Combat

Here’s how fights work.


Combat Order

  1. First contact: Each hero rolls d20 + DEX vs DC 12. Pass = you go first.
  2. Heroes who passed declare actions, roll, and resolve.
  3. All enemies declare and resolve.
  4. All heroes declare and resolve.
  5. Repeat steps 3–4 until combat ends.

On your turn: Move up to your Speed and take one Action.

Why declare first? Everyone on a side says what they’re doing before any dice are rolled. This means actions happen simultaneously — no waiting to see if an ally kills a target before you commit. It keeps combat fast and rewards coordination.


Attacks & Damage

Roll d20 + ability + PB. Meet or beat the target’s AC and you hit.

  • Melee: Add STR to attack and damage rolls.
  • Ranged: Add DEX to attack rolls only (no damage bonus).
  • Finesse weapons: Use DEX for both attack and damage instead of STR.

Hit: Roll your weapon’s damage dice + ability (for melee/finesse). Subtract from their HP.

Critical Hit: Natural 20 doubles your damage dice (not your ability).

Miss: No damage.

Fumble: Natural 1 invites a complication—dropped weapon, slipped footing, friendly fire. Referee’s call.

Cover:

  • Partial cover (half-hidden): Attacker has Setback.
  • Full cover (completely obscured): Can’t be targeted.

Saving Throws

Roll d20 + ability vs the DC. Meet or beat it and you avoid or reduce the harm. Fail and you take the full effect.

You add PB to saves your class grants proficiency in. Don’t forget to apply your Fatigue penalty (your exhaustion level—see Rests).


Death & Dying

At 0 HP, you’re dying. Each round, roll 2d6 minus your Fatigue.

Roll What happens
11+ You’re back up with HP equal to CON or one Hit Die roll (minimum 1)
10 Stable—you wake next turn at 1 HP
5–9 Still dying—roll again next round
4 Dead, but you get one heroic action before you fall
3– Dead outright

Getting back up: When you recover from 0 HP, make a CON save (DC 12) or gain 1 Fatigue. Getting knocked out takes a toll.


Combat Actions

On your turn you can move up to your Speed and take one Action.

Action What it does
Attack Melee or ranged attack vs AC
Cast Spell Resolve per the spell description
Dodge Attacks against you have Setback until your next turn
Disengage Move without provoking opportunity attacks. You can Dash afterwards to flee
Dash Double your movement this turn
Help Give an ally Edge on their next roll (must be in reach)
Grapple STR vs their STR or DEX—success means their Speed drops to 0
Shove STR vs their STR or DEX—push them 5 ft or knock them Prone
Disarm STR or DEX vs theirs—weapon flies d10 ft in a random direction
Hide DEX check, needs cover or distraction
Stabilize Costs 1 Supply—dying ally becomes stable, wakes at 1 HP next turn
Ready Name a trigger—when it happens, take your prepared action
Improvise Describe something creative, roll vs DC, see what happens

Free actions: You can do minor things alongside your move and action—draw a weapon, open a door, shout a warning, drink a potion.


Opportunity Attacks

When a foe leaves your reach, you can make one free attack against them. This doesn’t use up your turn.

You can’t make an opportunity attack if:

  • The foe Disengaged before moving
  • You’re already in melee with another creature

You can only make one opportunity attack per round.


Mounted Combat

Here’s how fighting from the saddle works.

Your mount moves on your turn, using its Speed instead of yours. It doesn’t take its own turn—you direct it.

Mounting and Dismounting. Costs half your movement.

Falling Off. If your mount drops to 0 HP or is knocked Prone, you fall off and land Prone. If a flying mount goes down, you also take falling damage as normal.

Targeting. An attacker chooses whether to hit the rider or the mount. You can’t grapple a creature larger than you—a foot soldier can’t wrestle a horse to the ground, but a giant could. Area effects hit both rider and mount.

Charge. When your mount moves at least 15 ft in a straight line toward a target and you make a melee attack on the same turn, that’s a charge. On its own, a charge is just movement plus an attack—feats like Cavalry Charge make it devastating.

Trained Mounts. A trained combat mount (war horse, griffon) can make one attack on your turn in addition to yours. Alternatively, the mount can forgo its attack—when it does, its movement doesn’t provoke opportunity attacks. Charge in and strike, then wheel away.

Untrained Mounts. Riding horses and other untrained animals don’t attack in combat. When an untrained mount takes damage, the Referee rolls Morale for it. If it breaks, the mount bolts—the rider must pass a DEX save (DC 12) or be thrown Prone as the mount flees.

War horses and trained mounts only check Morale under the usual triggers (first ally falls, half the group down, leader killed).

Weapons. One-handed weapons work normally from the saddle. Two-handed weapons have Setback—you need a hand free for the reins.


Combat ends when all foes flee, surrender, or fall.