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
| Action | Description | Roll Against |
|---|---|---|
| Sprint | Moves the combatant at double their base movement speed. Consumes the main action for the turn. | โ |
| Walk | Moves the combatant at base movement speed. Standard movement for most turns. | โ |
| Crawl | Moves the combatant while prone at reduced speed. The combatant remains prone throughout. | โ |
| Climb | Moves the combatant vertically up a surface. The GM sets difficulty based on the surface, load, and conditions. | Climbing |
| Swim | Moves the combatant through water. The GM sets difficulty based on currents, gear, and distance. | Diving |
| Jump | Covers a gap or clears an obstacle. Distance and difficulty are set by the GM from the fiction. | Jumping |
| Dive | The combatant drops prone immediately, using their action to seek cover or avoid an incoming attack. | Diving |
| Fall | The combatant descends from elevation. The GM determines consequences based on height and conditions. | โ |
| Run | Moves the combatant at base movement speed with urgency. Standard committed movement for most turns. | โ |
| Charge | The combatant moves directly toward a target and makes a melee attack at the end of the movement. | Charge |
| Stand up | Rises from prone to standing, consuming the movement action for the turn. | Stand Up |
| Occupy | The combatant moves into and takes control of a specific position โ a doorway, high ground, a choke point. | โ |
| Guard | The combatant takes a defensive stance, prioritising cover and reaction over aggression. | Guard |
| Brace | The combatant plants their footing and readies their weapon against an incoming charge or heavy strike. | Brace |
| Disengage | Breaks melee pressure safely, allowing repositioning without triggering a free strike from threatening opponents. | Dodge |
gps_fixed Attack Actions
| Action | Description | Roll Against |
|---|---|---|
| Ranged | A 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 |
| Throw | Hurls 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
| Action | Description | Roll Against |
|---|---|---|
| Quick Draw | Draws a readied weapon without consuming a full action. | Quick Draw |
| Quick Sheath | Sheathes or stows a weapon quickly without consuming a full action. | Quick Sheath |
| Open Door | Opens a door, hatch, gate, or container. The GM sets difficulty based on whether it is stuck, barred, or under pressure. | โ |
| Light Torch | Lights a torch, lantern, or similar light source. The GM sets difficulty based on conditions such as wind or wet. | โ |
| Search Pocket | Retrieves a specific item from a pocket, belt pouch, or accessible container. | โ |
| Drop Backpack | Drops a pack or heavy carried gear, immediately shedding its encumbrance. | โ |
| Use Skill | Applies 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 around | Surveys the battlefield. The GM may reveal relevant tactical information based on a Sight, Hearing, or relevant sense attribute check. | โ |

