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Appendix A: Combat Steps

Compulsory Steps

These Combat Step Actions are known by every Warrior, and cannot be swapped for another when you gain a Warrior Level.

Warrior Action/Reaction Card (Combat Step - Variable Step) Aid AP/RP Cost: 1AP/1RP Trigger: A Target within Range failing a Trait Test Target: An allied entity you can see within Range who can see/hear you Range: 6m | Near Effect: As part of this action/reaction, make a TG 10 Trait Test (GG determines the Trait and allowed Skills). For example, you may strike a foe to make it easier for your ally to attack them, or you may recall some knowledge to aid your ally’s attempt at unlocking a door. On a Successful Test: You grant your ally a +2 Aid Bonus to their Trait Test. Inspired Event: You grant your ally a +3 Aid Bonus to their Trait Test. If you’re a Master with the Skill you used in your Test, the Aid Bonus increases to a +4. This Bonus ignores the restriction on only being able to be affected by multiple Bonuses of the same type. Warrior Action Card (Combat Step - General Step) Basic Attack AP Cost: 1AP Effect: You perform a single Weapon Attack or Unarmed Strike. This action is counted as the Attack action for Features and abilities that would modify the Attack action. Warrior Action Card (Combat Step - Finisher Step) Basic Finisher AP Cost: 2AP Effect: Make a single Weapon Attack or Unarmed Strike. On a Hit (Finisher Effect): The Damage Roll gains a +1 Finisher Bonus for every Combat Step Action performed in the current Flow prior to this action. You then replenish a number of expended Combat Step Dice equal to half the Finisher Bonus. The Finisher Bonus cannot be greater than your SB. Warrior Action Card (Combat Step - Finisher Step) Basic Group Finisher AP Cost: 2AP Target (Finisher Effect): A number of entities you can see within Range, equal to the number of Combat Step Actions performed in the current Flow prior to this action (maximum your SB) Range: The Reach of a melee Weapon your are Wielding or your Unarmed Strikes Effect: Make an Attack Roll for a melee Weapon you are wielding or your Unarmed Strikes (whichever was used to set the Range). Each Target must then make an Agility Test whose TG equals your Attack Roll. On a Failed Test: The Target takes damage as if hit by your Attack Roll. Failed by 5+: They take damage as if Critically Hit. On a Successful Test: They take half as much damage. Warrior Action Card (Combat Step - Opener Step) Basic Opener AP Cost: 2AP Effect: Make a single Weapon Attack or Unarmed Strike. Warrior Action Card (Combat Step - Finisher Step) Basic Support Finisher AP Cost: 2AP Effect: Make a single Weapon Attack or Unarmed Strike. On a Hit (Finisher Effect): Choose a number of allied entities you can see, equal to the number of Combat Step Actions performed in the current Flow prior to this action (maximum of your SB). Each ally chosen has Advantage on their next Attack Roll against the hit Target. If the affected Attack Roll hits, the allied entity gains +1AP until the end of the Turn. Warrior Action Card (Combat Step - General Step) Consume Item AP Cost: 1AP Target: An object with the Consumable Item Tag. Effect: Some items may require eating or drinking them to activate their effect. You gain the benefits of the Target’s Use Item effect. Enhance Action: Increase the AP cost by the stated amount for the additional effect, you can apply either or both effects: •+1AP. You can grant the benefits of the object’s Use Item effect to another adjacent willing or Incapacitated entity as you manually feed them the Item. •+1AP. If the Item’s action involves rolling one or more dice, instead of rolling use the maximum result of each die. Warrior Action Card (Combat Step - General Step) Dash AP Cost: 2AP Effect: You can move your Movement speed, see Movement and Spaces Section of the Active Time Chapter of the Core Rules. This action is counted as the Movement action for Features and abilities that would modify the Movement Action. Warrior Action Card (Combat Step - General Step) Disengage AP Cost: 2AP Effect: You can move quarter your Movement speed, see Movement and Spaces Section of the Active Time Chapter of the Core Rules. All your movement this Turn doesn't provoke Opportunity Attacks. Warrior Action Card (Combat Step - General Step) Dodge AP Cost: 2AP Effect: You focus entirely on avoiding attacks. Until the start of your next Turn, if you can see the source, you gain the following benefits: •Any Attack Rolls made against you have Disadvantage. •You make Agility Tests to resist or avoid damaging effects with Advantage. You lose this benefit if you are Incapacitated or if your speed drops to 0. Warrior Reaction Card (Combat Step - Variable Step) Drop Prone RP Cost: 1RP Requirements: You are not under the effects of the Prone condition Trigger: An Attack Roll being declared against you Effect: You immediately drop pone. The Triggering Attack Roll is made with Disadvantage. After the Triggering Attack Roll’s effects have resolved you gain the Prone condition. If you were Mounted you are considered to have been Knocked off your Mount while falling Prone. Warrior Action Card (Combat Step - General Step) Marking Attack AP Cost: 1AP Effect: Make a single Weapon Attack or Unarmed Strike. No matter if the attack hits or misses, the Target gains the Marked [Marking Character’s Name] condition. Warrior Reaction Card (Combat Step - Variable Step) Opportunity Attack RP Cost: 1RP Trigger: Either an entity you can see, bar you: •Moves out of your AoC (this does not include teleporting or the Target being moved by another effect without using their Movement speed, AP, or RP). •Stand up from Prone (they are still considered Prone for this reaction). •Scores a Critical Failure on an Attack Roll. Effect: You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target. If this reaction is Triggered by the Target moving away from you, the attack occurs right before the entity leaves your AoC. Warrior Action Card (Combat Step - Variable) Prepare AP Cost: 2AP Effect: Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. When you take this action on your turn follow the following procedure: 1. Decide on a Trigger for the reaction granted by this action. For example “If the cultist steps on the trapdoor” or “if the goblin steps enters my AoC”. 2.	Choose which action will be taken when the reaction is performed. For example “I will use the Use Item action to pull the lever” or “I will use the Disengage action”. When the Trigger you determined occurs. You can choose to use your reaction (1RP), to perform the determined action. If it is not used before the start of your next Turn it is lost. If you Prepare a spell or power, you cast it as normal, expending a Spell Slot/Soul Points/Psi Points, but hold its energy, which you release with your reaction. To be Prepared, a spell/power must have a Casting Time of up to 2AP and holding onto the spell/power requires Concentration. If your Concentration is broken, the spell/power dissipates without taking effect. Warrior Action Card (Combat Step - General Step) Set-Up AP Cost: 0AP Effect: This action can be taken after a failed Attack Roll, describing how you are using the failure to assist in setting up for your next attack, such as using the momentum to carry the blade, or using the missed missile to get a sense of the wind. If the GG believes the description is suitable, you gain Advantage on your next Attack Roll. The next AP you spend must be for an action that involves an Attack Roll or the benefit for this action is lost. Warrior Action Card (Combat Step - General Step) Use Item AP Cost: 2AP Effect: As part of any other action, you can interact with one object, without needing this action. Though some items/objects may specifically require this action to use, as stated in their description such as Use Item (Healer’s Kit). This action is also useful when you want to interact with multiple objects on your Turn. Note: When Drawing or Sheathing Weapons you can Sheathe one Weapon and Draw another as part of the same interaction. Warrior Action Card (Combat Step - General Step) Use Skill AP Cost: 2AP Effect: You can make one Skill Roll, with a Trait Test of the GGs choosing to use that Skill. For example, to use Stealth to Hide for opponents or use Perception to search for something. Some rules may refer to specific kinds of the Use Skill action these are: •Seek. For using Skills associated with the Intuition Trait, often for finding or perceiving aspects of the world or people around them. •Socialise. For using Skills associated with the Determination Trait, often for influencing or socialising with others. •Study. For using Skills associated with the Knowledge Trait, often for recalling knowledge or carrying out research. So, if you see for example a rule referring to the use of the Seek action, they are referring to a specific instance of the Use Skill action. Warrior Action Card (Combat Step - General Step) Weapon/Shield Action AP Cost: Variable Effect: You perform either the Raise Shield action, or one of the Weapon Actions provided by your Weapon, for its stated AP/RP cost.


General Steps

These Combat Steps Actions are available to all Warriors to choose from to Learn.

