Tactical Actions







Drop/Grab, Drop/Rise 









The actions a character can make in a tactical situation can greatly affect the outcome of that situation or battle. This chapter has been divided into two parts, the first encompassing the actions that the character will use in just about any tactical situation, and the second for those actions that will enable the character to actually engage in combat. Because certain of these actions are not complicated enough or timeconsuming enough to warrant their taking a full Combat Segment to complete, many moves are discussed as to their effects when combined with other actions. A roster of these combination actions is given at the conclusion of the chapter. The player will please note that attacks do not necessarily require a formal weapon – any object that the character can pick up and strike with will be good enough or, failing that, the character will always have his fists. Of course, the Brawling skill is of immeasurable help under these circumstances.

Following, is a roster of the actions available to his character with their explanations and descriptions immediately afterwards. The GM may add or subtract from this list, according to his own ideas of tactical actions and their uses.



One of the three defenses that the character may offer in response to attacks, the block is meant to halt an incoming blow, absorbing the shock through the shield (or whatever object the character is holding between himself and the in-coming blow) and the supporting arm(s), but the character must have the object to be used in hand at the time the attacker gains Initiative and launches his attack. The Block provides a Defense DV for foes to strike the character and is defined and detailed in Appendix C. with the rest of the combat skills.

The larger the size rating of the object used to Block with, the more impact damage it absorbs, as if it had a DR equal to its size rating, this may be adjusted by the GM in accordance with the nature of the object and the materials from which it is made. The closer it comes to the shape and substance of a shield or weapon, the better and more closely it can function like it in this capacity.

The character may offer no more than 1 Block per LoA with the Shield skill, or Brawling skill if the character is using some unorthodox object to Block with.


The Catch enables the character to respond to Throw actions (qv.), but can also enable him to save teetering objects from falling, falling objects from crashing to the ground, falling people from crashing to the ground, and so on. A character can attempt to Catch any object weighing up to his 1/4 ENC without taking damage.

Anything over 1/4 ENC in weight inflicts damage on the one Catching equal to the 1/10th the weight of the object in pounds.

A character cannot “Catch” anything greater than 1/2 ENC in weight. He simply positions himself so it lands on him and he takes damage, softening its landing.

Those characters that gain initiative after an object is dropped or while it is falling and who are within leap distance may attempt a Catch if they choose to do so as their action for that CS.

Such attempts must be made in the same CS in which the object falls or is dropped.

  • IF the character must leap to make the catch, he must pay for that action as well. This is considered to take up the character’s entire Action for the CS.

The character’s AV for catching an object passed in his direction is equal to his Juggling SL or Brawling SL, with an att. mod. based upon the character’s CRD score.

The player may use the highest of these SL’s that his character possess’, but he may use the SL of only one of them.

  • IF an object is Thrown to a character too weak by ENC allowance to catch it, the object inflicts (Size rating) points of damage when he catches it.
  • IF the catcher fails his d100 roll to Catch the object by more than (CRD), he takes (thrower’s STR ÷ 4), (thrower’s STR ÷ 2), or (thrower’s STR) in additional points of damage, depending upon whether the catcher was located at short, medium, or long range for the thrower.

The END cost for Catching any object no greater than the character’s “Zero” ENC rate is zero (0), where those optional rules are in play.

The END cost for Catching any object up to the character’s 1/4 ENC rate is one (1),



The Climb is a fairly obvious action. With it thecharacter can climb hand over hand up a rope, shinny up trees, creep out along tree limbs, and similar things, exercises of the Climb Trade Skill, and so on. This action also governs those characters treading stairs in tactical situations.

A character without skill can only Climb up to (CRD ÷ 4) feet in a CS. Skilled characters may only climb [(CRD) ÷ 4] + (1 per 2 SL’s) feet per CS, to a maximum of STR or AGL feet per CS, whichever is greater.

In situations where the character is hanging free and supporting his own weight as well (hand-over-hand up a rope, for example), STR is substituted for CRD in the text above.

and to any irdanni character who wishes to take off from the ground or rise in altitude while in flight.

