Every action has a fixed
| Action | AP Cost |
|---|---|
| Light weapon attack (dagger, short sword) | 1 AP |
| Medium weapon attack (longsword, mace) | 2 AP |
| Heavy weapon attack (greatsword, warhammer) | 3 AP |
| Defend | 1 AP |
| Distraction | 2 AP |
| Ranged attack (bow, thrown) | 2 AP |
| Move 1 square | 1 AP (2 AP in heavy armor) |
| Shield bash | 1 AP |
| Use item | 1 AP |
Movement works differently from the rest: every character gets some free squares per round before paid movement kicks in. See Movement & Positioning for the full breakdown.
Defence is not a standing declaration. Spend 1 AP at any moment during a round to defend against an incoming attack. You wait, watch, and react.
How it works:
Constraints:
No defence: Without spending AP, you still absorb damage through
Bran is mid-swing with his longsword (2 AP). He declared it at Step 1/3 and paid 1 AP. At Step 2/3, a crossbow bolt comes his way. He still needs 1 AP to complete the swing.
He has options. He can eat the bolt, or forfeit the swing and defend. But there is a third path: the longsword resolves at Step 2/3 when its cost is met. If the arrow also arrives at Step 2/3, Bran can pay the final 1 AP for the longsword and have no AP left to defend with.
He pays the longsword. The swing lands. The bolt also lands. Some rounds are like that.
Bran is mid-swing with his warhammer (3 AP). He declared it at Step 1/3 and has paid 2 AP. He needs 1 more to complete. A crossbow bolt arrives at Step 2/3.
He forfeits. The 2 AP already spent disappears. He spends 1 AP to defend and rolls Body 4 + Defending 2: two dice, results 2, 4.
Die 1 (Body 4, rolled 2): 4 − 2 + 1 = 3 successes. Die 2 (Defending 2, rolled 4): 4 > 2, so 0 successes. Total: 3 successes.
The attacker had 4 successes. After Bran’s defence, the degree of success drops to 1. The bolt grazes him. The warhammer is still on the floor.
Tharis notes this is a vast improvement over last time, when Bran tried to intimidate the bolt.
A shield bash trades damage for disruption. It costs 1 AP , rolls
How it works:
Shield bash does not deal damage and does not reduce the target’s AP. It disrupts movement only. Against a skirmisher who relies on FM to stay out of reach, a good bash can ground them in place long enough for your allies to close in.
The skirmisher has been spending every step dancing out of range. Bran has had enough. He steps in with his shield (1 AP) and puts his full weight behind it.
He rolls Body 4 + Brawl 3: two dice, results 2, 4.
Die 1 (Body 4, rolled 2): 4 − 2 + 1 = 3 successes. Die 2 (Brawl 3, rolled 4): 4 > 3, so 0 successes. Total: 3 successes.
The skirmisher loses 3 FM this round. Their pool drops from 3 to 0. They are not going anywhere.
Tilly, who has been waiting for exactly this moment, stops waiting.
See Shields for the full shield bash entry and shield stats.
Before combat begins, a character can spend time preparing with a relevant skill. A prepared character rolls 3d6 instead of the normal 2d6 — an extra die on their first roll.
How it works:
The third die follows the same evaluation rules as the others. If the preparation die rolls a 6, it contributes −1 to your total, just like any other die. Preparation helps the odds. It does not guarantee anything.
Before initiative is rolled, Bran studies the guard captain. The captain keeps shifting his weight to his left — Bran counts it. Again. Then once more, mouthing something under his breath. The GM accepts Alertness as his preparation skill, since reading a target’s stance is distinct from swinging the hammer. Combat begins. Bran swings his warhammer (3 AP, heavy attack).
Bran rolls 3d6: Body + Melee + Alertness preparation. He has Body 4, Melee 3, Alertness 2.
Results: 3, 5, 6.
Die 1 (Body 4, rolled 3): 4 − 3 + 1 = 2 successes. Die 2 (Melee 3, rolled 5): 5 > 3, so 0 successes. Die 3 (Alertness 2, rolled 6): always −1, so −1.
Total: 2 + 0 − 1 = 1 success. Not his best moment. The Alertness die betrayed him. Bran swings anyway — he committed the 3 AP at declaration. The captain barely has to move.
Tharis, who watched the entire preparation with genuine hope, says nothing.
Tilly has a dagger (1 AP). The round has three steps. Each step grants her 1 AP. She spends each one the moment it arrives.
Step 1: 1 AP arrives. Stab. Step 2: 1 AP arrives. Stab again. Step 3: 1 AP arrives. Third stab. Three attacks, one per step.
She did not declare Defence at any step. If anything hits her this round, she eats it. Three stabs felt worth the risk.
The guard she was fighting had the same thought. He was wrong first.
Bran wants to swing his longsword (2 AP). He does not have 2 AP yet — nobody does at the start of Step 1. He has 1 AP.
Step 1: Bran declares the longsword attack and pays 1 AP. The swing is in motion. Step 2: the second AP arrives. He pays it. The attack resolves — right now, mid-step, the moment the cost is met.
He has 1 AP left at Step 3. He spends it on a second swing. A dagger attack (1 AP) — quick, one-handed, while the enemy is still reacting to the longsword.
Two attacks. One round. The enemy had been expecting three.
For how AP declarations and resolution are ordered within a round, see The Round . For movement costs and free squares, see Movement & Positioning . For the Distraction action in detail, see Distraction . For full weapon damage values, see Weapons .
© Soltherra RPG System