Warrior Action Card (Combat Step - Finisher Step) Advanced Finisher AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: You know how to improve upon the basics. Make a single Weapon Attack or Unarmed Strike. On a Hit (Finisher Effect): The Damage Roll gains a +1 Finisher Bonus for every Combat Step Action performed in the current Flow prior to this action. The Finisher Bonus cannot be greater than double your SB. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Bull’s Stance AP Cost: 1AP Effect: You adopt a forceful posture. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You ignore the first two Degrees of the Slowed condition (this does not stop the effect from gaining five Degrees). •If after moving at least 2m you make a melee Attack Roll, on a hit you can perform one of the two following effects: •Increase the size of your Weapon or Unarmed Strike’s base Damage Die by 1. •Apply the Force Weapon Focus to the attack in addition to any other Focus Property normally applied. Warrior Action Card (Combat Step - General Step) Careful Strike AP Cost: 1AP Requirement: You are under the effects of the Set-Up Combat Step Action Effect: You are careful to not tip off your foe to their openings. Make a single Weapon Attack or Unarmed Strike. If the attack misses, you do not expend the benefit of the Set-Up Combat Step Action. Warrior Action Card (Combat Step - General Step) Close-Quarters Shot AP Cost: 1AP Requirement: You are wielding a Ranged Weapon Cost: You may expend 1 Combat Step Die Target: An entity you can see, within your AoC Effect: You shoot at a nearby foe to open the way for a melee strike. Make a single ranged Weapon Attack against the Target. On a Hit: The next melee Weapon Attack or Unarmed Strike you make against the Target during the current Combat Step Flow, is made with Advantage. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll of this action’s attack and of the attack granted Advantage by this action. Warrior Action Card (Combat Step - Unique General Step) Critical Barrage AP Cost: 2AP Cost: 1 Combat Step Die Effect: You make a series of strike building up towards a critical blow. Make a single Weapon Attack or Unarmed Strike. On a Hit: Add your Combat Step Die to the Damage Roll. Then make another Weapon Attack or Unarmed Strike, increasing the Critical Hit Scope of the Attack Roll by 1. Repeat the above until you either move, miss with an Attack Roll, or score a Critical Hit. Warrior Action Card (Combat Step - Finisher Step) Critical Finish AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: You know how to make your attacks matter when needed most. Make a single Weapon Attack or Unarmed Strike, with its Inspired Event Scope increased by 1. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Attack Roll. You count this Attack Roll as an Inspired Event, if the combined result of the d20 roll and the Combat Step Die roll equals 19 or greater. Warrior Action Card (Combat Step - General Step) Dazing Strike AP Cost: 1AP Cost: You may expend 1 Combat Step Die Effect: You aim your attacks to daze your foes. Make a single Weapon Attack or Unarmed Strike. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains one Degree of the Dazed condition. If they Fail the Test by 5+: They gain an additional Degree of the condition. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Defensive Mark AP Cost: 2AP Prerequisite: Protector option from the Fighting Style: Tactical Fighter Feat Cost: 1 Combat Step Die Effect: You mark your targets while throwing taunts at your foes to grab their attention. Make a single melee Weapon Attack against a number of unique Targets within your Weapon’s Range, up to the result of your Combat Step Die roll. On a Hit: The Target takes damage equal to the Combat Step Die’s roll. You can select any number of the Targets hit by this action to gain the Marked [your Character’s name] condition, though you can only select as many Targets to gain the condition as the number of simultaneous Marked conditions you can maintain at once. Warrior Action Card (Combat Step - General Step) Distracting Blow AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: You aim to distract your foes. Make a single Weapon Attack or Unarmed Strike. On a Hit: The Target must then make an Intuition Test. On a Failed Test: An allied entity within the Target’s AoC may use a reaction (1RP), to move half their Movement speed away from the Target. The Target may not make Opportunity Attacks against your ally for this movement. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - Finisher Step) Dramatic Finish AP Cost: 4AP Cost: 1 Combat Step Die Effect: You know how to end a fight. Make a single Weapon Attack or Unarmed Strike. On a Hit (Finisher Effect): For every Combat Step Action performed in the current Flow prior to this action (to a maximum number equal to your SB), you may roll your Combat Step Die adding the result to the Damage Roll. No additional Combat Step Dice are expended as part of this action. Warrior Action Card (Combat Step - General Step) Duellist's Stance AP Cost: 1AP Effect: You adopt a posture best for taking out a foe in melee. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You have Advantage on all melee Weapon Attacks and Unarmed Strikes. •You have -1RP. Warrior Action Card (Combat Step - Opener Step) Exploitable Opening AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: You strike the foe not to wound, but to create an opening for future exploitation. Make a single Weapon Attack or Unarmed Strike. Opener Effect: Once during the current Combat Step Flow, you can give yourself Advantage on an Attack Roll. Empowered Action: If you chose to expend your Combat Step Die and hit with the Attack Roll you gave Advantage to with this action, you can add double the result of your Combat Step Die to the Damage Roll. Warrior Reaction Card (Combat Step - Unique General Step) Feinted Strike RP Cost: 1RP Trigger: You miss with an Attack Roll Effect: You turn your failure into an opening. Make a single Weapon Attack or Unarmed Strike with Disadvantage. On a Hit: Instead of making a Damage Roll, deal damage equal to your Warrior Level. Warrior Actio Card (Combat Step - Finisher Step) Final Shot AP Cost: 3AP Cost: 1 Combat Step Die Effect: How many arrows can your opponent avoid? Roll your Combat Step Die. You make a number of ranged Weapon Attacks equal to half the result of the Combat Step Die roll (rounded down). If you do not have sufficient Ammunition for the number of attacks determined, you can only make as many attacks as you have Ammunition. On a Hit (Finisher Effect): Add +1 Finisher Bonus to the Damage Rolls for every Combat Step Action performed in the current Flow prior to this action. The Finisher Bonus cannot be greater than your SB. Warrior Action Card (Combat Step - General Step) Force Back AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: Sometimes its best to keep a distance. Make a single Weapon Attack or Unarmed Strike. On a Hit, If Target Size Category < Yours: After damage is resolved, they must make a Physique Test. On a Failed Test: The Target is pushed a number of metres directly away from you equal to your Physique. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - Opener Step) Forceful Opener AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: It is always best to start strong. Make a single Weapon Attack or Unarmed Strike. On a Hit, If Target Size Category < Yours: After damage is resolved, they must make a Physique Test. On a Failed Test: The Target is pushed a number of metres directly away from you equal to your Physique. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - Unique General Step) Forceful Strike AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: You press your full force into a strike. Make a single Weapon Attack or Unarmed Strike at Disadvantage. On a Hit: If the attack hits and you made the roll at Disadvantage, you can double the number of the Weapon’s damage dice. Empowered Action: If you chose to expend your Combat Step Die and made the roll at Disadvantage, you can add twp rolls the Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - Opener Step) Gap Closer AP Cost: 2AP Cost: You may expend 1 Combat Step Die Effect: You like to start close to a target. You can immediately move a distance up to your Movement speed. As part of this action while moving you may make a single Weapon Attack or Unarmed Strike. Empowered Action: If you chose to expend a Combat Step Die, the movement does not provoke Opportunity Attacks. Warrior Action Card (Combat Step - General Step) Guard's Stance AP Cost: 1AP Effect: You adopt a posture best for protecting yourself. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your movement does not provoke Opportunity Attacks. •You have +2 Shield Bonus to your HT. Warrior Reaction Card (Combat Step - General Step) Harrying Strike RP Cost: 1RP Trigger: An opponent within your AoC uses the Disengage action Effect: You adopt a posture best for protecting yourself. Make a single melee Weapon Attack or Unarmed Strike against the Triggering entity. This action is counted as the Opportunity Attack reaction for Features and abilities that would modify the Opportunity Attack reaction, bar those that grant Immunity to it. Warrior Action Card (Combat Step - General Step) Inspiring Words AP Cost: 1AP Cost: You may expend one Combat Step Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words inspire others to greatness. The Target gains BP equal to your Determination + your Warrior Level. Empowered Action: If you chose to expend a Combat Step Die, the BP bestowed increases by a roll of your Combat Step Die. Warrior Action Card (Combat Step - General Step) Intimidating Strike AP Cost: 1AP Cost: You may expend one Combat Step Die Effect: You aim your attacks to terrify your foes. Make a single Weapon Attack or Unarmed Strike. On a Hit: After damage is resolved, the Target must make a Determination Test. On a Failed Test: The Target gains one Degree of the Frightened condition. If they Fail the Test by 5+: They gain an additional Degree of the condition. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Reaction Card (Combat Step - General Step) Maintain Engagement RP Cost: 1RP Trigger: A hostile entity attempting to move out of your AoC or within your AoC Cost: You may expend one Combat Step Die Effect: You can try to maintain engagement with foes trying to escape. Make a single melee Weapon Attack or Unarmed Strike against the Triggering entity. On a Hit: The Target’s Movement speed is immediately reduced to 0 until the end of the current Turn. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Reaction Card (Combat Step - Variable Step) Marked Strike RP Cost: 1RP Trigger: A hostile entity, you can see within your AoC who is Marked by you, makes an Attack Roll against a Target other than you Cost: 1 Combat Step Die Effect: You ensure you remain the focus of your Marked entity by force. Make a single melee Weapon Attack or Unarmed Strike against the Triggering entity with Advantage. On a Hit: Instead of the normal Damage Roll, the Target takes damage equal to a roll of your Combat Step Die + your Warrior Level. On a Critical Hit: The above damage increases by the maximum value of your Combat Step Die + half your Warrior Level. Warrior Action Card (Combat Step - General Step) Marksman's Stance AP Cost: 1AP Effect: You adopt a posture best taking out a foe at range. Upon adopting this Stance, your Movement speed is reduced to 0 for the Duration of this Stance, and any benefits of prior Stances are ended. Until you adopt a new Stance, you gain the following benefits: •You have Advantage on Ranged Weapon Attack Rolls. •You have Advantage on Trait Tests made as part of the Seek action. Warrior Reaction Card (Combat Step - Variable Step) Martial Will RP Cost: 1RP Trigger: You received damage from a spell or power Cost: A number of Hit Dice up to half your Determination (rounded down), you may also expend one Combat Step Die Effect: You draw upon your training to stave off the effects of spellcasters. Until the start of your next Turn, you gain Damage Reduction against a Damage Type dealt by the Triggering spell/power equal to the total roll of your expended Hit Dice. Empowered Action: If you chose to expend your Combat Step Die, you gain Resistance against the Damage Type instead. Warrior Action Card (Combat Step - Opener Step) Opening Shot AP Cost: 2AP Cost: You may expend one Combat Step Die Effect: You know it's best to lead the fight with one good shot, to end a foe before they even reach you. Make a ranged Weapon Attack against a Target at a distance greater than your Weapon’s Base Range, but still within your Long-Range. The Attack Roll ignores the Disadvantage for making a ranged attack at a Weapon’s Long Range. Empowered Action: If you chose to expend your Combat Step Die, you add your Combat Step Die to the Damage Roll. Warrior Reaction Card (Combat Step - General Step) Overwatch RP Cost: 1RP Requirement: You are wielding a Ranged Weapon Trigger: A hostile entity moves within Range of your Ranged Weapon Cost: You may expend one Combat Step Die Effect: You know how to hold control over an area. Make a ranged Weapon Attack against the Triggering entity. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Reaction Card (Combat Step - Variable Step) Parry RP Cost: 1RP Trigger: An Attack Roll hits you Cost: 1 Combat Step Die Effect: You prepare to knock away strikes, reducing the severity of a blow. You can decrease the damage dealt by the result of your Combat Step Die’s roll + your Endurance. You then gain the benefit of the Dodge action. Warrior Action Card (Combat Step - General Step) Phalanx's Stance AP Cost: 1AP Effect: You adopt a posture best for maximising your range. Upon adopting this Stance, your Movement speed is reduced to 0 for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move, you gain the following benefits: •Your Weapon’s gain the Reach Weapon Property. •You gain a Shield Bonus equal to the number of allied entities in your AoC (maximum of +3). Warrior Action Card (Combat Step - Unique General Step) Piercing Shot AP Cost: 2AP Cost: 1 Combat Step Die Effect: You aim for the soft parts, so your shots go through as many foes as possible. Make a single ranged Weapon Attack. On a Hit: Add the Combat Step Die to the Damage Roll. After this occurs for every entity in a straight Line behind the Target, within your Weapon’s Base Range. Make an Attack Roll against each Target in sequence with Disadvantage, with a miss ending the attacks. On a Subsequent Hit: The Target takes damage equal to the roll of your Combat Step Die + your Agility. Warrior Action Card (Combat Step - General Step) Preparatory Strike AP Cost: 2AP Effect: You aim your strike to make an opening. Make a single Weapon Attack or Unarmed Strike. On a Hit: You deal half the damage for this attack. The next Attack Roll you make against the Target is made at Advantage. Warrior Reaction Card (Combat Step - Variable Step) Protective Strike RP Cost: 1RP Trigger: An Attack Roll by an entity Marked by you, hits an entity other than you Cost: 1 Combat Step Die Effect: You step in to aid your allies. Make a melee Weapon Attack or Unarmed Strike against the Triggering entity. On a Hit: Add your Combat Step Die to the Damage Roll. You also decrease the Attack Roll of the Triggering Target by the result of your Combat Step Die roll, potentially turning a hit into a miss. Warrior Action Card (Combat Step - Finisher Step) Quick Evade AP Cost: 1AP Cost: You may expend one Combat Step Die Effect: Knowing when to retreat is as important as knowing when to strike. Make a single Weapon Attack or Unarmed Strike. Once the attack has resolved, you leap back, teleporting to an unoccupied space a distance exactly equal to your remaining Movement speed. This movement must move away from the Target of your attack, meaning the direct line between your current space to the unoccupied space, cannot go over the area occupied by the opponent you attacked with this action. Once you have moved this way your Movement speed becomes 0 until the start of your next Turn. Empowered Action: If you chose to expend your Combat Step Die, before your speed is reduced to 0, you can immediately move a distance equal to the result of your Combat Step Die roll. Warrior Action Card (Combat Step - Finisher Step) Savage Cleave AP Cost: 3AP Cost: 1 Combat Step Die Finisher Effect: You may make one melee Weapon Attack or Unarmed Strike for every Combat Step Action performed in the current Flow prior to this action (to a maximum number equal to your SB) against a Target. On a Hit: You may add your Combat Step Die to your Damage Rolls. If any of these attacks would reduce the Target to 0HP, you can move up to 2m and make the remaining number of attacks against this new Target. This repeats for each Target should they be reduced to 0HP, or until you have run out of attacks. You cannot otherwise move until this action is resolved. Warrior Action Card (Combat Step - Unique General Step) Shield Breaker AP Cost: 4AP Cost: 1 Combat Step Die Effect: You are careful to not tip off your foe to their openings. Make two Weapon Attacks or Unarmed Strikes against a Target, adding your Step Die to the Attack Rolls. These attacks have their Inspired Event if the combined roll between the d20 and Combat Step Die, of 19 or 20. On a Critical Hit: You knock away your Target’s Shield, if they are wielding one. The Shield lands in an unoccupied space a number of metres away equal to your Physique Trait. If your Target is not wielding a Shield, then they are dealt an additional Force damage equal to the initial roll of your Step Die. Warrior Action Card (Combat Step - Unique General Step) Siege Strike AP Cost: 2AP Cost: 1 Combat Step Die Effect: You strike with such force as to break their defences. Make a Weapon Attack or Unarmed Strike. On a Hit: Add  your Combat Step Die to the Damage Roll. If the Target is an entity wearing Armour Pieces, pick an Armour Piece they wear and reduce their HT Bonus or HT Calculation for Torso Pieces by the result of your Combat Step Die roll. If the Target is a Construct, object, structure, or vehicle this action deals double the damage. Warrior Action Card (Combat Step - General Step) Skirmishers Stance AP Cost: 1AP Effect: You adopt a posture best for hit and run tactics. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Walking speed increases by 2m. •Attack Rolls made against you as part of Opportunity Attacks are made with Disadvantage. Warrior Action Card (Combat Step - Variable Step) Skirmishers Strike AP Cost: 1AP Cost: You may expend one Combat Step Die Effect: You use your strikes to enhance your manoeuverability. Make a single Weapon Attack or Unarmed Strike. On a Hit: You can move quarter your Movement speed, see Movement and Spaces section. This Movement this doesn't provoke Opportunity Attacks. Empowered Action: If you expended a Combat Step Die, you can instead move up to half your Movement speed. This action is counted as the Disengage action for Features and abilities that would modify the Disengage Action. Warrior Action Card (Combat Step - Variable Step) Strategic Analysis AP Cost: 1AP Cost: You may expend one Combat Step Die Effect: You are careful to not tip off your foe to their openings. You can perform the Study action. Empowered Action: If you expended a Combat Step Die, you can add the result of your Combat Step Die roll to the Trait Test. Warrior Reaction Card (Combat Step - General Step) Strike Back RP Cost: 1RP Trigger: An Attack Roll Targeting you misses Cost: You may expend one Combat Step Die Effect: You capitalise on the openings of your opponent’s failure. Make a melee Weapon Attack or Unarmed Strike against the Triggering Target. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Sudden Cleave AP Cost: 2AP Cost: 1 Combat Step Die Effect: Make a melee Weapon Attack or Unarmed Strike. On a Hit: Add your Combat Step Die to the Damage Roll. If the Target would be reduced to 0HP, note how much damage was left after reducing the Target’s HP to 0. You may then move up to 1m, and make another melee Weapon Attack or Unarmed Strike. On a Hit: Instead of dealing the normal damage amount, the Target takes the noted down amount of damage. If the Target would be reduced to 0HP, note how much damage was left after reducing the Target’s HP to 0, and make another attack as above. Repeating the steps until the attack misses, no more damage can be applied, or until you have attacked a number of Targets up to your Physique/Agility. You cannot otherwise  move until the action is resolved and the attacks cannot be affected by other effects that would deal additional damage. Warrior Action Card (Combat Step - Unique Variable Step) Sweeping Strike AP Cost: 3AP Requirement: Wielding a melee Weapon Cost: 1 Combat Step Die Effect: You swing your weapon in a wide arc. Roll your Combat Step Die. You perform a single melee Weapon Attack against a number of unique Targets within your Weapon’s Range, up to the result of your Combat Step Die roll. All Targets other than the first Target hit, on a hit, take damage equal to the Step Die roll plus the Trait used for the Weapon Attack. Warrior Action Card (Combat Step - Variable Step) Throw & Shoot AP Cost: 1AP Requirement:  Wielding a Ranged Weapon Target: A point you can see within Range Range: The Thrown Range of the Container Effect: You throw a container and shoot it so it shatters part way through its flight.  Throw one Item you can to, at any point in its trajectory, choose to make a ranged Weapon Attack against the Item (HT 10). On a Hit: The Item is hit, if its a Container it break throwing its contents upon the space the Container was over. Otherwise the effect will be dependent on what the Item is. Depending on the Damage Type of the shot other effects may occur, like Fire or Lightning damage igniting the contents or Item, or Force or Thunder damage spreading out the contents further. Warrior Action Card (Combat Step - General Step) Toppling Strike AP Cost: 2AP Cost: You may expend one Combat Step Die Effect: You aim your attacks to trip up your foes. Make a single Weapon Attack or Unarmed Strike. On a Hit, If Target Size Category =< 1 Size Category Larger Than You: They must make an Endurance Test. On a Failed Test: The Target is knocked Prone. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Unit Guard AP Cost: 1AP Requirement: You are Wielding a Shield Cost: 1 Combat Step Die Target: A willing entity wielding a Shield, you can see within Range Range: Your AoC Effect: You and an ally aim to protect each other. The Target may use their reaction (1RP), for you and them to raise your shields to protect each other. Until the start of your next Turn, so long as you are within each other’s AoC, you both combine the Shield Bonus of both your Shields to apply to both of your your HTs. You both are also Immune to the Flanking condition if it is being used. Warrior Reaction Card (Combat Step - Opener Step) Unit Initiative RP Cost: 1RP Trigger: Initiative Tests being called for Cost: 1 Combat Step Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your SB Range: 6m | Near Effect: Your words rouse the party quickly into the fray. Roll the Combat Step Die. You and every Target gains a Leadership Bonus equal to the roll of the Step Die to the Initiative Test. Warrior Action Card (Combat Step - General Step) Unit Strike AP Cost: 3AP Cost: You may expend one Combat Step Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your aim is to coordinate your attacks with others. Make a single Weapon Attack or Unarmed Strike. On a Hit: After damage is resolved, the Target can use their reaction (1RP) to make a single Weapon Attack or Unarmed Strike against a Target of your choosing. Empowered Action: If you expended a Combat Step Die, you and the Target can add your Combat Step Die to your Damage Rolls from this action. Warrior Action Card (Combat Step - General Step) Warden's Stance AP Cost: 1AP Effect: You adopt a posture best for maintaining your position. Upon adopting this Stance, your Movement speed becomes 0 for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move, you gain the following benefits: •You have Advantage on Trait Tests to resist or avoid the Prone condition or being moved against your will. •If you are moved against your will, halve the distance you are moved. Warrior Reaction Card (Combat Step - Variable Step) Warrior’s Resolve RP Cost: 1RP Trigger: You received damage from a Weapon Attack or Unarmed Strike Cost: Expend a number of Hit Dice based on the Torso Armour Piece you are wearing (1 Hit Die for Light or No Torso Armour Piece, up to 2 Hit Dice for Medium Armour Piece, or up to 3 Hit Dice for Heavy Armour Piece), you may also expend one Combat Step Die Effect: You draw upon your training to stave off the effects of incoming blows. Until the start of your next Turn, you gain damage Reduction against a Damage Type dealt by the Triggering damage equal to the total roll of your expended Hit Dice. Empowered Action: If you chose to expend a Combat Step Die, you roll the Step Die, on the roll of a 1-5, you can reduce the Damage before applying the Damage reduction by 10%, on a 6-9 this increases to 25%, and on the roll of a 10-12 this increases to 50%. Warrior Action Card (Combat Step - Unique General Step) Warrior’s Stand AP Cost: 1AP Cost: 1 Use of Stay in the Fight Feature Effect: You draw on your internal reserves to outlast your opponent. You regain HP equal to half your SB rolls of your Combat Step Die + your Warrior Level. This action is counted as the Stay in the Fight reaction for Features and abilities that would modify the Stay in the Fight reaction. Warrior Action Card (Combat Step - General Step) Windbreaker Shot AP Cost: 2AP Requirement: Wielding a ranged Weapon Cost: 1 Combat Step Die Effect: You aim to bring down those who seek safety in the skies. Make a single ranged Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. If Target is Flying & Size Category =< 2 Size Categories Larger Than You: After damage is resolved, Target is knocked Prone.