For most of these actions, the player is required to make a successful Climb skill/AGL check on d100, as applicable, in order to determine whether the character has completed the action safely. There is always the danger of slipping and falling!

The AV for character who has no skill to aid him in climbing is equal to his (AGL att. mod.) unless the GM decides that the character is attempting a climb that only the formal Climb skill itself would allow (GM’s discretion). Attempting such climbs without skill is taking the character’s life foolishly in hand.

The END cost for Climbing, where those optional rules are in play, depends on the rate at which the character is going, as follows.


Rate END Cost
Up to 1/4 distance/CS allowed 3 per CS
Up to 1/2 distance/CS allowed 4 per CS
Up to 3/4 distance/CS allowed 5 per CS
Up to maximum distance/CS allowed 6 per CS

Note: Climbing stairs in combat is another situation entirely, not as strenuous and so not nearly as expensive in END. This is covered under the “Move” action description (c.f.).


Crawling can be a very prudent mode of travel in a tactical situation where one has cover and wishes to avoid a cross-fire of missile weapons or the attentions of the real heavy hitters.

If the character wishes to approach an opponent under the cover of the confusion of melee, he might choose to approach with a Crawl in order to gain the advantage of Surprise. The character may crawl in one of two ways, either on his hands and knees or flat on his belly like a soldier under fire.

The character’s 1/4 movement rate/CS becomes his maximum for crawling on his belly.

His 1/2 movement rate/CS becomes his maximum for crawling on his hands and knees.

Which is used is likely to be dictated by the cover available.

The ENDcost for Crawling, where those optional rules are in play, depends on the rate at which the character is going, as follows.


Rate END Cost
Up to 1/4 Crawl allowance/CS 2 per CS
Up to 1/2 Crawl allowance/CS 3 per CS
Up to 3/4 Crawl allowance/CS 4 per CS
Up to maximumCrawl allowance/CS 5 per CS



Another of the three defenses the character can offer in combat situations. This the defense that the character can always fall back on if he has defenses left to him and he has exhausted Parry and Block options due to skill limitations. As previously stated, Dodges are generally performed in the character’s own tactical Square, but the character may end any dodge with a move to any adjacent Square to the right or left side, right or left rear flank, or rear of the Square he was located in. The Dodge provides a Defense DV for foes to strike the character and is defined and detailed in Chapter 1. Tactical Attributes.

In addition to the conventional Dodge, the character with the Acrobat skill may choose to make an Acrobatic Dodge, instead. In the same manner as weapon and shield defenses, the character may only make 1 Acrobatic Dodge per Acrobat LoA in any given CS. This type of dodge consists of a wild series of dives, rolls, twists, leaps, and somersaults that will take the character up to (1 per LoA) Squares in any direction he wishes, to a maximum of (STR att. mod.) Squares, and will allow the character to land facing any direction he wishes. The Square in which the character lands must be empty, unless the player has chosen to use this Dodge as his character’s action for the CS and end it with some sort of Brawling attack against the foe located in the Square in which he lands. As long as the character is not travelling towards any of the attacking foes in his movement in an Acrobatic Dodge, an Acrobatic Dodge will be sufficient to defend against almost any number of foes, should they be attacking with simultaneous Initiative, as opposed to being forced to offer simultaneous defenses, as normally required.

The character need not choose this action to exercise the defenses allowed him for each CS but, if the character is hard pressed enough, he may choose this defense as his action(s) for the CS and effectively increase his Max. Defenses for the CS by one (1). However, in so doing, the character surrenders any right to attempt any other action on his Initiative.

For the Acrobatic Dodge, the character’s Acrobat SL will be substituted for his Acrobat skill bonus in determining the DV.

It costs one (1) END to offer a defense(s) of any kind, Dodges included, in a given CS, where those optional rules are in play.

Acrobatic Dodges cost (number of yards travelled in the Dodge) in END.


The Draw or Sheath action is fairly self-explanatory, in that it is the action which enables characters to Draw, heft, and ready weapons for combat, presumably in the proper stance for battle so they can bring the weapon to bear (no mean task, considering the size of many of the larger swords and some polearms), or to Sheath/Cache ones already in hand. The Draw action enables the archer to pull forth an arrow from his quiver or sheaf and nock it in order to draw and Fire it, or to draw forth a quarrel and load his crossbow, after having pulled the stirrup or cranked the crannequin to cock it, or to pull forth a sling bullet from a handy pouch to wrap in his sling, so that the character may then Fire it at his foes.

