Attack

You attack with a weapon or unarmed strike. See one of the options below

Attack with a Melee Weapon

Action Time: Master Action; Weapon

You attempt to strike a foe in range with a melee weapon. Follow the rules for making attacks to determine if you hit or not, and deal damage appropriately.

Attack with a Ranged Weapon

Action Time: Master Action; Weapon

You attempt to fire a missile weapon, or throw a weapon at a creature in range. Follow the rules for making attacks to determine if you hit or not, and deal damage appropriately.

Bull Rush

Action Time: Master Action; Phase 6

A bull rush is an attempt to drive an opponent straight back. Select a foe within 5 feet from you, and make an Unarmed Attack Roll. The result of your Attack Roll sets the DC of the Bull Rush Attempt for your opponent. Your opponent must roll a Strength Skill Test to resist the effects of a bull rush. They can apply one of the following bonuses to their Skill Test if they meet the prerequisites to do so:

If the opponent fails their Strength Skill Test, you push the foe back 5 feet, plus an additional 5 feet for every 5 points they failed their test by. If their Skill Test was successful, your movement ends in front of the target.

Any creature that has additional legs (more than 2) gain a +1 Situation to their roll for each additional pair of legs beyond the 1st pair. This Situation applies whether the creature is the attacker or defender.

Charge

Action Time: Master Action; Phase 3

Special: You cannot apply Precision Damage when using a Charge.

A charge is a maneuver where you rush a foe, intending to deliver a devastating attack. When you charge, you move your full movement speed, then make a melee attack against a foe. When you charge, you have Combat Supremacy against the target of your charge until the end of the round, and you increase the damage dice of your weapon by 1 Dice Step. You must move at least 10 feet for the charge to gain these bonuses.