School Specific Steps

These Combat Step Actions are known to specific Warrior Schools, each one requires you having unlocked at least the first Tier of that School to meet their Prerequisites.

School of the Ancestral Warrior

Warrior Action Card (Combat Step - General Step) Empowering Strike AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon Effect: You strike your target to leave them open to future strikes. Make a single Weapon Attack with your Ancestral Weapon. On a Hit: The Target becomes Marked by you. While the Target is Marked by this action, you can add your Combat Step Die to all Damage Rolls made as part of this Combat Step Flow. On a Critical Hit: The Target while Marked by this action, also has all your Opener and Finisher Combat Step Actions increase their Critical Hit Scope by 1. Warrior Action Card (Combat Step - General Step) Envenomed Strike: Eyerot AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: You may expend 1 Combat Step Die Effect: You call forth the memory of Eyerot Venom into your Weapon. Make a single Weapon Attack with your Ancestral Weapon. If you are holding a Container of a different Venom, then that Venom is also applied to your Weapon for this attack. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains the Impaired (Sight) condition until the start of your next Turn. If they Fail the Test by 5+: The Target gains the Impaired (Sight) condition. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Envenomed Strike: Gutpiercer AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: You may expend 1 Combat Step Die Effect: You call forth the memory of Gutpiercer Venom into your Weapon. Make a single Weapon Attack with your Ancestral Weapon. If you are holding a Container of a different Venom, then that Venom is also applied to your Weapon for this attack. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains one Degree of the Poisoned condition. If they Fail the Test by 5+: The Target gains an additional Degree of the Poisoned condition. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Envenomed Strike: Stonejoint AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: You may expend 1 Combat Step Die Effect: You call forth the memory of Stonejoint Venom into your Weapon. Make a single Weapon Attack with your Ancestral Weapon. If you are holding a Container of a different Venom, then that Venom is also applied to your Weapon for this attack. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains one Degree of the Slowed condition until the start of your Next Turn. If they Fail the Test by 5+: The Target gains an additional Degree of the Slowed condition. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action (Combat Step - General Step) Far Strike AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Effect: You aim your strike to hit foes further away. Make a single Weapon Attack with your Ancestral Weapon. If your Ancestral Weapon is a Melee Weapon: Increase the Weapon’s Reach for this action by 1m. If your Ancestral Weapon is a Ranged Weapon: Increase the Weapon’s Base Range for this action by 6m. Warrior Action Card (Combat Step - Finisher Step) Ghostly Finisher AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon & are under the effects of the Summon Ghost Combat Step Action Cost: 1 Combat Step Die Effect: You strike a finishing blow with the aid of your Ghostly Warrior. Make a single Weapon Attack with your Ancestral Weapon. On a Hit (Finisher Effect): For every time your Ghost Warrior made a Weapon Attack in the current Flow prior to this action (to a maximum number equal to your SB), you may roll your Ancestral Weapon’s damage die adding the result to the Damage Roll in addition to a roll of your Combat Step Die. Warrior Action Card (Combat Step - Variable Step) Lightning Momentum AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon Cost: 1 Combat Step Die Effect: You strike a blow to grant you momentum for a series of lightning fast strikes. Make a single Weapon Attack with your Ancestral Weapon. On a Hit: The next action involving an attack with you Ancestral Weapon has their AP cost reduced by 1 AP (minimum of 1AP). On a Critical Hit: The an additional action has its AP cost reduced. Finisher Effect: If the attack hits and this action is used as a Finisher, the next x Combat Step Actions of the Combat Step Flow after this one, has their AP cost reduced by 1 AP or 2AP if this attack was a Critical Hit (to a minimum of 1AP). Where X equals the number of Combat Step Actions made in the current Flow prior to this action (to a maximum number equal to your SB). Warrior Action Card (Combat Step - General Step) Lingering Strike AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: 1 Combat Step Die Effect: You strike you foes to leave a lingering wound. Make a single Weapon Attack with your Ancestral Weapon. On a Hit: The Target takes additional Vorpal damage equal to a roll of your Combat Step Die and the Target gains two Degrees of the Burned (Vorpal) condition. On a Critical Hit: The Target gains an additional Degree of the Burned (Vorpal) condition. Warrior Action Card (Combat Step - General Step) Spirit Step AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon & are under the effects of the Summon Ghost Combat Step Action Target: Your Ghost Warrior that you can see Effect: You swap places with your Ghost Warrior. You and your Target Teleport swapping places. You then can make a single Weapon Attack. Warrior Action Card (Combat Step - Opener Step) Summon Ghost AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon Target: An unoccupied space you can see within your AoC Duration: The current Combat Step Flow Effect: You manifest the soul of a former wielder of your ancestral weapon. You summon the Ghost Warrior at the Target. The Ghost Warrior appears as a magical, translucent, entity of your Size Category. It is considered a Companion with the Summoned Companion Tag. It has 0AP and 0RP, a Walking speed of 6m, 1HP, a HT of 14 + your SB, is Immune to all conditions, and is wielding a spectral copy of your Ancestral Weapon. You can make Weapon Attacks from your Ghost Warrior’s space for your actions, reactions, and Features, and whenever you take the Attack action, you can make an additional single Weapon Attack with your Ancestral Weapon from your Ghost Warrior’s space. This effect ends early if it is destroyed, until you dismiss it as an action (1AP), or until you’re Incapacitated. If Ghost Warrior ends its turn more than 24m (At Range) from you it is destroyed.


School of the Cataphract

Warrior Action Card (Combat Step - Variable Step) Break the Line AP Cost: 2AP Requirement: You are Mounted Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: You create an opening for your allies to follow. Your Mount moves up to their Movement speed ignoring the effects of Difficult Terrain. Your Targets may then spend their reaction (1RP), to move a their Movement speed towards you, should they move across any space your Mount travelled as part of this action, they ignore the effects of Difficult Terrain in those spaces. Warrior Reaction Card (Combat Step - Variable Step) Cataphract's Guard RP Cost: 1RP Trigger: In response to you or your Mount receiving damage Cost: 1 Combat Step Die Effect: You and your Mount have been trained in how to reduce the effect of your enemy’s attacks. Reduce the Triggering damage by a roll of your Combat Step Die + your Warrior Level. If the damage is reduced to 0, any additional effects of the attack or tied to it are ignored. Warrior Action Card (Combat Step - Variable Step) Evasive Manoeuvre AP Cost: 1AP Requirement: You are Mounted and not Incapacitated Cost: 1 Combat Step Die Effect: You and your mount focus entirely on avoiding attacks. You and your Mount gain BP equal to a roll of your Combat Step Die + your SB. Until the start of your next Turn, if you or your Mount can see the attacker, you and your Mount gain the following benefits: •Any Attack Rolls made against you have Disadvantage. •You make Agility Tests to resist or avoid damaging effects with Advantage. You both lose the benefit of this action, if either of your Movement speeds drops to 0.	This action is considered the Dodge action for Features and Abilities that would modify the Dodge action. Warrior Action Card (Combat Step - General Step) Mounted Cleave AP Cost: 2AP Requirement:  Wielding a melee Weapon while Mounted Cost: 1 Combat Step Die Range: AoC Effect: You swing your weapon in a wide arc. Each hostile entity within your AoC must make an Agility Test. For the purposes of determining your AoC, your melee Weapons are considered to have the Reach Weapon Property for this action. On a Failed Test: The entity takes damage of your wielded Weapon’s Damage Type, equal to a roll of your Combat Step Die + your Physique + your SB. On a Successful Test: The entity takes half as much damage. Warrior Reaction Card (Combat Step - Variable Step) Protect Mount RP Cost: 1RP Trigger: An Attack Roll is made Targeting your Cataphract’s Mount while you are wielding a Weapon or Shield Cost: 1 Combat Step Die Effect: No one harms your Mount. You can add a roll of your Combat Step Die to the Mount’s HT until the start of your Turn. If the Triggering Attack Hits: The Cataphract’s Mount gains Resistance to the Triggering attack’s damage and if the attacker is within your AoC, you may make a single Weapon Attack against the Triggering entity, adding the result of your Combat Step Die roll to your Damage Roll. Warrior Action Card (Combat Step - Opener Step) Shock Assault AP Cost: 2AP Requirement: You are Mounted Target: A hostile entity you can see within Range Range: Your Mounts Movement speed Effect: You know that sometimes the key to victory is breaking the foe with a cavalry charge. Your Mount moves up to its Movement speed to the Target, then make a single melee Weapon Attack or Unarmed Strike against the Target. After the attack has resolved all hostile entities in your AoC must make a Determination Test, if the entity has the Minion Tag they instead make a Morale Test. If the attack was a Critical Hit, then these Tests are made with Disadvantage. On a Failed Test: The Target gains one Degree of the Frightened condition. If they Fail the Test by 5+: They gain an additional two Degrees of the condition. Warrior Action Card (Combat Step - Variable Step) Trampling Stride AP Cost: 2AP Requirement: You are Mounted Effect: You aim to trample your enemies underfoot. Until the start of your next Turn, your Mounts Walking speed increases by 3m and is Immune to Opportunity Attacks. Your Mount immediately moves up to its Movement speed. If during this movement, your Mount moves within 1m of an entity or object that isn’t being worn or carried, that entity or object takes Force damage equal to a roll of your Combat Step Die, this does not expend a use of your Combat Step Die. An entity or object can take this damage only once per use of this action. Warrior Reaction Card (Combat Step - Variable Step) Stalwart RP Cost: 1RP Prerequisite: Level 7 Requirement: You are not Incapacitated Trigger: You have to make an Endurance Test, which deals half as much damage on a successful Test Effect: You are trained to take your foe’s overwhelming blows and outlast them. The following effects occur to you, and your Cataphract’s Mount if you are Mounted, gain the following modifications to the Endurance Test: On a Failed Test: You take half as much damage as normal and after damage has resolved gain BP equal to half your Warrior Level. On a Successful Test: You take no damage and after immediately gain BP equal to your Warrior Level.