In addition, this action encompasses the pulling forth of any objects readily available upon the character’s person (ie. depending from a belt or from or in a sash, attached to the outside of a pack with a “warrior’s” or slip knot. While the Draw lends itself readily to use with other actions (Draw/Pass, Draw/Turn, Draw/Move), the Sheath does not. It takes greater and closer attention to put things away safely where and as they belong (so that they do not go falling out again) than it does to pull them forth for use, especially in the case of a blade weapon in a sheath, which only accepts the blade in it when it is oriented in a particular direction (i.e., the flat of the blade must be must be aligned with it).

It costs one (1) END cost to Draw (ready) an object or weapon or sheath a weapon in hand or cache an object, where those optional rules are in play.

Drop/Grab, Drop/Rise

The Drop is one of the small movements intended to be combined with other movements. Dropping from a standing or kneeling position down behind cover of some sort can be very handy in ducking for cover from enemy archers. The Rise action can be equally important when it comes time for the character to get up and go (Rise/Move), or when its time to pop up and start taking pot shots at the enemy (Rise/Hurl or Rise/Fire). The Drop can also be used to quickly rid one’s self of an object in hand that has become inconvenient, that the character wishes to exchange for some other close at hand, or that may even have become dangerous. In this capacity the Drop is a VERY small movement easily paired with one or more other actions (GM’s discretion).

The reverse of the Drop, the Grab action, may be used to pick up some important object or to retrieve something that the character may have dropped accidentally, provided it lies within reach. The Grab may only be used to snatch up objects within a radius equal to (character height).

To Drop/Grab costs the character no END, where those optional rules are in play.

For the character to rise from flat on his back or from a prone position to a kneel or from a kneeling position to standing costs 1 END.

Arising from flat on his back or from a prone position to standing costs the character 2 END.


Though similar to the general Move in the flexibility of its application, the Evade repre­sents a different sort of action. Evading assumes the character is doing his best to duck and weave, stall, sprint, sidestep and stutter-step his way along. It allows him the benefit of his full Defense DV (whichever sort he chooses to use) if he should encounter a foe making an Opportunity Strike along the way, and allows the use of his full Dodge DV if he is aware of the direction from which he is under missile fire of some sort during the CS in which he is Evading.

Use of this action presumes the character is aware of any dangers he may face that lie along his path and is actively trying to make it more difficult for all opponents, seen and unseen, to draw a bead and fire at him.

IF the character is unaware for whatever reason exactly the direction from which he is threatened, only his AGL att. mod. plus a bonus based on his Savvy skill (as applicable) are allowed for his defense, as needed.

Evading is a movement that can be made without changing the general location the character is marked on the Tactical Display. It can be performed within the bounds of a character’s Zone, especially should he be aware of ranged attacks aimed his way.

In the same manner as the Move action, the character may not exceed his movement allowance/CS through the use of this action. Unlike the Move, the Evade action must be used alone, it may not be combined with any of the other, smaller actions, short of a simple Drop/Grab Action (GM’s discretion).

The END cost for Evading, where those optional rules are in play, depends on the rate at which the character is going, as follows.


Rate END Cost
Up to 1/4 move allowance/CS 2 per CS
Up to 1/2 move allowance/CS 3 per CS
Up to 3/4 move allowance/CS 4 per CS
Up to maximummove allowance/CS 5 per CS


The Jump is a specific action provided to facilitate some of the heroic actions the PC’s might want to make. When there are tables, benches, barrels, railings, etc. to be jumped up on to gain a height advantage over an opponent or jumped down off of to foil an opponent, the character may execute this action. If there is a rope, bar, or chandelier to jump up and swing on, a Jump is needed. Combined with the Throw, characters caught in the thick of things can try to throw objects of importance to one another while keeping them out of their opponents’ reach. Maybe some compatriot has tossed an object of importance and it is coming in high, the only way the character can attempt to catch it is by jumping (Jump/Catch).

