For use in conjunction with the violence rules.
melee
Grants proficiency with a topic of melee weapon.
Topics: Snap & Lash, Guard & Bash, Hack & Slash, Hew & Thrust, Hand-to-Hand, Spear & Ward, Maul & Split, Crush & Strike, Lunge & Jab
Attack
Attack a target within reach.
- Move up to 1 meter.
- For every edge you have, roll at +2 and deal +1 damage.
Roll Melee. Success means you hit: roll your weapon’s damage and apply it to a random body area on the target.
Counter
Counterattack in reaction to an enemy attack.
- You can only counter with Melee.
- You can’t counter with inferior reach.
- Counters may not be defended against.
block
Block in reaction to an enemy attack. Roll Melee:
- If your reach is superior, roll with an edge.
Success means you block: Roll your weapon’s block stat and subtract it from the incoming damage.
shoot
Grants proficiency with a topic of ballistic weapon.
Example: Shoot: Pistol.
Topics: Pistol, Longarm, Strongarm, Bow, Sling
Attack
Shoot at a target within range.
- Move up to 1 meter.
- For every edge you have, roll at +2 and deal +1 damage.
- Your weapon must be loaded.
Roll Shoot.
- -2 if attacking outside your weapon’s range. Additional -2 per full range increment beyond.
Success means you hit: roll your weapon’s damage and apply it to a random body area on the target.
- Your weapon’s rate of fire stat delays how often it can attack. This delay requires you have the weapon in hand.
throw
Grants proficiency with a topic of thrown weapon.
Topics: Cast & Tangle, Flip & Fling, Hurl & Pitch
Attack
Attack a target within throwing range, which equals your Might plus a modifier added by the item.
Missed throws may hit intervening targets like any other ranged attack. Otherwise, failed rolls made to throw cause the thrown item to land d6 meters long or short of the target and d4 meters to the left or right.
All topics of Throw can be used for simple items (rocks, grenades) thrown overhand or underhand.
Catch!
Throw an item to a companion within line of sight. All topics of Throw can be used for this.
Roll Throw. If you succeed, your ally catches the item.
Hand-to-hand
Attack and defend with naught but your body. A topic of Melee.
Attack & Block
Unarmed attacks are treated as a weapon:
- 1d4-1 bludgeoning damage, reach 0, block 1
You can block and counter with Hand-to-hand. You can move 1 meter while attacking.
If you hit with Hand-to-hand and apply at least 3 damage, you can select an effect below in lieu of the damage:
- Grab the target or their weapon.
- Shove the target back 1 meter. They are staggered.
- Escape a grab if you are grabbed.
- Yank a grabbed weapon. Target must succeed Might or lose it.
- Throw the target if they are staggered and you are grabbing them. They suffer as if falling meters = your Might.
While grabbed:
- Attacks against you are made with an edge.
- You cannot dodge
- You cannot move away from the grabber
- You can’t attack with weapons with reach greater than .5 m.
The following are special rules for the topics of Melee and Throw.
cast & tangle
Used for nets, slings, and bolas. A topic of Throw.
spin time
All Cast & Tangle weapons must be spun for one turn before attacking, requiring 1 action. You can still use your other action while spinning a weapon.
Tangling
Some weapons entangle targets rather than damaging them. They have a tangle area, usually 1–3 meters, wherein hit foes are grabbed if they don’t dodge successfully at a penalty equal to the tangle area * 2. They are grabbed by the weapon, not the thrower, and can attempt escape by cutting it (1–2 wear per cut.)
flip & Fling
Used for throwing knives, axes, and anything that turns end-over-end. A topic of Throw.
quick to hand
After throwing a Flip & Fling weapon, you always have another ready to hand so long as you had it strapped or pocketed.
hurl & Pitch
Used for javelins, spears, and darts. A topic of Throw.
skewering
Targets impaled by a Hurl & Pitch weapon suffer 2 speed penalty while it remains embedded. This includes targets whose shields are pierced by one—they must discard the shield to shed the penalty.
crush & smash
Used for one-handed weapons, usually swung bludgeoning and piercing weapons. A topic of Melee.
Two-handing: Armor piercing
If you use two hands to attack and deal piercing damage, your target’s armor’s hardness is effectively 1 lower.
Guard & Bash
Used for shields. A topic of Melee.
Blocking
While blocking, shields function as armor rather than applying a block value. Damage remaining after a block may still damage you. You block ranged attacks at -2.
Shove
You can shove with Guard & Bash per Hand-to-hand.
ward
Ward yourself with your shield. For 1 turn, hit location rolls equal to or less than your ward coverage hit your shield. You can react while warding. Opponents bypassing your ward must target a body area.
Your ward coverage equals your shield’s coverage + your Guard & Bash level.
Hack & Slash
Used for one-handed slashing, bladed weapons. A topic of Melee.
Two-handing: edge alignment
When two-handing, reroll one damage die result of 1 per attack.
lunge & jab
Used for thrusting piercing weapons. A topic of Melee.
Riposte
If you fully block an enemy attack and have block points left over, you can apply them as piercing damage to the attacker.
hew & thrust
Used for adaptable two-handed slashing and thrusting weapons. A topic of Melee.
Cleave
You can hit another, adjacent target if you dealt the prior target a dismembering (6+ damage) wound or a knockdown.
Adjust grip
You can deal your weapon’s full damage at any range within its standard range, even if you are grappled.
maul & split
Used for heavy two-handed weapons. A topic of Melee.
Destructive
Shields and weapons blocking your attacks gain 1 wear.
snap & lash
Used for whips. A topic of Melee.
entangle
If you apply at least 2 damage, you can grapple the target in lieu of if. The grapple ends at end of round or if you approach the target.
spear & ward
Used for very long two-handed weapons. A topic of Melee.
At the ready
Readied attacks made with Spear & Ward always get an edge.