School of the Gunslinger

Warrior Action Card (Combat Step - Unique General Step) Barrage AP Cost: 3AP Requirement: You are wielding a Firearm with the Loading (X) Weapon Property Cost: 1 Combat Step Die AoE: 3m Cone Effect: When in doubt fill the area with bullets. Each entity within the AoE must make an Agility Test. On a Failed Test: The entity takes damage as if hit by your Weapon, adding your Combat Step Die to the Damage Roll, and they become Suppressed until the start of your next Turn. On a Successful Test: They take half as much damage. This action expends all the Ammunition in your Firearm. Warrior Action Card (Combat Step - Variable Step) Called Shot AP Cost: 2AP Requirement: You are wielding a Firearm Cost: 1 Combat Step Die Effect: You aim to cause the most damage possible. Make a single ranged Weapon Attack, calling a number between 0 and 3. Increase the Critical Failure Scope of this action by double the called number. The Critical Failure Scope of this action cannot be ignored or reduced in any way. On a Hit: The Target takes additional damage equal to a roll of your Combat Step Die, the Combat Step Die can be rolled an additional number of times equal to the number called. Warrior Reaction Card (Combat Step - Variable Step) Counter Shot RP Cost: 1RP Requirement: You are wielding a Firearm Trigger: An entity you can see within Range hits with their ranged Weapon Attack Range: Your ranged Weapon’s Base Range Cost: 1 Combat Step Die Effect: You can shoot projectiles out of the sky. Make a Weapon Attack Roll with your Firearm, if you rolled equal to or higher than the attacker’s Attack Roll, you hit the Triggering Ammunition. On a Hit: The Target of the Triggering Attack makes a Damage Roll as normal, while you roll a Damage Roll of your own, rolling and adding your Combat Step Die roll to your Damage Roll. Reduce the attacker’s Damage Roll by the total of your Damage Roll, if the amount is 0 the Ammunition is shot out of the sky missing its Target. If the amount is greater than 0, the attack proceeds as normal though dealing the reduced amount of damage. Warrior Action Card (Combat Step - Variable Step) Disarming Shot AP Cost: 2AP Requirement: You are wielding a Firearm Cost: 1 Combat Step Die Effect: You hit a target to force an object out of their hands. Make a single ranged Weapon Attack. On a Hit: The Target takes additional damage equal to the roll of your Combat Step Die. They then must make a Physique Test, this is made with Advantage if they are holding an object in two or more hands, or if they are at least one Size Category larger than you. This is made with Disadvantage if you rolled the maximum amount with your Combat Step Die or if they are at least one Size Category smaller than you. On a Failed Test: The Target drops an object in at least one of their hands (you choose which if both hands are holding separate objects), and the dropped object is thrown a distance in metres equal to your Agility Trait.


School of the Marshal

Warrior Action Card (Combat Step - Variable Step) Ambush Tactics AP Cost: 2AP Cost: You may expend one Combat Step Die Target: An number of allied entities you can see within Range, who can understand you and see/hear you equal to your SB Range: 6m | Near Duration: 1 Hour Effect: You guide your allies in avoiding detection. For the Duration, you and each allied entity who can see or hear you within your AoC, has Advantage on Stealth Skill Rolls. Empowered Action: If you chose to expend a Combat Step Die, the Duration increases by a number of Hours equal to a roll of your Step Die. Warrior Action Card (Combat Step - General Step) Call to Action AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage your allies toward decisive action. The Target can use their reaction (1RP) to immediately take one action other than the Attack action, which costs 2AP. If this action requires the choosing of Targets, you get to select the Targets for the action. Warrior Reaction Card (Combat Step - Variable Step) Counter Manoeuvre RP Cost: 1RP Trigger: A hostile entity enters your AoC Target: A willing entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust your plan to counter the enemy’s own. The Target can move up to half their speed, following a path of your choosing. This movement does not Trigger Opportunity Attacks. Warrior Reaction Card (Combat Step - Variable Step) Hit It Harder! RP Cost: 1RP Trigger: A Target makes a Damage Roll for a Weapon Attack or Unarmed Strike Cost: You may expend one Combat Step Die Target: A willing allied entity you can see within Range, who can see/hear you and understand you Range: 6m | Near Effect: Your words drive your foe to put all their strength into this blow. The Target can reroll their Damage Roll, they must use the higher result. Empowered Action: If you chose to expend a Combat Step Die, the Target can add a roll to your Combat Step Die to their Damage Roll. Warrior Action Card (Combat Step - General Step) Marshal’s Rally AP Cost: 2AP Cost: 1 Use of the Stay in the Fight reaction Target: A number of allied entities you can see within Range, who can understand you and see/hear you equal to your SB Range: 12m | At Range Effect: Your drive encourages others to stand strong. The Target recovers HP equal to your 1d10 + Warrior Level. If the HP restored would place their current HP above their Hit Point Maximum, the Target recovers HP to their Hit Point Maximum, then any remaining HP to be recovered is converted to BP. Warrior Action Card (Combat Step - General Step) Planned Manoeuvre AP Cost: 1AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust you to plan for them a route to victory. The Target can use their reaction (1RP) to move up to half their speed, following a path of your choosing. Warrior Action Card (Combat Step - Variable Step) Press the Advance AP Cost: 2AP Cost: You may expend one Combat Step Die Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: You know moving as a team is the best option for exploiting an opening. You may move up to double your Movement speed, after which your Movement speed becomes 0 until the start of your next Turn. Your Targets may then use their reaction (1RP), to perform the same action. You then may perform a single Weapon Attack or Unarmed Strike. Empowered Action: If you chose to expend a Combat Step Die and the attack hits, you can increase the Damage Roll by a roll of your Combat Step Die. Warrior Action Card (Combat Step - General Step) Push Onwards AP Cost: 1AP Cost: You may expend one Combat Step Die Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your insights push others to go beyond their limits. The Target has 1 more AP than normal on their next Turn. If the Target uses that AP they must make an Endurance Test. On a Failed Test: The Target gains one Degree of Exhaustion. Empowered Action: If you chose to expend a Combat Step Die, Endurance Tests made due to this action are made with Advantage. Warrior Action Card (Combat Step - General Step) Regroup AP Cost: 2AP Cost: 1 Combat Step Die Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Sometimes you need to regroup for the next step of the plan. Each Target may spend their reaction (1RP), to move a number of metres equal to the roll of your  Combat Step Die towards you (minimum of 3m). This movement does not provoke Opportunity Attacks. Warrior Action Card (Combat Step - General Step) Strike Them Down! AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage your allies toward violence. The Target can use their reaction (1RP) to immediately take the Attack action. You choose the Target(s) for the action. Warrior Reaction Card (Combat Step - General Step) Take the Initiative RP Cost: 1RP Trigger: You reduce a hostile entity to 0HP or a hostile entity within your AoC is reduced to 0HP Cost: You may expend one Combat Step Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your SB Range: 6m | Near Effect: Your success drives others to action. The Target can use a reaction (1RP), to either move up to half their Movement speed or make a single Weapon Attack or Unarmed Strike. Empowered Action: If you chose to expend a Combat Step Die, the Target can add a roll to your Combat Step Die to their Damage Roll and their Movement does not Trigger Opportunity Attacks. Warrior Reaction Card (Combat Step - Variable Step) Try Again! RP Cost: 1RP Trigger: A Target fails an Attack Roll for a Weapon Attack or Unarmed Strike Cost: You may expend one Combat Step Die Target: A willing allied entity you can see within Range, who can see/hear you and understand you Range: 6m | Near Effect: Your words drive your foe to try to strike again. The Target can reroll their Attack Roll, they must use the result of the new roll. Empowered Action: If you chose to expend a Combat Step Die, the Target can add a roll to your Combat Step Die to their Attack Roll.


School of the Psiknight

Warrior Action/Reaction Card (Combat Step - Variable Step) Manifest AP/RP Cost: Varies Effect: You manifest a psionic power. You manifest a psionic power as per the Manifest action. This action is counted as the Manifest action for Features and abilities that would modify the Manifest action. Warrior Action Card (Combat Step - Variable Step) Manifest Weapon AP Cost: 1AP Cost: 1 Combat Step Die Duration: A number of Hours equal to a roll of your Combat Step Die Effect: You manifest a weapon to aid you in battle. You manifest any Weapon you are Trained in the use of. This Weapon lasts for the Duration or until you dismiss it as part of an action (0AP). The Weapon can use Knowledge instead of Physique/Agility for Attack and Damage Rolls, and it deals Necrotic, Psychic, or Radiant damage instead of the Weapon's normal Damage Type (chosen when manifesting the Weapon). Once per Turn, when you hit a Target with this Weapon, add your Combat Step Die to this Weapon’s Damage Roll. The Weapon emits light causing a 3m Radius area around you to be considered Well-Lit and the area an additional 3m Radius beyond that is considered Dimly Lit. You can choose what colour the light is when you manifest the Weapon. Warrior Action Card (Combat Step - General Step) Mind’s Eye Stance AP Cost: 1AP Effect: You reach out to sense the minds of those around you. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain Blindsight out to 6m. •You may use Knowledge instead of Intuition for Trait Tests made as part of the Seek action. •You gain a Focus Bonus to Concentration Tests equal to your Knowledge. Warrior Action Card (Combat Step - General Step) Phase Strike AP Cost: 2AP Cost: 1 Combat Step Die Effect: Your strikes phase through the enemy’s defences. Make a single Weapon Attack or Unarmed Strike. The Attack Roll ignores all Bonuses to the Target’s HT. On a Hit: Add your Combat Step Die to the Damage Roll and the Damage Type becomes Psychic damage. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 1 - Determination AP Cost: 1AP Effect: This is the basic form all Psiknights learn when they begin their training. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain a Shield Bonus to your HT equal to your Knowledge (minimum of +1). •You have Advantage on Trait Tests to resist or avoid being knocked Prone, pushed, pulled, or otherwise unwillingly moved. •Your movement does not provoke Opportunity Attacks. •You may expend a Combat Step Die when making a Determination Test to resist or avoid a harmful effect, the Test automatically succeeds, and this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 2 - Contention AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus their studies on duelling their opponents in single combat. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property and may perform Opportunity Attacks once per Round for 0RP. •You have Advantage on all melee Weapon Attack and Unarmed Strike Attack Rolls. •You have +1 RP which may only be used to perform Opportunity Attacks or Combat Step Actions. •You may expend a Combat Step Die when an Attack Roll is declared against you from an entity within your AoC. You gain a Focus Bonus to your HT until the start of your next Turn, equal to the roll of your Combat Step  Die and this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 3 - Resilience AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus their studies on preventing ranged attacks. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You are treated as being in Half Cover from Ranged Attack Rolls. •If you perform the Slot Shot Combat Step Action, and the Attack Roll still hits, you may roll the Combat Step Die twice gaining a Damage Reduction to the Triggering attack equal to the total of the roll. •You have +1 RP which may only be used to perform the Slot Shot Combat Step Action. You must have Learnt this action to be able to use it. If the Triggering Attack Roll is reduced to 0 with this reaction, you do not need to expend a Combat Step Die to redirect the attack. •You may expend a Combat Step Die when performing the Slot Shot Combat Step Action. You automatically reduce the Attack Roll to 0 and are considered to have expended a Combat Step Die for the redirected attack, once the Combat Step Action has resolved and this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 4 - Aggression AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus striking from multiple angles at their foes to keep them on the back foot. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property. •Whenever you deal damage to an opponent with a melee Weapon Attack or Unarmed Strike you may immediately move up to half your Walking speed •You have Advantage on Acrobatics Skill Rolls. •On your Turn, you may for 2AP expend a Combat Step Die. You may make a single melee Weapon Attack or Unarmed Strike against each hostile entity within your AoC. Adding a roll of your Combat Step Die to the Damage Roll of any hits. Once this action has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 5 - Perseverance AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus on counterattacking and exploiting their enemies’ openings. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •At the start of each of your Turns, you may choose to either gain a +2 Shield Bonus to HT or a +2 Focus Bonus to your melee Attack Rolls. This Bonus last until the Stance ends or you choose a different result. •In response to an opponent within your AoC missing you with an Attack Roll, you may use your reaction (1RP) to make a single melee Weapon Attack or Unarmed Strike against the Triggering Target. •If you perform the Slow Shot Combat Step Action, even if you do not reduce the Attack Roll to 0, you may expend a Combat Step Die to make a ranged attack against a Target, however the damage dealt is halved, and the attack may still hit you. If you do reduce the Attack Roll to 0, you have Advantage on the ranged Attack Roll. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Combat Step Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with Advantage. Adding a roll of your Combat Step Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 6 - Moderation AP Cost: 1AP Effect: This is the form is taken by Psiknight who wish to focus on a balanced approach, not just between offence and defence, but with the physical and the immaterial. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Inspired Event Scope increases by 1. •You gain a +1 Focus Bonus to HT and a +1 Focus Bonus to Attack Rolls. •You have Advantage on Acrobatics and Focus Skill Rolls to resist, avoid, or end harmful effects. •When manifesting a power or performing a Combat Step Action, you may expend a Combat Step Die. You gain Advantage on Attack Rolls made as part of the power or Step Action and grant the Target Disadvantage on Trait Tests to resist or avoid the effects of the power or Step Action. Should it deal damage you also add a roll of your Combat Step Die to the Damage Roll. Once the power or Combat Step Action has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 7 - Ferocity AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus on strengthening their blows with raw emotion and power. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Critical Hit Scope Increases by 2. •You may during your Turn, grant yourself Advantage on all Attack Rolls made until the start of your next Turn, however for the same Duration all Attack Rolls against you are made with Advantage. Your Attacks that hit whilst this is occurring add two rolls of your Combat Step Die to their Damage Rolls. •You have Advantage on Determination Tests, bar Attack Rolls. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Combat Step Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with both the Critical Hit and Critical Failure Scope increased by 2. Adding a roll of your Combat Step Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psionic Purge AP Cost: 2AP Cost: You may expend one Combat Step Die Effect: You use your psionic power to purge the body and mind of harmful effects. You may immediately for each of the listed conditions, make a Trait Test to reduce the Degrees of the condition by 1, or remove the condition if it does not have Degrees of Severity. If the condition does not have a Trait Test to end its effect, you may instead repeat the Trait Test that gave you the condition to apply the above effect. If the condition has neither of these options it is unaffected. The conditions that can be affected are: •Charmed •Confused •Dazed •Frighted •Exhaustion •Poisoned •Sap •Slowed •Terror Empowered Action: If you chose to expend a Combat Step Die, you instead may immediately choose a number of conditions equal to half your SB,, to reduce your Degrees by up to two, or end it if it has no Degrees. Warrior Reaction Card (Combat Step - Variable Step) Psionic Reflexes RP Cost: 1RP Trigger: You are making an Agility Test to resist or avoid an effect, before rolling for the Test Cost: You may expend one Combat Step Die Effect: You have trained such that your body will react with the slightest psychic vibrations before you consciously know to act. You, instead of making an Agility Test, make a Knowledge (Acrobatics) Test. Empowered Action: If you chose to expend a Combat Step Die, you can add your Combat Step Die to the Knowledge Test. Warrior Reaction Card (Combat Step - Variable Step) Slow Shot RP Cost: 1RP Trigger: A Ranged Attack Roll is made against you or an ally you can see within Range Cost: 1 Combat Step Die Range: 6m | Near Effect: You have trained to slow and redirecting the blows of attackers away from you. You attempt to slow the attack, reducing the Attack Roll by a roll of your Combat Step Die + your Knowledge. If you reduce the Attack Roll to 0, you may expend another Combat Step Die to make a Ranged Power Attack Roll with the Triggering attack, against a Target you can see within 12m (At Range) of you. On Hit: The Triggering attack whatever it may be, resolves against the new Target, adding your Combat Step Die to any Damage Roll made as part of it. Warrior Action Card (Combat Step - General Step) Throw Weapon AP Cost: 1AP Requirement: Wielding a melee Weapon made by the Manifest Weapon action Cost: You may expend one Combat Step Die Target: A hostile entity you can see within Range Range: 6m | Near Effect: You use your psionic power to throw your manifested weapon at a foe. Make a ranged Weapon Attack with your Manifested Weapon against the Target as if it had the Thrown Weapon Property. Once the attack has resolved your Manifested Weapon reappears in your hand. Empowered Action: If you expended your Combat Step Die, add your Combat Step Die + your Knowledge to the Damage Roll. The Target after taking damage must make a Physique Test. On a Failed Test: The Target is knocked Prone. Warrior Action Card (Combat Step - Variable Step) Warp the Body AP Cost: 2AP Cost: 1 Combat Step Die Effect: You channel your psionic potential into your form. Roll your Combat Step Die and select one of the following effects to gain the benefit of, until the start of your next Turn: •You modify your body, altering your appendages or maybe growing new ones. Increase your Walking speed or another Movement speed you currently have, or gain a new Movement speed equal to the result rolled on your Combat Step Die x 2 (to a maximum of 20m). •You modify yourself to reduce the effectiveness of enemy attack such as growing a thickened hide, or your skin becomes covered in slime. You can reduce the damage you take from attacks by an amount equal to the result of your Combat Step Die roll, this reduction occurs after effects like Resistances or Vulnerabilities have been applied. •You modify your body to deal with a hostile environment. You can choose to either gain Nightvision to a distance in metres equal to your Combat Step Die roll, or you can gain either Cold Resistance, Fire Resistance, or the ability to breathe underwater.