Note: a character jumping down from any height greater than (1/2 AGL) is not guaranteed a safe landing, he must make a successful Acrobat/AGL check on d100 to determine if he does so, otherwise he must suffer falling damage. Characters with the Acrobat skill are allowed an additional (1 per 4 SL’s) feet to the base (1/2 AGL)-foot safe distance, to a maximum of (AGL).

Jumping costs the character 1 END in addition to any other movement paid for that CS, where those optional rules are in play.


The Leap is one of the more specific actions provided in order for the character to deal with special tactical situations. It may even be necessary to Leap in order to try and make a shoestring catch for some item a compatriot may be trying to Throw. When the character’s Leap is aimed at an opponent, the Leap becomes a type of Charge, in order to knock an opponent down or grapple him in some way, especially when he takes a lead run and makes it a Running Leap. In order to execute a running leap, the character must combine his Leap with a Move action. The distance that the character may cover with his leap, up to his full Running Leap score, is determined by the speed that the character can attain prior to his Leap, each quarter of speed allowing the same quarter of Running Leap.

The character executing any kind of leap is not guaranteed a safe landing, if the leap is intended to deliver him to safety. He must make a successful Acrobat/AGL check on d100 to determine if he does so, otherwise he must suffer falling damage.

Leaping costs the character 1 END in addition to any other movement paid for that CS, where those optional rules are in play.


The basis for all travel on the Tactical Display is the Move action. It can be anything from a quick Side-step or shuffle to another of an opponent’s Fields of Approach, an Advance into him, a Back-peddle away from him, to an all-out dash to come to the aid of a compatriot heavily beset. In any event, the character may not exceed his full movement allowance/CS through the use of this action.

Side-stepping or Back-peddling might not seem practical, but at times it is best not to turn your back to an opponent, and sometimes it is more prudent to Back-peddle when a larger foe Advances to keep him at melée distance to keep the weapon in hand in play between.

The Move can be used in conjunction with many different actions, depending upon the situation. The smaller the portion of the character’s Movement allowance used, up to 1/4 or 1/2 the character’s allowance, the more flexible the GM may be in the character’s combined actions (GM’s discretion). The GM may even allow simple series’ of compound actions when the character uses less than 1/4 his movement allowance for the CS.

The Move also governs the basic movement of irdanni when flying in combat, though as long as they are flying straight and level the END costs for flight are determined using the rates quoted in Chapter 8. of Part I. (??)

Climbing stairs is not nearly strenuous or labor-intensive enough to come under the Climb action; so it is included in the parameters of the regular Move.

Each stair on a staircase counts as 1 yard for the purposes of movement, as a rule of thumb.

This may be modified by the size humanoids the steps have been cut for. Tall characters racing up steps cut for people half his size would be able to take them several at a time at the same rate he pays for climbing the steps he is more used to, or find it heavy labor trying to mount steps cut for a giant of twice his height.

Characters may climb steps with a rise of 3in. per 2ft. of height comfortably.

For example, dunladdin, dwarfs, elfs and other short folk averaging from 3ft. up to 5ft. would be comfortable on stairs of about 6in. rise, while humans, large elfs, and other taller folk averaging from 5ft. to 7ft. would be comfortable on steps of about 9in. rise.

For every 3in. of the stairs’ rise over that with which the character is comfortable by height, each stair counts as one (1) more yard of movement to move on, regardless of whether up or down.

For example, a character normally comfortable on steps of a 6in. rise climbing stairs of I4in. rise would have to treat those steps as if each one were 3 yards distance, regardless of whether to climb or descend.

When the steps reach (1/4 character height) in rise, this will no longer be true, the character will have to move to the edge of each step and pay for a Rise action (from Kneeling to Standing) to climb or a Jump action to descend. The character may be able to complete as many as (AGL 4- 4) such actions in each CS (GM’s discretion), but the player must understand that this sort of movement is very awkward and Lot to be done with much speed or in conjunction with my other action(s),

When the steps reach (1/2 character height) in rise, the character need merely move to the edge of the step and pay for a Rise action (from Prone to Standing) to climb or a Jump action to descend.

