Attack:
Strike: Strike with the main damaging causing surface of the weapon.
Speed and Dex or Strength and End, depending on Weapon
Effects: Standard attack. No bonuses
Bash: Attack with a part of the weapon other then the main damage causing surface.
Strength
Effects: If attack gets through, it causes an endurance challenge. If attack succeeds, it stuns the victim, giving them -3 successes to any speed or strength challenges during their next action or reaction.
Thrust: Attempt to thrust the tip of the weapon into an opponent. Available only to weapons with a sharp tip.
Dexterity
Effects: A successful Thrust attack Ignores armor damage reductions.
Feint: Trick the opponent by striking at one part, but stopping before hitting and immediately striking at another.
Speed
Effect: Feint is a envoked only after an opponent has declared their reaction. The attacker allocates speed as though attacking vs the defender's awareness. If successful, Both the current attack and defense are discarded, but the dice used to mount them are still considered used. A new attack and defense are then mounted with whatever dice they have remaining. If unsuccessful, the attack continues as before, but the attacker loses the speed dice used in the feint and takes a -2 success penalty to their next action or reaction.
Disarm: Attempt to disarm the opponent.
Awareness
Effect: If effective, the attacker successfully knocks the weapon out of the defender's hands. The degree of success determines how far away the disarmed weapon lands. If the success is above 3, it also stuns the target, giving them -3 successes to any speed or strength challenges during their next action or reaction.
Stagger: Attempt to trip, shove or otherwise knock the opponent off balance.
Strength
Effect: effectiveness depends on level of success: 1-2: Stunned -3 to speed and dex challenges during next action or reaction. 3-4 Staggered -3 to all rolls till the end of next round. 5-6: Knocked down, the victim is knocked to the ground and the attacker gets a free attack in while they're downed.
Defense:
Block: Attempt to simply block the opponent's strike.
Speed and dex or Strength and End, depending on what the block is being done with.
Effect: if successful, the attack does no damage and has no effect.
Dodge: Attempt to avoid the opponent's attack
Speed
Effect: If successful, the attacker is thrown off balance and takes -2 to speed and strength for their next action or reaction.
Counter: Attempt to block and then respond with an attack of your own.
Dexterity
Effect:If successful, the opponent's attack is blocked and your next attack gains +2 successes.
Disarm: Attempt to strike the opponent in such a way as to disarm them before
their attack lands.
Awareness
Effect: If effective, the defender successfully knocks the weapon out of the attacker's hands and stops their attack. The degree of success determines how far away the disarmed weapon lands. If the success is above 3, it also stuns the target, giving them -3 successes to any speed or dex challenges for their next action or reaction.
Quickdraw: Attempt to out pace the strike of the attacker, hitting them and
hopefully preventing them from completing their attack.
Speed
Effect: This is an all or nothing attack: If successful, every success you roll is considered to hit, regardless of the number of successes the attacker has. If you fail, every success the attacker had is considered a hit, regardless of any successes you had. This doesn't ignore armor, however.
Evade: Just barely dodge the attack and leave the opponent off balance.
Awareness
Effect: This is a dangerous move: if successful, it completely throws the opponent of balance, giving them -3 to any successes for their next action or reaction.
Repulse: Strike the opponent's weapon with your own, hopefully repelling their
attack and throwing the off balance.
Strength
Effect: Effect depends on degree of success: 1-2 attack is repulsed and attacker gets a -1 to any succeses to their next action or reaction. 3-4 attacker is thrown off balance by the blow, taking -2 to their next action or reaction. 5-6 the attacker's weapon is knocked out of their hands and they are thrown off balance, taking -2 to any successes for their next action or reaction.
Retreat: Dodge and run from the combat.
Speed
Effect: If successful, the defender dodges away from the attack and places a good deal of distance between them and the attacker.
Parry: Use your weapon to redirect the opponent's away from you, leaving them open to attack.
Dexterity
Effect: if successful, the attacker gets a -2 to any speed or strength successes for their next action or reaction.