School of the Queen’s Guard

Warrior Reaction Card (Combat Step - Variable Step) Absorb the Blow RP Cost: 1RP Trigger: An entity you have Sworn to Protect, that you can see within Range, receives damage Cost: 1 Combat Step Die Range: 6m | Near Effect: You give your life for another. You negate all the damage dealt to the Triggering ally, receiving all the negated damage yourself. You then regain HP equal to a roll of your Combat Step Die. Warrior Action Card (Combat Step - General Step) Burst Strike AP Cost: 1AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge into an explosive blast. Make a single melee Weapon Attack with your Gunblade. On a Hit: Add two rolls of your Combat Step Die to the Damage Roll. This action expends one piece of this Weapon’s Ammunition. Warrior Reaction Card (Combat Step - Variable Step) Charge Shield RP Cost: 1RP Requirement: You are wielding a Gunblade under the effects of the Charge Rounds action Trigger: You receive damage Effect: You channel your charge into a defensive shield. Until the end of your next Turn, you gain Resistance to the Damage Type you currently have charged the Ammunition of your Gunblade with. The effects of the Charge Rounds action immediately ends. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - General Step) Fated Circle AP Cost: 2AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge to sweep your blade in a fiery sweep. Make a single melee Weapon Attack against a number of unique Targets within your AoC, up to or equal to your SB. On a Hit (First Target): The damage resolves normally, adding your Combat Step Die to the Damage Roll. On a Hit (All Other Targets): They only take the damage from a roll of the Combat Step Die. This action expends one piece of this Weapon’s Ammunition. If the Ammunition has not been Charged with the Charge Rounds action, this attack deals Fire damage. Warrior Action Card (Combat Step - Variable Step) Heart of the Lion AP Cost: 2AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge to reinforce your defences. You gain an amount of BP equal to double the roll of your Combat Step Die. If an entity with your Sworn to Protect condition is within 6m (Near) of you, and you can see them, they gain half as much BP. When you or an entity you are Sworn to Protect, has their last point of BP granted by this action removed by damage, roll your Combat Step Die, then the whichever of you lost that BP, regains HP equal to double the roll of your Combat Step Die. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - General Step) Noble Heart AP Cost: 1AP Cost: 1 Combat Step Die Target: You or an entity you can see within Range with your Sworn to Protect condition Range: 6m | Near Effect: You channel your charge aid shield your ward. The Target gains BP equal to a roll of your Combat Step Die. Whilst the Target has this BP remaining, they have Resistance to damage from spells and rites, and Reduction 5 against damage from Weapons, Natural Weapons, and Unarmed Strikes. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - General Step) Sonic Break AP Cost: 1AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge into generating a sonic boom that causes continuous damage to the target. Make single melee Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. The Target then gains two Degrees of the Burned (Thunder) condition, replacing the normal damage die for the Burned (Thunder) condition with your Combat Step Die. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - Unique General Step) Double Down AP Cost: 2AP Prerequisite: Level 6 Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge to sweep your blade in a large sweep. Make a single melee Weapon Attack against a number of unique Targets within double your AoC. On a Hit (First Target): The Target takes the normal amount of damage plus two rolls of your Combat Step Die. On a Hit (All Other Targets): They only take the damage from two rolls of your Combat Step Die. This action expends two pieces of this Weapon’s Ammunition.


School of the Spellblade

Warrior Action Card (Combat Step - Opener Step) Blazing Charge AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Target: An unoccupied space you can see within Range Range: 12m | At Range Effect: You strike the opening blow channelling your arcane potential into the strike. When you use this action choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. You teleport to the Target, and can make a single Weapon Attack with your Spellblade from that position. On a Hit: Add the chosen Damage Type to that dealt by the Damage Roll, and add your Combat Step Die to the Damage Roll. Once damage has resolved, choose one Damage Type dealt by the Damage Roll. The Target gains a number of Degrees of the Burned (chosen Damage Type) condition equal to your SB. Warrior Action Card (Combat Step - Variable Step) Break Their Focus AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: You strike to break your opponent’s focus. Make a single Weapon Attack with your Spellblade. On a Hit: Add your Combat Step Die to the Damage Roll. If the Target is a Spellcaster, they have Disadvantage on their Concentration Test from this attack. After damage is resolved the Target has Disadvantage on the next Trait Test, they make to resist or avoid the effects of your spells. Warrior Action Card (Combat Step - Variable Step) Cast AP/RP Cost: Varies Effect: You cast a spell. You cast a spell per the Cast action. This action is counted as the Cast action for Features and abilities that would modify the Cast action. Warrior Reaction Card (Combat Step - Variable Step) Defensive Transposition RP Cost: 1RP Trigger: An allied entity, you can see within Range, is hit by an Attack Roll Cost: 1 Combat Step Die Target: An entity you can see within Range Range: 6m | Near Effect: You swap two entities positions to protect an ally from a blow. The Target if they are not willing, must make a Knowledge Test. On a Failed Test or if Target is Willing: The Target and Triggering ally teleport to swap places with each other, with the Target being hit by the Attack Roll. On a Successful Test: The Triggering attack resolves normally. Warrior Action Card (Combat Step - Finisher Step) Dispelling Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your strikes break your opponent’s magic. Make a single Weapon Attack or Unarmed Strike with your Spellblade. Finisher Effect: Add your Combat Step Die to the Damage Roll. If the Target is affected by a spell whose spell Circle is equal to or less than your Dispel Level then it is Dispelled. If the Spell’s Circle is greater than your Dispel Level then it is Dispelled if you succeed a Knowledge (Focus) Test, whose TG equals 10 + the Target spell’s Circle. If the Target has multiple spells affecting them you can choose which is the Target of this effect. For this effect, your Dispel Level equals the number of Combat Step Actions performed in the current Flow prior to this one. The Dispel Level cannot be greater than your SB. Warrior Action Card (Combat Step - Unique General Step) Dozing Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your magic forces a target to sleep. Make a single Weapon Attack or Unarmed Strike with your Spellblade. On a Hit: Add your Combat Step Die to the Damage Roll. The Target must then make an Intuition Test, this is made at Disadvantage if the Combat Step Die rolled its maximum result. On a Failed Test: The Target becomes Charmed. While Charmed this way the Target is Unconscious and their speed is 0m. The Target can repeat the Test at the end of each of their Turns to end the condition early, it also ends early if they receive damage or are shaken away as an action (2AP). Warrior Action Card (Combat Step - General Step) Draining Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your magic saps the strength from your foes. Make a single Weapon Attack or Unarmed Strike with your Spellblade. On a Hit: Your Spellblade adds Necrotic damage to its Damage Type for this Damage Roll, and adds your Combat Step Die to the Damage Roll. You recover HP equal to the result of the Combat Step Die roll, and until the start of your next Turn, the Target cannot recover HP. On a Critical Hit: The Target gains the Sap Physique 2 condition. Warrior Action Card (Combat Step - Variable Step) Enchant Blade AP Cost: 1AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: You enchant your blade with cosmic power. When you use this action choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. Until the start of your next Turn, your Spellblade adds the chosen Damage Type to that dealt by its attacks, and it deals additional damage of the chosen Damage Type equal to a roll of your Combat Step Die. Warrior Action Card (Combat Step - Variable Step) Enchant Shield AP Cost: 1AP Cost: 1 Combat Step Die Effect: You enchant a shield around you. When you use this action choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. Roll your Combat Step Die, you gain BP equal to double the result of your Combat Step Die roll + your Knowledge. While BP from this action remains, you have Resistance to your chosen Damage Type. Warrior Action Card (Combat Step - General Step) Guiding Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your magic shows your allies the way. Make a single Weapon Attack or Unarmed Strike with your Spellblade. On a Hit: Add your Combat Step Die to the Damage Roll. The next Attack Roll made against the Target is made with Advantage, and can add your Combat Step Die to the Damage Roll. This applies to the next two Attack Rolls, if the Combat Step Die rolled its maximum result for your Damage Roll. Warrior Action Card (Combat Step - Variable Step) Restoring Touch AP Cost: 1AP Cost: 1 Combat Step Die Target: An allied entity you can see within Range Range: Touch Effect: Your magic aids an ally’s recovery. The Target may expend any number of unexpended Hit Die. The Target recovers HP, equal to a roll of your Combat Step Die + the total roll of expended Hit Die + your Knowledge, for each Hit Die expended. Warrior Action Card (Combat Step - Variable Step) Spellcloak AP Cost: 2AP Cost: 1 Combat Step Die Duration: 1 Minute Effect: Your magic hides you from sight. For the Duration, you become Invisible. It ends early if you cast a spell, deal damage, or apply a condition. Whilst Invisible, if you hit a Target with your Spellblade, you deal additional damage equal to two rolls of your Combat Step Die. If either Die rolls the maximum result your Invisibility is does not end due to dealing damage. Warrior Reaction Card (Combat Step - Variable Step) Spellslice RP Cost: 1RP Requirement: You are wielding your Spellblade Trigger: In response to seeing a spell cast, Targeting an entity or point in space within your AoC Cost: 1 Combat Step Die Effect: You cut at the arcane makeup of a spell to dismiss it entirely. Make an opposed roll, with you making an Attack Roll with your Spellblade adding the roll from your Combat Step Die, the Spellcaster making a spell Attack Roll plus the Circle of the spell. If the Caster Wins: The spell resolves as normal. If you Win or Draw: Your weapon breaks through the spell dismissing it immediately with no effect, though any Spell Slots the caster used to cast the spell are still expended. If a spell is cast that Targets an entity or point in space outside your AoC, but creates an AoE that would hit you. You can make the same Test as above, though if you succeed you and other entities within your AoC are not affected by the spell, but all other valid Targets still are. Warrior Action Card (Combat Step - Variable Step) Summon Spellblade AP Cost: 1AP Requirement: You have at least one hand free Cost: You may expend one Combat Step Die Effect: You summon your spellblade to you. You summon your Spellblade into your free hand from anywhere, so long as it is in the same Realm as you. If you have two Spellblades as part of a Weapon Group, and you have two hands free, this action can summon both Spellblades into your hands. Empowered Action: If you expended your Combat Step Die, reduce the AP cost of this action to 0AP. Warrior Action Card (Combat Step - Variable Step) Banishing Strike AP Cost: 2AP Prerequisite: Spellblade Tier 2 Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: You apply some abjuration magic to your strike. Make a single melee Weapon Attack with your Spellblade. On a Hit: The Target takes additional Force damage equal to the roll of your Combat Step Die. The Target must then make a Determination Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target, if they are not native to this Realm, are returned to their home Realm until the end of their next Turn, at which they return to their original unoccupied space, or the nearest unoccupied space if it is occupied. If they Fail the Test by 5+: They are returned to their home Realm, and will have to use other means to return to this Realm. Warrior Action Card (Combat Step - Variable Step) Enchant Form AP Cost: 1AP Prerequisite: Spellblade Tier 2 Cost: 1 Combat Step Die Duration: 1 Encounter/Scene Effect: You enchant your form with cosmic power. Choose between Physique, Agility, or Endurance. For the Duration you have Advantage on Trait Tests for the chosen Trait and gain an additional effect: •Physique: Your Size Category increases by 1. •Agility: If you make an Agility Test that deals half damage on a successful Test. You take no damage on a successful Test and half damage on a failed Test. •Endurance: At the start of each of your Turns you recover HP equal to a roll of your Combat Step Die.