When the steps reach (3/4 character height) or higher in rise, the stairs will no longer be treated as stairs for the character, and he will have to jump and climb up each stair as best he can.

IF the Move is compounded with Turns and the player wishes to character to perform any sort of additional action (GM’s discretion), the character’s Movement allowance/CS drops to 1/4th normal.

For restrictions on movement in crowded combat situations, look into the beginning of Tactical Procedure (following).

The END cost for Moving, where those optional rules are in play, depends on the rate at which the character is doing so, how much of his movement allowance/CS he uses.


Rate END Cost
Up to 1/4 move allowance/CS 2 per CS
Up to 1/2 move allowance/CS 3 per CS
Up to 3/4 move allowance/CS 4 per CS
Up to maximummove allowance/CS 5 per CS


The rate for the END cost of climbing or descending stairs is 1 point higher than that noted above for a common Move.


One of the three types of defenses the charactermay offer in response to an attack, the Parry is meant to divert an incoming blow in such a way that it passes by harmlessly. Parries may be performed with either a weapon or some sort of shield or buckler, or some suitable item handy for the task in the case of Brawlers, but the character must have the object in hand at the time when the foe gains Initiative and launches his attack, unless Grabbing the object is his declared Action for that CS.

The character may put up 1 Parry defense per LoA of the skill of the weapon in hand, to a maximum of his Max. Defenses. If the character has no skill with the object used to Parry, he may use it to Parry only once in the CS.

The Parry defense provides the DV for his opponent to hit him, as discussed under “Task Resolution”.


The Pass action is vital to the character who wishes to hand things about and/or toss things around in a tactical situation. Tossing or Passing an object presumes that the thrower is being gentle and as easy and accurate as he may, with the intention that the target catch it. It may be lobbed in a high arc to avoid the grasping hands of foes, but it is still a relatively easy throw. The PC may also use this action to hand an object in hand over to any character within (character height) radius of him.

The END cost for Passing an object, where those optional rules are in play, varies with the range, as follows.


Range END Cost
Short (up to 1/4) range (1/4 STR) + (Size)
Medium (up to 112) range (1/2 STR) + (Size)
Long (up to maximum) range (STR) + (Size)



The Turn is a small action intended to be combined with many others in order to accom­plish a great deal. It can enable a character to properly orient himself before a Move (Turn/Move) or Charge (Wheel & Charge), to Turn to a compatriot and Pass him something he may need (Turn/Pass), increase the range of his action for the CS (Turn/Strike, Turn/Fire, Turn/Block, Turn/Parry), or enable him to turn and meet an opponent while readying his weapon (Draw/Turn). Generally speaking, when not involved in a Move of some sort, a character may make his Turn immediately before or after his other action.

A character may not make more than a total of (AGL ÷ 4) 900 Turns over the course of any given CS.

When combined with the Charge, Turning is allowed only immediately before the action and at no other time (Wheel & Charge). If the player wishes, his character may spread his Turns out throughout a Move, enabling him to weave in and out of obstacles or dodge between foes and around cover, however, every 450 increment is noted and tallied to keep their use within the character’s limit.


The Wait action really is a non-action in and of itself. It is the means by which the player puts his character on “reserve”. Through the Wait action, the character may purposefully lower or postpone his Initiative in the CS. In this case, the character rejoins the normal flow of combat when he chooses. This is a common tactic used when the PC wants to see how the action shapes up in the CS so he can take an “Opportunity Action” when he sees an opening to turn to his advantage, such as a foe travelling past him or turning his back (see “Move-by’s”).

If the character is building a Feint attack, he Waits and holds his attack while maintaining his engagement with the foe to the limits of his weapon skill before actually launching the attack.

The Wait action enables the PC to give up an action for the CS entirely, if he likes, to see how the land lays after the CS at hand passes.

A character who wishes to take some time to aim at a target can eliminate DV penalties due to unfavorable circumstances (wind, rain, darkness, etc.) at a rate of (AWA an. mod., minimum 1) for every full Action that he Waits, while he observes his opponent in order to strike when he sees his best chance.