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Combat Actions

AX.C.10.03 - Combat Actions

Primary Actions

  • Attack: Make a Strike or Precision attack roll against a target. See Damage below for what happens on a hit.
  • Cast/Activate: Use a special ability, Odd Talent, or device (timing may vary by ability)
  • Dash: Move up to Far range (60 ft) this Turn instead of Near range. No other Primary Action may be taken.
  • Block/Parry: Increase your Defense by 1 until the start of your next Turn
  • Help/Assist: Give an ally Advantage on their next roll
  • Ready/Hold: Prepare an action triggered by a specific condition, or delay your action until the end of the current Turn
  • Use Item: Apply medicine, activate a device, consume a consumable

Move Actions

A character may move up to Near range (30 ft) as their Move Action each Turn.

  • Mount/Dismount: Get on or off a vehicle or mount. Costs the Move Action for that Turn.

Reactions

  • Opportunity Attack: Attack an enemy that moves out of Close range without disengaging
  • Save vs Effect: Resist or avoid a spell, trap, or other unexpected effect
  • Triggered Ability: Some special abilities activate as a Reaction to a specific condition

Damage

When an attack meets or exceeds the target's Defense, the attack hits and deals damage.

Damage = the number of successes rolled on the attack.

Defense determines whether the attack hits. It does not reduce damage. Every success on a successful attack roll translates directly to 1 point of Health damage applied to the target.

Example: A character rolls 4 dice on an attack and scores 3 successes. The target's Defense is 2. The attack hits (3 ≥ 2) and deals 3 damage.

Example: The same roll against a target with Defense 4. The attack misses (3 < 4). No damage is dealt regardless of successes rolled.

Damage is applied to the target's current Health. See AX.C.12 for damage types, Health loss effects, and conditions that may result from taking damage.

Range Bands

All distances in AxiomRPG are expressed as Range Bands. Foot equivalents are provided as a quick reference for grid play.

Band Distance
Touch Contact only
Close 0–5 ft (0–1 square)
Near 6–30 ft (2–6 squares)
Far 31–60 ft (7–12 squares)
Distant 61–120 ft (13–24 squares)
Remote 121+ ft (25+ squares)