School of the Spellshot

Warrior Action Card (Combat Step - Variable Step) Bubble Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Effect: You channel protection magic into your shot. Make a single ranged Weapon Attack against the Target. On a Hit: Each allied entity you can see within a number of metres of the point, equal to a roll of your Combat Step Die, gain BP equal to your SB + double your Spellasting Trait. Warrior Action Card (Combat Step - Variable Step) Cast Cantrip AP/RP Cost: Varies Effect: You cast a spell. You cast a Cantrip per the Cast action. This action is counted as the Cast action for Features and abilities that would modify the Cast action. Warrior Action Card (Combat Step - Variable Step) Divining Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Effect: You channel magic into your shot to let you see beyond your normal vision. Make a single ranged Weapon Attack against the Target. Once the Ammunition has landed for the next 10 Minutes, you can as an action (0AP) lose awareness of your actual surroundings and your body become Incapacitated, to be able to see and hear as if you were standing where the Ammunition landed. You can return your senses to your body, ending the Incapacitated condition, as an action (0AP). You can expend a second Step Die, to grant yourself Nightvision to 12m and Tremorsense to 3m for the Duration while looking through the arrow. Warrior Action Card (Combat Step - Variable Step) Entangling Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to bind the target with vines, roots, or cables. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Poison damage equal to the roll of your Combat Step Die. The Target must then make an Agility Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains the Restrained condition until the start of your next Turn. If they Failed by 5+: They are Restrained until they successfully make a Physique (Athletics) Test as an action (2AP) or a Minute has passed, at the start of each of the Restrained entity’s Turns whilst they are still Restrained, roll the Combat Step Die again dealing that much Poison Slashing damage to the Target. Warrior Reaction Card (Combat Step - Variable Step) Ghost Step RP Cost: 1RP Trigger: An Attack Roll hits you Cost: 1 Combat Step Die Effect: You channel your magic to create an illusion to avoid an attack. Roll your Combat Step Die adding the result to your HT against the Triggering attack, potentially turning a hit into a miss. If the Triggering attack misses teleport into an unoccupied space within 1m (Melee) of you. As the strike hits an illusion and your actual position is revealed. The next Attack Roll you make, before the end of your next Turn, against the Triggering entity is made with Advantage. Warrior Action Card (Combat Step - Variable Step) Ice Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: An entity or point you can see within your Weapon’s Long Range Effect: You channel magic into conjuring ice. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Cold damage equal to the roll of your Combat Step Die. The Target must then make an Agility Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains the Frozen (Fire SB) condition. AT the start of each of the Frozen entity’s Turns, whilst Frozen, they gain a Degree of the Burned (Cold) condition. If they Failed by 5+: The Target gains the Frozen (Fire (SB + Combat Step Die roll)) condition. If the Target was not an entity, but a point, instead of making an Agility Test, a small handhold of ice erupts from the point. It can hold the weight of an entity of your Size Category or smaller, and lasts until the end of the Encounter/Scene or until Fire damage is dealt to it. Warrior Action Card (Combat Step - Variable Step) Poisoned Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to poison the target. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Poison damage equal to the roll of your Combat Step Die. The Target must then make an Endurance Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains a Degree of the Poisoned condition until the start of your next Turn. If they Failed by 5+: The Target gains an additional Degree of the Poisoned condition. Warrior Action Card (Combat Step - Variable Step) Rope Shot AP Cost: 1AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Duration: 1 Hour Effect: You create a rope for your allies, made of vines or other materials near the point. Make a single ranged Weapon Attack against the Target. On a Hit: A 25m rope is made falling from the point, with one end fixed to the Target point, this lasts for the Duration before turning to dust. Warrior Action Card (Combat Step - Variable Step) Sapping Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to drain the target. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Necrotic damage equal to the roll of your Combat Step Die. The Target must then make an Endurance Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target halves the result of their next Damage Roll. If they Failed by 5+: The Target gains either the Sap Physique 1 or Sap Agility 1 condition (your choice) for the Encounter/Scene. Warrior Action Card (Combat Step - Variable Step) Shadow Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Duration: 1 Encounter/Scene Effect: You fill a space with shadows. Make a single ranged Weapon Attack against the Target. On a Hit: For the Duration a 3m (Near) Radius Sphere centred on the Target point becomes a Dimly Lit area and all nonmagical sources of light in the area are extinguished. Warrior Action Card (Combat Step - Variable Step) Sleep Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to drain the target. Make a single ranged Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. The Target must then make an Intuition Test, this is made at Disadvantage if the Combat Step Die rolled its maximum result. On a Failed Test: The Target becomes Charmed. While Charmed this way the Target is Unconscious and their speed is 0m. The Target can repeat the Test at the end of each of their Turns to end the condition early, it also ends early if they receive damage or are shaken away as an action (2AP). Warrior Action Card (Combat Step - Variable Step) Smoke Shot AP Cost: 1AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Duration: 1 Hour Effect: You create an area of smoke to allow your allies a chance to escape. Make a single ranged Weapon Attack against the Target. On a Hit: For the Duration, a 5m (Near) Radius Sphere, centred on the Target point becomes filled with smoke, of a colouration you choose. This spreads around corners and the area is Heavily Obscured. This effect end be ended early by a wind of moderate or greater speed (16km/hr) dispersing it or as an action (1AP). Warrior Action Card (Combat Step - Variable Step) Step Shot AP Cost: 1AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: An unoccupied point you can see within your Ranged Weapon’s Long Range Effect: You channel magic into your shot to let teleport great distances. Make a single ranged Weapon Attack against the Target. Once the Ammunition has landed you teleport to that point so long as you can occupy that space. Warrior Action Card (Combat Step - Variable Step) Stim Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel restoration magic into your shot. Make a single ranged Weapon Attack against an allied entity. On a Hit: The Target takes no damage, instead they may expend one unexpended Hit Die, to recover HP equal to a roll of the Hit Die + a roll of your Combat Step Die + your Knowledge. Warrior Action Card (Combat Step - Variable Step) Banishing Shot AP Cost: 2AP Prerequisite: Spellshot Tier 2 Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You apply some abjuration magic to your shot. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Force damage equal to the roll of your Combat Step Die. The Target must then make a Determination Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target, if they are not native to this Realm, are returned to their home Realm until the end of their next Turn, at which they return to their original unoccupied space, or the nearest unoccupied space if it is occupied. If they Fail the Test by 5+: They are returned to their home Realm, and will have to use other means to return to this Realm. Warrior Action Card (Combat Step - Variable Step) Knocking Shot AP Cost: 2AP Prerequisite: Spellshot Tier 3 Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Effect: You channel magic into your shot to open locked paths. Make a single ranged Weapon Attack against the Target. On a Hit: All appropriate Targets within 3m (Near) of the Target point have the Knock spell cast upon them.


School of the Spirit

Warrior Action Card (Combat Step - Variable Step) Battle Focus AP Cost: 1AP Cost: 1 Combat Step Die Effect: You close out all other distractions to focus on purely your strikes. You gain Advantage on all Weapon Attack Rolls until the end of the current Turn. You also gain BP equal to your Determination + your SB + your Combat Step Die roll. Warrior Reaction Card (Combat Step - Variable Step) Counter Cut RP Cost: 1RP Trigger: A Ranged Attack Roll from an entity you can see hits you Requirement: Wielding a Melee Weapon Cost: 1 Combat Step Die Effect: You can cut projectiles out of the air. Roll your Weapon’s damage die + your Warrior Level + a roll of your Combat Step Die, reducing the damage of the projectile by the total amount. If you reduce the damage to zero, you manage to cut the projectile splintering it. Choose up to two hostile entities, a number of metres away from you up to your Intuition, you can direct the main portions of the projectile into the Targets. They take Force damage equal to the roll of your Combat Step Die. Warrior Action Card (Combat Step - Variable Step) Desperate Struggle AP Cost: 2AP Requirement: Under the Desperation condition Cost: 1 Combat Step Die Duration: [Determination] Rounds (minimum of 1) Effect: Your desperation grants your strength to overcome your foes. For the Duration, your Physique and Intuition increases by half your SB. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Wind Strike AP Cost: 1AP Effect: You strike the first of many cuts. Make a single melee Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. After performing this action, you may be able to perform one of the following Combat Step Actions; Soul Chain: Moon Gust, Soul Chain: Lotus Master, or Soul Chain: Snow Melody. If you perform an action with an AP cost of 2AP or more, you cannot perform these actions until you perform this action again. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Lotus Master AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Wind Strike Effect: You strike with the precision of a master. Make a single melee Weapon Attack with Advantage. On a Hit: The Target takes additional Force damage equal to the roll of your Combat Step Die. After performing this action, this action becomes the Soul Chain: Burning Lotus action (it does not need to be Learnt), until it is either used or if perform an action with an AP cost of 2AP or more. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Burning Lotus AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Lotus Master Cost: 1 Combat Step Die Effect: You strike with burning passion. Make a single Weapon Attack with Advantage. On a Hit: You may replace the Weapon’s Damage Type with Fire damage, in addition the Target takes additional Fire damage equal to the roll of your Combat Step Die. After performing this action, you may gain the Blessing of the Lotus. This Blessing remains until an action expends it, or you complete a Short or Long Rest, you can only have one instance of this Blessing at any one time. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Moon Gust AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Wind Strike Effect: You strike with the force of a gale. Make a single melee Weapon Attack, if your Soul Chain: Wind Strike hit its Target, this is made with Advantage. On a Hit: The Target takes additional Radiant damage equal to the roll of your Combat Step Die. After performing this action, this action becomes the Soul Chain: Moon Ray action (it does not need to be Learnt), until it is either used or if perform an action with an AP cost of 2AP or more. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Moon Ray AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Moon Gust Cost: 1 Combat Step Die Effect: You strike with the speed of light. Make a single melee Weapon Attack, if your Soul Chain: Moon Gust hit its Target, this is made with Advantage. On a Hit: You may replace the Weapon’s Damage Type with Radiant damage, in addition the Target takes additional Radiant damage equal to the roll of your Combat Step Die. After performing this action, you may gain the Blessing of the Moon. This blessing remains until an action expends it, or you complete a Short or Long Rest, you can only have one instance of this blessing at any one time. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Snow Melody AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Wind Strike Cost: 1 Combat Step Die Effect: You strike with grace of a snowflake on the breeze. Make a single melee Weapon Attack, if your Soul Chain: Wind Strike hit its Target, this is made with Advantage. On a Hit: You may replace the Weapon’s Damage Type with Cold damage, in addition the Target takes additional Cold damage equal to the roll of your Combat Step Die. After performing this action, you may gain the Blessing of the Melody. This Blessing remains until an action expends it, or you complete a Short or Long Rest, you can only have one instance of this Blessing at any one time. Warrior Action Card (Combat Step - Unique Finisher Step) Soul Chain: Snow, Moon & Flowers AP Cost: 3AP Requirement: You have at least 1 of the following Blessings: Blessing of the Lotus, Blessing of the Melody, or Blessing of the Moon Cost: 1 Combat Step Die Effect: You strike your foes down with the blessings of the soul. Make a single melee Weapon Attack. The effect of the attack is based on how many of the blessings you have which are expended on use: •1 Blessing. On a Hit: The Target takes additional Fire damage equal to the roll of your Combat Step Die and gains the three Degrees of the Burned (Vorpal) condition. Warrior Action Card (Combat Step - Unique Finisher Step) Soul Chain: Snow, Moon & Flowers AP Cost: 3AP Requirement: You have at least 1 of the following Blessings: Blessing of the Lotus, Blessing of the Melody, or Blessing of the Moon Cost: 1 Combat Step Die Effect: You strike your foes down with the blessings of the soul. Make a single melee Weapon Attack. The effect of the attack is based on how many of the blessings you have which are expended on use: •2 Blessings. On a Hit: The Target takes additional Cold damage equal to two rolls of your Combat Step Die and gains three Degrees of the Burned (Cold) condition. Then every other entity in a 3m Cone, Emanating from You must take an Agility Test. On a failed Test, taking the Damage Roll from your Combat Step Die, and half as much on a successful Test. Warrior Action Card (Combat Step - Unique Finisher Step) Soul Chain: Snow, Moon & Flowers AP Cost: 3AP Requirement: You have at least 1 of the following Blessings: Blessing of the Lotus, Blessing of the Melody, or Blessing of the Moon Cost: 1 Combat Step Die Effect: You strike your foes down with the blessings of the soul. Make a single melee Weapon Attack. The effect of the attack is based on how many of the blessings you have which are expended on use: •3 Blessings. On a Hit: The attack is treated as an automatic Critical Hit, but not automatically an  Inspired Event. The Target takes additional Radiant damage equal to three rolls of your Combat Step Die and gains Three degrees of the Burned (Radiant) condition. While the Target is affected by the Burned (Radiant) condition, all Attack Rolls against them are an Inspired Event on the d20 roll of a 18, 19, or 20. Then every other entity in a 3m Cone, Emanating from You must take an Agility Test. On a failed Test, taking the Damage Roll from your Combat Step Die, and half as much on a successful Test.


