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Tabletop RPG Combat Actions Guide

A round usually lasts 5-10 seconds and allows 1 Action (either 1 Full Action or 2 Half Actions) and 1 Free Action. Sprinting uses the full Action, while leaping up to 2 squares uses movement but no action. Free Actions like dropping a weapon or shouting don't use the Action. Half Actions allow abilities like Aiming or Communicating a strategy. Only 2 can be done per turn. A Full Action allows attacking, reloading, healing, praying, or using equipment but only 1 can be done per turn. Holding an action lets you wait for a condition but with a -10 penalty.

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0% found this document useful (0 votes)
736 views1 page

Tabletop RPG Combat Actions Guide

A round usually lasts 5-10 seconds and allows 1 Action (either 1 Full Action or 2 Half Actions) and 1 Free Action. Sprinting uses the full Action, while leaping up to 2 squares uses movement but no action. Free Actions like dropping a weapon or shouting don't use the Action. Half Actions allow abilities like Aiming or Communicating a strategy. Only 2 can be done per turn. A Full Action allows attacking, reloading, healing, praying, or using equipment but only 1 can be done per turn. Holding an action lets you wait for a condition but with a -10 penalty.

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MMK
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We take content rights seriously. If you suspect this is your content, claim it here.
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Combat Mini-Homebrew Action Guide

A round usually covers 5-10 seconds, you get 1 Action (either 1 Full Action or 2 Half Actions) and 1 Free Action.

Movement
To keep things simple, movement is unchanged. Not moving or moving slowly does not confer any bonus or additional actions.
Sprinting takes your entire Action. Leaping does not consume your action if you have the movement – it costs 2 squares of
movement to leap 1 square and you can leap up to 2 squares without taking an Athletics test.

Free Actions
Some actions are so small that you can make them no matter what other Actions or Half Actions are made. Free actions don’t take
your Action and usually don’t involve a test, typically you cannot make more than 1 in a turn. Some examples include:

 Drop your weapon and draw a different weapon.


 Changing the type of ammunition you are using for your current weapon (unless the weapon has the Reload trait).
 Shouting a short phrase or warning.
 Become Prone.

Half Actions
You can make 2 Half Actions in a turn. You cannot Aim, Brace, or Focus more than once in a turn. Making 1 Half Action means you
cannot make a Full Action.

Half Action Description Notes


Aim +10 to next ranged attack
Brace +10 to next melee defense roll
Focus +10 to next non-combat skill use, including magick/Pray
Communicate Communicate an in-depth strategy with allies Free with Language (Battle)
Dismount/Mount Get on or off a mount Free with Trick Riding
Consume Consume an item like a potion or draught Free with Fast Hands
Change Weapon Sheath 1 weapon and equip another Free with Fast Hands
Switch Offhand Switch which weapon is in your primary/off-hand Free with Fast Hands
Drop Armour Shed a piece of armour like a breastplate Free with Fast Hands

Full Actions
You can make 1 Full Action in a turn. All Full Actions involve a relevant Skill test.

Full Action Description


Melee Attack Attack with a melee weapon
Ranged Attack Attack with a ranged weapon
Reload Reload a ranged weapon with the Reload Trait
Heal Heal yourself or an ally – requires all involved to be unengaged. Healing self is 1 difficulty level harder
Pray Pray for miracles/blessings
Use Equipment Place a trap or use a piece of equipment
Channel Channel magick
Cast Cast a spell
Skill Use Any misc. action involving skill use not listed above– e.g. intimidating an enemy, pushing a large object
Generate Advantage Use a skill to generate +1 Advantage (usually Intuition, but various skills situationally)
Grant Advantage Use Leadership to grant an ally +1 Advantage
Hold Action You hold your action (still make your move) and state what action you will do later in the round when a
specific condition is met (e.g. I will shoot when Enemy A enters line of sight/I will invoke a Blessing when
my ally comes in range). When that condition is met, you can make your action with a -10 modifier. Your
action is usually immediate and interrupts the current turn, but there are exceptions at the discretion of
the GM – for example, if you are charged, your charging opponent always attacks first. You cannot hold a
charge or anything requiring your move. If your condition is not met, you make no action this round.

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