The core offensive action set includes movement, strikes, feints, grapples, armor-breaking actions, vocal actions, and initiative control.
| ActionID | Action Name | Cost (M) | Valid Range | Valid Modifier | Effect | Description | TN Modifier |
|---|---|---|---|---|---|---|---|
| MV | Maneuver | 1 | Any | Advance, Withdraw | A basic movement action to either advance on or withdraw from your target. At melee or close range, your target may react to attempt to maintain their current range. Ranges are classified as: Close, Melee, Disengaged-1, Disengaged-2, Disengaged-3, Fully Disengaged. All distances beyond disengaged-3 are considered fully disengaged. | 0 | |
| LS | Light Strike | 1 | Melee, Close | High, Mid, Low | A fast standard attack on an opponent in Melee or Close range. The attack may target a high, mid, or low area of the target. | 0 | |
| FT | Feint | 1 | Melee | High, Mid, Low | Adds Flow on Hit regardless of whether it baits a defense. | A fake attack against an opponent in Melee range that consumes the target's next available defense. Compare the Feint (Zone) to the consumed defense: If the attacker correctly predicts the guard then the Attacker gains +1 M_Bonus effectively reversing the momentum granted when a defender correctly predicts a guard. The defender gets no bonus for a correct prediction. | Forces a TN of 2 regardless of the defender’s stance. |
| RP | Reposition | 1 | Melee, Close | N/A | Add +2 to your next attack roll OR +2 TN to your next defense. | An intentional adjustment to your body to gain an offensive or defensive advantage. | Add +2 to your next attack roll OR +2 TN to your next defense. |
| HS | Heavy Strike | 2 | Melee | High, Mid, Low | Consumes Flow | A powerful blow with increased damage. Must target a fighter in Melee range. Misses will reduce the attacker’s momentum. Increases the TN by +1. [Base Damage]+Flow Level (FL) | +1 |
| GP | Grapple | 1 | Close | High Mid Low | An attempt to restrain your opponent. Consumes defender's next defense. Attacker Rolls: d20 + Flow Level (FL) Defender Rolls: d20 + Flow Level (FL)Attacker Wins: Target gets a status of restrainedDefender Wins: Attacker gets -1 M_Penalty next turn. | 0 | |
| TK | Tackle | 2 | Melee | High Mid Low | Maneuver and Advance to Close range and then make a Grapple attack as one action. Advance is uncontested but grapple is contested normally. | 0 | |
| SS | Split-Strike | 2 | Melee | High Mid Low | Attacks two adjacent zones increasing chances of a hit. Must target a fighter in Melee range. Does 80% of normal damage. On successful attack adds Flow status. | -2 | |
| SU | Sunder | 2 | Melee | N/A | A heavier attack designed to break down a target’s defenses. It must target a fighter in Melee range. On Hit: In addition to normal damage and destroy a second of the target’s defenses. On Miss: -1M_Penalty | 0 | |
| LU | Lunge | 2 | Disengaged-1 | High, Mid, Low | An attack that starts from Disengaged-1 which combines a maneuver to Advance to Melee and which makes a Light Strike as one combined action. Your advance is uncontested. On Hit: this does normal damage and adds Flow. On Miss: Attacker gets -1 M_Penalty | -2 | |
| SO | Shout | 0.5 | Any | N/A | The Gladiator shouts a short message to everyone around them. This information is available to the other fighters to do with what they wish. | N/A | |
| TA | Taunt | 1 | Disengaged-1, Melee, Close | N/A | The Gladiator shouts a short message directed at their target. If The target makes a save roll TN=12 - Int.B. If they fail they receive the “Taunted” status effect which will require them to allocate all of their momentum to offensive actions in the next turn. | ||
| SF | Shift Tempo | 0.1 | Any | Signed Integer | Initiative + Modifier | The gladiator uses their momentum to control the pace of the battle attempting to take their action ahead of, or after the other gladiators. The Modifier is a signed integer equal to the number of initiative points purchased (positive to hurry, negative to hesitate) and the action costs 0.1 M per point. Applying it grants the Hurried or Hesitating status effect with an intensity equal to the points purchased. This modifier only lasts for the current turn. | N/A |
For each action, the important fields are cost, valid range, valid modifier, TN impact, and special effects like Flow generation, defense consumption, or imposed penalties.