inscription. The GM sets difficulty from the fiction.โ€”
Look aroundSurveys the battlefield. The GM may reveal relevant tactical information based on a Sight, Hearing, or relevant sense attribute check.โ€”