Technique Style Specific Steps

Advanced Command Techniques

Warrior Action Card (Combat Step - General Step) Commander’s Stance AP Cost: 1AP Effect: You adopt a posture best for protecting yourself. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Attack Rolls against allied entities in your AoC are made with Disadvantage. •Allied entities in your AoC make Determination Tests, bar Attack Rolls, with Advantage. Warrior Action Card (Combat Step - Variable Step) Feign an Opening AP Cost: 2AP Target: A hostile entity you can see within Range Range: Melee Effect: You lure your foe into a trap. Make a Weapon Attack or Unarmed Strike. Until the start of your next Turn, if the Target makes any Attack Rolls against you it is made with Advantage. However, if they make an Attack Roll against you, an allied entity you can see within 6m (Near) of you, can use their reaction (1RP) to make a single Weapon Attack or Unarmed Strike against the Target. Warrior Action Card (Combat Step - General Step) You First! AP Cost: 1AP Cost: 1 Combat Step Die Target: A willing allied entity you can see within Range who does not share your place in the Initiative Order Range: 6m | Near Effect: Your drive your ally to shake up the combat. The Target exchanges places with you in the Initiative Order. Once your Turn ends, it is the Target’s Turn. Warrior Reaction Card (Combat Step - Variable Step) Patient Planning RP Cost: 1RP Prerequisite: Advanced Command Techniques Tier 2 Trigger: You Turn is about to begin Cost: 1 Combat Step Die Effect: You wait for the perfect moment to strike. Before your Turn actually begins, you move yourself down one place in the Initiative Order. Whoever is moved to your previous place now starts their Turn.


Advanced Magic Techniques

Warrior Reaction Card (Combat Step - Variable Step) Focus Techniques RP Cost: 1RP Trigger: You failed a Concentration Test Cost: 1 use of Stay in the Fight reaction Effect: You know how to maintain focus in the most chaotic of environments. You may reroll the Concentration Test, adding a roll of your Combat Step Die to the Test’s TTV (this does not expend a Combat Step Die). On a Successful Test: You recover HP equal to the result of your Combat Step Die + half your Warrior Level. This reaction is counted as the Stay in the Fight reaction for Features and abilities that would modify the Stay in the Fight reaction. Warrior Action Card (Combat Step - General Step) Mage’s Stance: Defence AP Cost: 1AP Effect: You adopt a posture best for defensive magic. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You have Advantage on Concentration Tests. •At the start of each of your Turns, you gain BP equal to your SB. •When you would receive damage, you may expend a Combat Step Die to, before damage is dealt, gain Damage Reduction X to a Damage Type received, where X equals the roll of the expended Combat Step Die, until the start of your next Turn. X is doubled if the source of the damage was a spell or psionic power. Warrior Action Card (Combat Step - General Step) Mage’s Stance: Offense AP Cost: 1AP Effect: You adopt a posture best for offensive magic. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You have Advantage on Spell/Power Attack Rolls. •Your Spell/Power TG increases by half your SB. •When you make a Damage Roll with a spell/power, you may expend a Combat Step Die to add it to the Damage Roll. Warrior Reaction Card (Combat Step - Variable Step) Magic Shield RP Cost: 1RP Trigger: You or an allied entity you can see within your AoC are the Target of an Attack Roll Cost: 1 Combat Step Die Effect: You create a magical shield around an yourself or an ally. Roll your Combat Step Die adding to it your Spellcasting/Manifesting Trait, adding the total to the Triggering ally’s HT for this Attack Roll.


Advanced Melee Techniques

Warrior Action Card (Combat Step - General Step) Adaptable Blade Stance AP Cost: 1AP Effect: You adopt a posture best for adapting to the moment. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain the benefits of an additional option of the Adaptable Melee Techniques Feature. •When you would perform an action bestowed by a Fighting Style Feat or Weapon Action, you can expend a Combat Step Die to add your Combat Step Die to the action’s Damage Roll. For Weapon Actions, you also can choose to treat the Weapon as having any listed Focus Property to modify the action. Warrior Action Card (Combat Step - Unique General Step) Brutal Strike AP Cost: 2AP Cost: 1 Combat Step Die Effect: You repeatedly strike your foe to break your foe. Make a melee Weapon Attack or Unarmed Strike. On a Hit: Add a number of d6 based on the size of your Combat Step Die to the Damage Roll. For a d6 Combat Step Die it is 1d6, a d8 Step Die is 2d6, d10 Step Die is 3d6, and d12 Step Die is 4d6. Should any dice rolled as part of the Damage Roll roll their maximum result, you can roll them again adding both results to the total. A single die can roll no more than two additional times due to this effect. Empowered Action: If the Weapon used for the attack has the Brutal Weapon Focus Property, the additional rolls of each die can roll a number of additional times up to the number of Combat Step Action used so far this flow (up to your SB). Warrior Action Card (Combat Step - Variable Step) Lance Strike AP Cost: 2AP Cost: 1 Combat Step Die Effect: You aim for the soft parts, so your strike goes through as many foes as possible. Make a single melee Weapon Attack or Unarmed Strike. On a Hit: Add the Combat Step Die to the Damage Roll. After this occurs for every entity in a straight Line behind the Target, within your Weapon’s/Unarmed Strike’s Reach. Make an Attack Roll against each Target in sequence with Disadvantage, with a miss ending the attacks. On a Subsequent Hit: The Target takes damage equal to the roll of your Combat Step Die + your Trait used for the Attack Roll. Each previously hit Target gains a Degree of the Burned (Vorpal) condition. Empowered Action: If the Weapon used for the attack has the Puncture Weapon Focus Property, increase the Reach of your Weapon/Unarmed Strike by 2m for determining Targets, and increase the Degrees of the Burned (Vorpal) condition applied by 1. Warrior Action Card (Combat Step - General Step) Power Strike AP Cost: 1AP+ Cost: 1 Combat Step Die Effect: You unleash a fury blow upon your foe. Make a melee Weapon Attack or Unarmed Strike with Disadvantage. For this Attack Roll the Critical Failure Scope increases by 2 + an additional 2 for every AP above 1AP you spent on the action, and the Critical Hit Scope increases by 1 for every AP above 1AP you spent on the action. On a Hit: Add your Combat Step Die to the Damage Roll a number of times equal to 1 + 1 for every AP above 1AP you spent on the action. If any Combat Step Dice roll their maximum value or the attack was a Critical Hit the Target is knocked Prone. Empowered Action: If the Weapon used for the attack has the Force Weapon Focus Property, until the start of your next Turn, it costs the Target all of their Movement speed to get up from Prone. If the Weapon used for the attack has the Rattle Weapon Focus Property, until the start of your next Turn, the Target has Disadvantage on all Trait Tests they make. Warrior Action Card (Combat Step - General Step) Repeated Strikes AP Cost: 3AP Cost: 1 Combat Step Die Effect: You repeatedly strike your foe to break your foe. Make a melee Weapon Attack or Unarmed Strike. On a Hit: Add your Combat Step Die to the Damage Roll. Make another melee Weapon Attack or Unarmed Strike against the original Target, increasing this Attack Roll’s Critical Failure Scope by 1. Repeat this until the Target is reduced to 0HP, or your miss with the Attack Roll. Empowered Action: If the Weapon used for the attack has the Persistent Weapon Focus Property, increase the number of Combat Step Dice rolled for the Damage Roll by 1, for each prior attack made as part of this action that hit the Target. Warrior Reaction Card (Combat Step - Variable Step) Shield of Blades RP Cost: 1RP Requirement: You are wielding at least one melee Weapon Trigger: You are hit by an Attack Roll Effect: You use your weapons to strike the attack away. Until the start of your next Turn, you gain a +3 Shield Bonus to your HT (including against the Triggering Attack potentially turning the hit into a miss). Empowered Action: If a melee Weapon you are wielding has the Balanced or Flash Weapon Focus Property, the Shield Bonus increases to a +5. Warrior Action Card (Combat Step - General Step) Slowing Strike AP Cost: 1AP Cost: You may expend 1 Combat Step Die Effect: You aim your attacks to slow your foes. Make a single melee Weapon Attack or Unarmed Strike. On a Hit: After damage is resolved if the Target must make an Physique Test. On a Failed Test: The Target gains one Degree of the Slowed condition. Should the Target reach 5 Degrees of the Slowed condition with Degrees from this action, instead of gaining the Petrified condition, the Target gains the Restrained condition for 1 Minute. At the end of each of the affected entity’s Turns, they can make a Physique Test to end the condition early. If they Fail the Test by 5+: They gain an additional Degree of the condition. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Damage Roll. If the Weapon used for the attack the Slow Weapon Focus Property, double the number of Degrees bestowed. Warrior Action Card (Combat Step - Unique General Step) Whirlwind Strike AP Cost: 2AP Cost: 1 Combat Step Die Effect: You strike out at foes around you. Make a single melee Weapon Attack or Unarmed Strike Attack Roll. Each entity within your AoC must make an Agility Test, with the TG equal to your Attack Roll, this is made with Disadvantage if your Attack Roll rolled within your Critical Hit Scope. On a Failed Test: The Target is considered hit by the attack, adding your Combat Step Die to the Damage Roll. If they Fail the Test by 5+: They are considered to have been hit by a Critical Hit. On a Successful Test: They take half as much damage. Empowered Action: If the Weapon used for the attack the Push Weapon Focus Property, on a failed Test, the entity is pushed a number of metres away from you equal to your Physique. If the Weapon used for the attack the Sweep Weapon Focus Property, increase your AoC for this action by SBm.


Advanced Ranged Techniques

Warrior Action Card (Combat Step - General Step) Adaptable Shot Stance AP Cost: 1AP Effect: You adopt a posture best for adapting to the moment. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain the benefits of an additional option of the Adaptable Ranged Techniques Feature. •When you would perform an action bestowed by a Fighting Style Feat or Weapon Action, you can expend a Combat Step Die to add your Combat Step Die to the action’s Damage Roll. For Weapon Actions, you also can choose to treat the Weapon as having any listed Focus Property to modify the action. Warrior Action Card (Combat Step - Variable Step) Blinding Shot AP Cost: 1AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You aim with your shot to blind the target. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Psychic damage equal to the roll of your Combat Step Die. The Target must then make an Intuition Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains the Impaired (Sight) condition until the start of your next Turn. Warrior Action Card (Combat Step - Variable Step) Burning Shot AP Cost: 1AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You hit the target with an overheated shot. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Fire damage equal to the roll of your Combat Step Die. The Target must then make an Agility Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains one Degree of the Burned condition. If they Fail the Test by 5+: They gain an additional two Degrees of the Burned condition. Warrior Action Card (Combat Step - General Step) Cloud of Shots AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die AoE: Xm Radius Sphere, Centred on You, where X equals half the base Range of your Weapon Effect: You fire a series of shots around you. Each entity within the AoE must make an Agility Test. On a Failed Test: The entity takes damage as if they were hit by a Weapon Attack with this Weapon, adding your Combat Step Die to the Damage Roll. If they Fail the Test by 5+: They take damage as if it was a Critical Hit. On a Successful Test: They take half as much damage. This action uses all Ammunition loaded in the Weapon, and the next time you load Ammunition with this Weapon, the Units of Ammunition Die automatically rolls a 1. Warrior Action Card (Combat Step - Variable Step) Explosive Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You damage the bullet during loading, so it shatters on impact. Make a single ranged Weapon Attack. For this attack, the Weapon is considered to have the Erupting and Explosive 1 Weapon Properties, if it already has any of these Properties increase the size of that Property’s damage die by 1. On a Hit: The Target takes additional damage equal to the roll of your Combat Step Die. Each entity makes the Trait Test against the Explosive Weapon Property with Disadvantage, if you rolled the maximum result on the Combat Step Die. The Explosive Weapon Property due to this action deals Vorpal instead of Fire damage, and adds your Combat Step Die to the damage dealt. Warrior Action Card (Combat Step - Variable Step) Rebounding Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You know by bounding your shot of nearby objects and structures you can hit your target. Make a single ranged Weapon Attack, increasing the HT of the Target by 1 for each rebound that will be required to hit them. On a Hit: The Target takes additional damage equal to the roll of your Combat Step Die. This action can be combined with another Combat Step Action, adding together their AP costs and number of Combat Step Die needed. Warrior Action Card (Combat Step - Variable Step) Suppressing Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Loading (X) Weapon Property Cost: 1 Combat Step Die AoE: 1m x Xm Line, Emanating From You, where X equals the Base Range of the Weapon Effect: You fire shots to keep an enemy pinned. Each entity within the AoE must make an Agility Test. On a Failed Test: The entity takes damage as if hit by your Weapon, adding your Combat Step Die to the Damage Roll, and they become Suppressed until the start of your next Turn. On a Successful Test: They take half as much damage. This action expends all Ammunition in the Weapon. Warrior Action Card (Combat Step - Unique General Step) Volley Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die AoE: 6m Radius Sphere, Centered on Target Target: A point you can see greater than your Weapon’s Base Range but within its Long Range Effect: You fire a series of shots at a foe. Each entity within the AoE must make an Agility Test with Advantage if they are Small or Tiny Sized. On a Failed Test: The entity takes damage as if hit by your Weapon, adding your Combat Step Die to the Damage Roll. If they Fail the Test by 5+: They take damage as if it was a Critical Hit. On a Successful Test: They take half as much damage. This action expends all Ammunition in the Weapon and reduces your Units of Ammunition by 1.


