Combat moves

Reference — look this up when you want to attempt a special manoeuvre.

You do not need to learn these before your first game. Describe what your character is trying to do. The GM decides whether a named move applies, or simply applies a modifier to an ordinary roll.

How to read this page

Three groups:

  • Hit / Damage modifiers — checkboxes or radios on the Combat panel when the situation allows. In the Combat panel.
  • Standalone actions — their own button (Dodge, Recovery, Take Hit, Use Extra Action). In the Combat panel.
  • Narrative moves — the GM rules in conversation. Same dice you already roll. GM decides.
Hit / Damage modifiers

In the Combat panel when the situation allows.

Set weapon

When: spear-type weapon in your right hand, you're not mounted, and you choose to set against a charge.

Effect: +1 Hit and +1 damage die. Mutually exclusive with Use extra strength.

Bracing a polearm against an oncoming rider — which is why it doesn't stack with putting your own shoulder into the swing.

Charge

When: you're mounted and attacking.

Effect: +1 Hit and +1 damage die (most weapons), or +2 on each with a spear or lance. Mutually exclusive with Use extra strength.

Shield bash

When: you have a shield equipped.

Effect: a Hit modifier you can dial from 0 to +2.

Surprise move

When: melee, not a thrown weapon. Something the opponent isn't braced for.

Effect: Hit modifier from −3 to +3. The GM picks the value. Same option exists on Dodge (+1 to +3).

Distance (ranged / thrown)

When: ranged weapon equipped, or Throw weapon with max range > 0. Beyond max range is not a legal shot.

Bands from max range R: point-blank 0–max(1, R/4), short up to R/2, medium up to 3R/4, long up to R. Default Short.

Hit modifiers: point-blank +1, short 0, medium −2, long −4. Choose with the Distance radios; the app applies the band automatically.

Placed shot

When: ranged weapon, aiming at a specific spot.

Effect: −4 to −8 Hit (defaults to −4). Agree what landing it achieves.

Extended aim

When: ranged weapon — check Extended Aim on the Hit panel. No Parry or Dodge this round.

Effect: +2 Hit. Player option; the GM may still add a situational modifier.

Bracing (ranged)

When: two-handed ranged weapon, not mounted.

Effect: +2 Hit, pre-selected.

Throw weapon

When: equipped weapon is a Dagger, Javelin, or Spear.

Effect: melee modifiers go away. Distance radios still apply if range > 0. After the throw the weapon is downrange.

Use extra strength

When: at least +4 Strength above the weapon's requirement. Not unarmed, not ranged, mutually exclusive with Set and Charge.

Effect: +1 damage die per level, up to 2. Costs +1 Stamina per level.

Use secondary weapon

When: a weapon in each hand. Hit, Damage, and Initiative use the off-hand weapon for this attack.

Standalone actions

In the Combat panel.

Dodge

3d6 against Agility + Unarmed Combat, with pre-selected −2 Armed Opponent unless the attacker is unarmed. This is how you defend against a pistol or rifle Hit. Full details: Combat.

Recovery

Skip the attack and breathe: 3d6 against Constitution. See Damage, armour & recovery.

Take Hit

Defender bookkeeping: enter hit score, damage class and type. The app does resilience absorption.

Use extra action

Speed roll (1d6 + Speed) fills the Speed Bank. At 10 or more, spend 10 for one extra action this round. See Speed.

Narrative moves — GM decides

These don't have their own roll in the app. Describe them; the GM picks an existing roll and a modifier.

Swipe

Strike multiple targets. Needs relevant weapon skill 2+. First attack −2; each success continues with another −2. First miss ends the swipe.

Bind

Trap the opponent's weapon. Resolved as a Hit; a strong success locks weapons instead of dealing damage. Breaking it is an opposed Strength roll.

Grapple

Close in and grab. Maintaining or breaking is opposed Strength, with Unarmed Combat or Wrestling as support.

Anything else

Chandeliers, kicked sand, tipped tables — say what you want, name the skills, ask the GM what would have to be true.

See also