2. The order in which combatants act is determined by Reflex including any bonuses, with highest Reflex going first. In the case of a tie, remove bonuses. If there's still a tie, flip a coin. In the case of a surprise attack, the attackers add their 'cunning' and defenders add their 'perception' as a bonus to their Reflex.

1. All combatants state the direction they are facing, which determines the tiles which they threaten.

3. Attacks are declared. Defenders may choose to use points to use defensive manouvers and may even counter-attack if the opportunity arises.

Charge A charge is an attack where the attacker expends Celerity to move tiles, gaining a Momentum bonus which counts as 'strength' for the purpose of determining attack requirements and damage. Attacks made this way are considered Reckless. Menacing Charge, Bounding Charge, Pursuing Charge
Overhead An overhead attack is a chopping or smashing attack usually made with a heavy weapon. It's a powerful attack but easier to dodge than a swing. Wrath Overhead , Halfsword Overhead
Swing An arcing attack usually made from right to left. It threatens multiple squares and the minimum cost requirement for a swing is heft. The cost of a swing is heft+weighted plus the number of tiles which the weapon's tip travels through to hit its target. Reckless Swing, Cross Swing, Advancing Swing, Retreating Swing
Thrust A thrusting attack is a quick attack whose minimum requirement is the weapon's heft + weighted Advancing Thrust, Pinning Thrust, Halfsword Thrust
Lunge A thrusting attack made 1 tile outside of the weapon's usual threat range. It counts as Reckless unless rules specify otherwise. Bursting Lunge, Acrobatic Lunge, Retreating Lunge, Bastard Lunge
Threaten An attacker changes the threat square of his weapon.
Feint A faked attack intended to mislead an opponent into responding, using Cunning. Beguiling Feint
Pin A grappling attack which forces an opponent to the ground, making them both Prone Crushing Pin, Skewering Pin
Disarm An attack intended to force a weapon out of an opponent's hands.
Riposte A counter attack made against an opponent after a successful parry.
Grab An attack which can be done with hand attacks or certain weapons that prevents an opponent from moving out of a square without a strength check. Unlike Pinning, grabbing an opponent does not prevent them from attacking or defending themselves. Armor increases a character's chance of being grabbed, equal to the heft of the armor. Other armor features may decrease or increase grab chance.
Throw An item or individual is thrown.
Trip An attack which can be done with hand attacks or certain weapons which when successful causes an enemy to fall over. Wheel Trip
Shove An attack designed to push an enemy back a square. Unaware enemies who are shoved also must defend against a trip attack or fall over. Momentous Shove, Tripping Shove, Prodding Shove
Dodge A movement designed to avoid an attack which usually involves moving into an adjacent square. Rolling Dodge, Springing Dodge, Resolute Dodge
Block A movement designed to block an enemy attack with a shield, pole, or or weapon. Relenting Block, Wrestling Block
Parry A movement designed to redirect an enemy attack, opening them up for a counter-attack. Redirecting Parry, Pinning Parry, Disarming Parry, Knocking Parry
Touch An attack where a combatant merely touches his target with an object or his own hand with very little force.
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