Crowd Control Techniques

Warrior Action Card (Combat Step - Finisher Step) Advanced Group Finisher AP Cost: 2AP Target (Finisher Effect): A number of entities you can see within Range, equal to double the number of Combat Step Actions performed in the current Flow prior to this action (maximum double your SB) Range: The Reach of a melee Weapon your are Wielding or your Unarmed Strikes + 3m Effect: Make an Attack Roll for a melee Weapon you are wielding or your Unarmed Strikes (whichever was used to set the Range). Each Target must then make an Agility Test whose TG equals your Attack Roll. On a Failed Test: The Target takes damage as if hit by your Attack Roll. Failed by 5+: They take damage as if Critically Hit. On a Successful Test: They take half as much damage. Warrior Action Card (Combat Step - Opener Step) Draw Them In! AP Cost: 2AP AoE: Xm Radius Sphere, Centered on You, where X equals 2m + Reach of a melee Weapon your are Wielding or your Unarmed Strikes Effect: Make an Attack Roll for a melee Weapon you are wielding or your Unarmed Strikes (whichever was used to set the Radius). Each entity within the AoE must then make an Agility Test whose TG equals your Attack Roll. On a Failed Test: The entity takes damage as if hit by your Attack Roll and becomes Marked by you. Though you can only Mark this way as many entities to gain the condition as the number of simultaneous Marked conditions you can maintain at once. They are pulled a number of metres towards your equal to half your Physique. Failed by 5+: They take damage as if Critically Hit and after beng pulled they are knocked Prone. On a Successful Test: They take half as much damage. Warrior Action Card (Combat Step - General Step) Horde-Breaker Stance AP Cost: 1AP Effect: You adopt a posture best for fighting multiple foes. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You ignore the effects of the Flanked condition on Shield Bonuses and the Raise Shield action. •You gain a Shield Bonus equal to the number of hostile entities within you AoC. •Your Combat Step Actions that affect multiple entities within an AoE or your AoC, treat the AoC/AoE as being 1m larger than normal for that Combat Step Action. Warrior Reaction Card (Combat Step - Variablle Step) Redirect Attack RP Cost: 1RP Trigger: An Attack Roll made against you by an entity within your AoC misses Cost: 1 Combat Step Die Target: An entity you can see within your AoC, that is not the Triggering entity Effect: The Attack Roll hits the Target. Your Combat Step Die is added to the Damage Roll.


Duellist Techniques

Warrior Action Card (Combat Step - Finisher Step) Duellist’s Finisher AP Cost: 2AP Cost: 1 Combat Step Die Effect: You know how to improve upon the basics against a single foe. Make a single Weapon Attack or Unarmed Strike. On a Hit (Finisher Effect): Add your Combat Step Die to the Damage Roll. The Damage Roll gains a +2 Finisher Bonus for every Combat Step Action performed in the current Flow prior to this action. This Finisher Bonus increases to a +4 if the Target is Isolated. The Finisher Bonus cannot be greater than four times your SB. Warrior Action Card (Combat Step - General Step) Focused Stance AP Cost: 1AP Effect: You adopt a posture best for fighting a single foe. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •So long as you are not in the AoC of an allied entity that is not Incapacitated, nor are any in your AoC, you have Advantage on Attack Roll with Weapon Attacks and Unarmed Strikes. •Once per Turn, so long the Target of your Weapon Attack or Unarmed Strike is Isolated, you can add a number of rolls Combat Step Die to the Damage Roll equal to half your SB (this does not expend your Combat Step Dice). Warrior Action Card (Combat Step - Opener Step) Isolating Strike AP Cost: 2AP Cost: 1 Combat Step Die Target: An entity you can see within Range Range: Your Movement speed Effect: You may teleport to an unoccupied space such that the Target is within your AoC at the new space. Make a Weapon Attack or Unarmed Strike against the Target. On a Hit: Add your Combat Step Die to the Damage Roll. The Target must then make a Physique Test, with Disadvantage if other entities are within their AoC. On a Failed Test: Target is pushed a number of metres equal to a roll of your Combat Step Die in a direction of your choosing. Failed by 5+: The distance they are pushed is increased by your Physique. On a Successful Test: The distance pushed is halved. Once the Physique Test has resolved, you may teleport to an unoccupied space you can see within Range of your current position. Warrior Reaction Card (Combat Step - Variable Step) Quickened Reprisal RP Cost: 1RP Trigger: An Attack Roll from an Isolated entity you can see within Range misses you Range: Your Movement speed Effect: You teleport to an unoccupied space you can see within Range, such that the Triggering entity is within your AoC at the teleported location. Then make a melee Weapon Attack or Unarmed Strike against the Triggering entity with Advantage.


Medical Techniques

Warrior Reaction Card (Combat Step - Variable Step) Emergency Medic RP Cost: 1RP Trigger: You see an allied entity within Range be reduced to 0HP Cost: You may expend one Combat Step Die Range: Double your Movement speed Effect: You sometimes have to step in to help the team. You immediately move up to double your Movement speed towards the Triggering ally. All hostile entities may make Opportunity Attacks against you for 0RP, even if they normally cannot make these attacks. If you the Triggering ally within your AoC, you can expend a use of your Stay in the Fight reaction. The Target recovers HP as if they had used that reaction, plus they may expend and roll a number of unexpended Hit Dice equal number of Opportunity Attacks made against you during this movement. If you expended a use of your Combat Step Die add its roll to the HP restored. Warrior Action Card (Combat Step - General Step) Get Back In The Fight! AP Cost: 2AP Cost: 1 Combat Step Die Target: An entity within Range, who can understand you and see/hear you Range: Your AoC Effect: Your drive your ally to keep fighting in the harshest conditions. The Target recovers HP equal to a roll of your Combat Step Die + your Determination. If the Target has the Desperation condition you can roll the Combat Step Die twice adding both results together. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. If the Target is Bloodied they may instead expend a two Hit Dice. Warrior Action Card (Combat Step - General Step) Medic’s Stance AP Cost: 1AP Effect: You adopt a posture best for supporting your allies. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your can add your Combat Step Die to any rolls to determine HP restored without expending the Combat Step Die. •Allied entities within your AoC with 0HP, gain a +[half your SB] Medic Bonus to their HT, and Attack Rolls against them do not automatically count as Critical Hits for being Unconscious. Warrior Reaction Card (Combat Step - Variable Step) Saviour's Shield RP Cost: 1RP Trigger: An allied entity on 0 HP within Range is the Target of an Attack Roll Range: Your AoC Effect: You use your body to shield an ally. The Triggering ally gains a Medic Bonus to their HT equal to your Endurance against the Triggering Attack Roll. Until the start of your next Turn, or until the Triggering allied entity moves away from their current location, any Attack Roll that would hit them hits you instead.


Sabotage Techniques

Warrior Action Card (Combat Step - Variable Step) Saboteur’s Cover AP Cost: 2AP Cost: 1 Combat Step Die AoE: 3m Radius Sphere, Centred on You Duration: 1 Encounter/Scene Effect: You prepared defences. For the Duration or until you end the effects of this action (1AP), the following effects occur: •Your Movement speed is reduced to 3m. •All allied entities within the AoE have Advantage on Stealth Skill Rolls. •All allied entities within the AoE have the benefits of Half Cover, unless since the start of your previous Turn, you have not moved, at which point they gain the benefits of Three-Quarters Cover. Warrior Action Card (Combat Step - Variable Step) Saboteur’s Deployable AP Cost: 2AP Cost: 1 Combat Step Die Target: A point you can see within Range Range: 12m | At Range AoE: 5m Radius Sphere, Centred on Target Duration: 1 Encounter/Scene Effect: You prepared the field. Choose one of the following options to apply for the Duration. The Deployable has 50HP and a HT of 12, the effect ends if it is reduced to 0HP: •Lightning Structure. The AoE is Difficult Terrain. An entity that is not Prone that starts their Turn in the AoE, or enters it for the first time on a Turn, takes Lightning damage equal to half SB rolls of your Combat Step Die. •Shield Structure. Entities within the AoE have a +3 Shield Bonus to their HT from Attack Rolls outside of the AoE. •Turret Structure. At the start of each of your Turns, choose an entity you can see within 12m (At Range) of the Target. Make a ranged Weapon Attack Roll. On a Hit, the Target takes Vorpal damage equal to half SB rolls of your Combat Step Die. Warrior Reaction Card (Combat Step - Variable Step) Saboteur’s Mines RP Cost: 1RP Trigger: An entity moves within Range Cost: 1 Combat Step Die Range: 12m | At Range AoE: 3m Radius Sphere, Centred on Triggering entity Effect: You prepared the field with mines. Each entity within the AoE must make an Agility Test, bar the Triggering entity must make an Intuition (Perception) Test. On a Failed Test: The entity takes 1d10 + your Combat Step Die Fire damage, and gains two Degrees of the Burned condition. Failed by 5+: They take double damage and gain an additional Degree of the Burned condition. On a Successful Test: They take half as much damage. If the Triggering entity succeeds, then they cannot Trigger this reaction for the remainder of the Encounter/Scene. Warrior Action Card (Combat Step - General Step) Saboteur’s Stance AP Cost: 1AP Effect: You adopt a posture best for disrupting your foes. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Combat Step TG and the TG of your Weapon Actions increase by half your SB. •Increase the size of on dimension of AoEs of your Combat Step Actions by half your SBm. •When a Combat Step Action or Weapon Action would apply a condition with Degrees to a Target, increase Degrees of the condition applied by 1.


Vehicular Techniques

Warrior Action Card (Combat Step - Variable Step) Multitasking Role AP Cost: 2AP Cost: 1 Combat Step Die Effect: You are able to multitask as needed in your role on the vehicle. You perform two Vehicle Role Actions. Should any of these Role Actions require a Trait Test, you can add your Combat Step Die to the Test. This action can only be used once per Turn. Warrior Reaction Card (Combat Step - Variable Step) Quick Rescue RP Cost: 1RP Trigger: An object or willing entity within your AoC is unwillingly Dismounted from a moving Vehicle Effect: You reach to save an ally. Make a TG15 Agility (Athletics) Test. On a Successful Test: You catch the entity and pull them onto your Vehicle. On an Inspired Event: You replenish one expended Combat Step Die, and gain +1AP on your next Turn. Warrior Action Card (Combat Step - Variable Step) Supercharge AP Cost: 1AP Cost: You may expend 1 Combat Step Die Effect: You know how to get the most out of your vehicle. The next Vehicle Role Action you perform increases its Inspired Event Scope and Critical Failure Scope by 3. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die to the Trait Test of the next Vehicle Role Action you perform. You count this Trait Test as an Inspired Event, you roll in your Inspired Event Scope or if the combined result of the d20 roll and the Combat Step Die roll equals 21 or greater. Warrior Action Card (Combat Step - Variable Step) Vehicular Stunts AP/RP Cost: Varies Cost: You may expend 1 Combat Step Die Effect: You can perform one Vehicle Stunt action/reaction you know. Empowered Action: If you chose to expend your Combat Step Die, you can add your Combat Step Die a Trait Test or Damage Roll made as part of the Stunt.


Warden Techniques

Warrior Action Card (Combat Step - Opener Step) Advancing Bulwark AP Cost: 2AP Cost: 1 Combat Step Die Effect: You charge forward while maintaining a defensive posture. You can move up to half your Movement speed. Once you have completed this movement make a single Weapon Attack or Unarmed Strike. This movement does not Trigger Opportunity Attacks. On a Hit: So long as you moved at least 3m as part of this action, you can add your Combat Step Die to the Damage Roll, and until the start of your Turn  after SB Rounds, you gain a Step Bonus to your HT equal to half your SB. This Bonus ends early if the current Combat Step Flow ends. Warrior Action Card (Combat Step - General Step) Sentinel’s Stance AP Cost: 1AP Effect: You adopt a posture best for defending your allies. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You have Advantage on Opportunity Attacks. •Hostile entities in your AoC have Disadvantage on Attack Rolls against Targets other than you. If they are Marked by you, they also have Disadvantage on Determination Tests made to move more than 6m (Near) away from you. •At the start of your Turn, roll your Combat Step Die twice. You gain Damage Reduction X against all Damage Types until the start of your next Turn, where X equals the total of the roll. Warrior Reaction Card (Combat Step - Variable Step) Warden’s Counter RP Cost: 1RP Requirement: You are Wielding a Shield Trigger: A hostile entity in your AoC makes an Attack Roll Effect: You counter the enemy’s strikes with your own. Make an  Unarmed Strike against the Triggering Target, adding your Shield Bonus to the Attack Roll. On a Hit: The Target takes no damage but the Triggering Attack Roll misses. Warrior Reaction Card (Combat Step - Variable Step) Warden's Bulwark RP Cost: 1RP Requirement: Warden Technique Tier 2 Trigger: You fail a Trait Test to resist, avoid, or end an effect and are not Incapacitated Cost: You may expend 1 Combat Step Die Effect: Your bolster your physical and mental defences. Add your Endurance to the Test’s TTV, potentially turning a failure into a success. Empowered Action: If you chose to expend a Combat Step Die and the Test would deal half as much damage on a successful Test, you instead take no damage on a successful Test and half damage on a failed Test.