Contest Actions

Contest actions are those which are not necessarily guaranteed and rolled against opponents who make an opposing contest action. Contest actions are divided into two categories: Offensive and Defensive. Offensive contest actions can only be taken from your offensive dice pool during your turn. Defensive contest actions can only be taken from your defensive dice pool when it is not your turn. In a contest, contestants count up the number of successes they roll and compare results. Contest rules are given after the action are provided.

Offensive

Offensive actions can only be taken during your turn and can only draw from the offensive dice pool.

Melee Attack – Make an attack using a melee template against an enemy within range. Roll a number of Action Dice of your choice up to your Power Dice of the template you are using, and any additional Difficulty Dice that the template has. Any additional Bonus Dice you have are also rolled. Count up successes. Deal damage equal to the number of successes more than your opponent.

Variant: Light Attack – As Melee Attack, except your Power Dice is decreased by 2 for this attack, and Difficulty Dice decreased by 1.

Variant: Heavy Attack – As Melee Attack, except your Power Dice is increased by 2 for this attack, and Difficulty Dice increased by 1.

Shove – Make a melee attack against an enemy that is directly in front of you. Roll a number of Action Dice of your choice. You do not gain Bonus Dice listed on your weapon. Shove your opponent forwards a number of hexes (2 metres) equal to the number of successes more than the opponent.

Firearm Attack – Make an attack using a firearm template against an enemy up to your effective range. Roll a number of Action Dice of your choice up to the Power Dice of your particular firearm weapon template, and additional Difficulty Dice your template has. Roll any other additional Bonus Dice you have and count up the successes. Deal Damage equal to the number of successes more than your opponent.

Variant: Hip Fire – As Firearm Attack except your Power Dice is decreased by 1 for this attack and your Difficulty Dice is decreased by 1.

Variant: Aimed Fire – As Firearm Attack except your Power Dice is increased by 2 for this attack and your Difficulty Dice is increased by 2.

Shoot Phial – As Firearm Attack, except you deal no damage. Effect listed on Phial takes place as long as you have 1 or more successes more than the target. Alternatively, you can shoot a phial at yourself for 1 AD as a consume action.

Defensive

Defensive actions can only be taken when it is not your turn and draw from the defensive dice pool made up of Action Dice and Bonus Dice. For this section, they will be collectively referred to as the defensive dice pool.

Block/Dodge – Block an attack with your weapon, or quickly dodge out of the way while staying in the same area. Choose a number of dice from your defensive dice pool to roll against an attack. If your number of successes is greater than your opponents, you avoid or block their attack.

Combo: Tumble – After you use a Block/Dodge action and succeed in defending, you can consume 3 dice from the Defensive Dice Pool to move up to your maximum movement. Unencumbered maximum movement is 10 (5) metres (hexes).

Combo: Jump Dive – After you use a Block/Dodge action and succeed in defending, you can consume 3 dice from the Defensive Dice Pool to jump up to 2 metres into the air.

Counterattack – Grip Core Only. Riposte a melee attack with a melee attack of your own. Choose a number of dice from your defensive dice pool to roll against an attack. Add additional Bonus Dice and Difficulty Dice that the template grants. If the number of your successes is greater than your opponents, then you deal damage half of the number of successes greater than theirs. However, if your opponent’s successes is greater than yours, you take damage equal to twice the number of successes more.

Contest Actions

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