FAST ACTIONS
DODGE : You throw yourself out of the way of your opponent's attack. Reactive action. Roll MOVE (not MELEE). You cannot use a weapon. If the attacker SLASHES, you get a +2 bonus. Every x you roll eliminates a x from the attacker's roll. Any excess x have no effect. When you DODGE, you fall prone. You can choose to remain standing, at the cost of a –2 penalty. | PARRY : You block your opponent's attack. Reactive action. Requires a shield or a weapon. Roll MELEE and the Gear Bonus of the shield or weapon used. If you PARRY with a weapon that lacks the PARRYING feature, you get a –2 penalty. If the attacker STABS you, you get a +2 bonus when you PARRY with a shield but a –2 penalty if you parry with a weapon. Every x you roll eliminates a x from the attacker's roll. Any excess x have no effect. |
DRAW WEAPON : You draw a weapon from your belt or scabbard. No roll is required. This fast action can also be used to pick up a weapon or other item from the ground (within ARM'S LENGTH). Also see the QUICKDRAW talent. | SWING WEAPON : You swing your melee weapon to make your upcoming strike more powerful. No roll is required, but this fast action requires a HEAVY weapon. Must be performed directly before a SLASH or STAB, in the same round. If the attack is successful, the damage done increases by +1. |
![]() | STAND UP : Rise from a prone to a standing stance, or the other way around. Close combat attacks against opponents that are prone are modified by +2. |
SHOVE : You try to push your enemy to the ground. Roll MELEE. A weapon with the HOOK feature or a shield can be used. If your opponent has higher Strength than you, two x are required to succeed, otherwise one is enough. If the attack is successful, your opponent falls to the ground and is prone (however, see the STEADY FEET talent). Any additional x have no effect. Your opponent can DODGE to avoid your SHOVE. PARRYING a SHOVE requires a shield. | DISARM : You try to knock the weapon from your opponent's hands. Roll MELEE and your weapon's Gear Bonus. Disarming an opponent wielding a one-handed weapon requires one x, a two-handed weapon requires two (however, see the FIRM GRIP talent). If you succeed, your opponent drops his weapon, which lands at ARM'S LENGTH. Any excess x have no effect. You cannot DISARM a shield. Your enemy can PARRY or DODGE your DISARM. |
FEINT : You trade initiative cards with an opponent at ARM'S LENGTH (or NEAR, if your close combat weapon can reach that far). The new initiative order takes effect the next round. No roll is required. | RETREAT : This action must be used instead of RUN if you have an active enemy at ARM'S LENGTH. Brings you to NEAR range. Roll for MOVE. If you fail, you move but your enemy gets a free attack against you – a SLASH, STAB or PUNCH that doesn't count toward his actions in the round and which you can't PARRY or DODGE. |
Complément
EXAMPLE
The fight between the adventurers and the orcs begins. Orc 1 uses his two actions to RUN toward Tyrgar, first from SHORT to NEAR distance, then to ARM'S LENGTH. Orc 2 does the same, but approaches Nirmena. Then it's Tyrgar's turn. His axe is already drawn, so he uses his fast action to SHOVE Orc 1 to the ground, which succeeds.
He then proceeds to use his slow action to SLASH the orc, who has already used up his actions in the round and can't PARRY or DODGE. Tyrgar rolls the following dice: four Base Dice for his Strength, two Skill Dice for his MELEE skill, one Skill Die for his AXE FIGHTER talent, two Gear Dice for his axe's Weapon Bonus, and two bonus Skill Dice because his opponent is prone. He rolls three x. The first x means he hits. The next two x, combined with his axe's Weapon Damage of 2, results in 4 points of damage to the orc, who is Broken.
Nirmena's turn. She draws her sword (fast action) and tries to STAB Orc 2, but misses. Orc 3 runs to ARM'S LENGTH from Tyrgar. Then the round is over.