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.

Hilt Strike

Action Time: Master Action; Weapon

You attempt to strike a foe with the hilt or butt with a melee weapon, or with a ranged weapon that wasn’t intended to be used as a weapon. Make a melee attack with the weapon at a -1 situation. If you successfully strike, and the attack is with a melee weapon, reduce the normal damage of the attack by 2 Dice steps, and the damage type is bludgeoning, regardless of the source damage type.

If the attack was with a ranged weapon, you instead set the damage dice to 1d4, regardless of the normal damage dice. Ranged weapons cannot take advantage of their Weapon Features when performing a hilt strike.

Bull Rush

Action Time: Master Action; Phase 6

A bull rush is an attempt to drive an opponent straight back. To perform a Bull Rush, select a foe within 5 feet from you. That foe must make a Force Save vs your Overwhelm DC.

If the opponent fails their Saving Throw, you push the foe back 5 feet, plus an additional 5 feet for every 5 points they failed their save by. If their Save 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 Save 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.