====== Combat Actions ====== Hier seht ihr alle Combat Actions, die im Kampfrunden-Modus verwendet werden, aus den Regelbüchern und unseren Hausregeln: \\ ---- ===== Free Actions ===== Darüber hinaus kann ein Charakter eine angemessene Anzahl weiterer Nebenaktionen ausführen. Zu diesen freien Aktionen gehören: * Move to a location within Medium Range (one Zone away). Fast creatures can move to a location within Long Range (two Zones away) instead. Make this free move only once per turn. Instead of moving, if there are no enemies in Close Range, you may remove the Prone condition from yourself or an ally in Close Range. * Draw a weapon, catch a tossed item, or swap what items you’re holding. * Nock an arrow in your bow, or prepare any missile weapon that doesn’t require a Test to reload. * Drop Prone (page 120). * Shout a warning to an ally, or a threat at an enemy. \\ (Players Guide, Seite 116) ---- ===== Aim ===== Make an **Awareness** Test to aim a ranged weapon at an enemy. Each success adds +1d on the next ranged attack you make against that target, so long as you take no other actions in between. In addition, Aiming may allow you to make attacks against targets at Extreme Range (see page 114). \\ (Players Guide, Seite 116) ---- ===== Attack ===== Make an Attack Test to injure your enemy with a suitable pairing of Skill and weapon. If your target is aware of you, they Oppose with Athletics or another appropriate Skill. If your Attack Test succeeds, your target is //Staggered// or //Wounded//. Full rules to resolve attacks are on page 118. \\ (Players Guide, Seite 117) ---- ===== Help ===== Per the usual rules for Help (page 108), Test a relevant Skill that can assist an ally on an upcoming action. You might call out a weak spot to aid an attack, intercept a blow to bolster an ally’s defence, or raise your team’s confidence with morale-boosting sermons. For each success you score, your ally gains +1d on their upcoming Test. To overcome an especially dangerous foe, it is rarely effective for every character to make their own separate Attack Tests. Instead, Help each other to make fewer, more powerful attacks, with big dice pools to overwhelm your enemy’s defence. \\ (Players Guide, Seite 117) ---- ===== Improvise ===== You use one of your Skills, spells, or another Ability in the same way you would outside of combat. Often this will allow you to apply a condition, such as using Brawn (opposed by Endurance) to knock an enemy //Prone//, or using Leadership to admonish an attacker and inflict the //Distracted// condition. When facing enemies, skills might resolve conflicts without combat — using Brawn to disarm attackers or Charm to turn foes into allies, with GM approval. However, these creative approaches aren’t guaranteed; only defeating opponents or rendering them //Defenceless// truly neutralizes threats. \\ (Players Guide, Seite 117) ---- ===== Manoeuvre ===== You focus your turn solely on moving around the battlefield. Choose one of these options: * Run an extra Zone, on top of the free move you get each Turn. You may Test Athletics to try and move a second extra Zone, but if you fail you suffer the //Staggered// condition if you aren’t already //Staggered//. * Charge into combat! Choose an enemy within Medium Range, move to within Close Range of them, then make an attack against the target (taking +1d if this is a Melee attack). You may Test Athletics to try and Charge an enemy at Long Range — if * you fail you stop short 1 Zone away from the target, cannot attack, and suffer the //Staggered// condition if you aren’t already //Staggered//. You cannot Charge if you begin your turn in Close Range of an enemy. * Move Quietly by making a Stealth Test, Opposed by your most vigilant enemy’s Awareness. If you succeed, and there is cover or concealment you can use your free move to duck behind, you disappear from view. Your next attack from this position is unopposed. * Move Carefully to ignore the effects of Difficult Terrain. You may also Test Awareness search your surroundings for a hidden opportunity, secret weakness, or concealed enemy. \\ (Players Guide, Seite 117) ---- ===== Recover ===== After a moment to regather your wits, you gain each of the following benefits: * Remove the //Staggered// condition from yourself or an ally in Close Range. * Remove the //Prone// condition from yourself or an ally in Close Range, whether an enemy is in Close Range or not. If you are not //Prone//, you can mount your steed instead, if it is within Close Range. * Remove one die from your Miscast pool (page 157). * Grab or interact with a dropped weapon, healing potion, or other object, even if an enemy is within Close Range. \\ (Players Guide, Seite 117) ----