Battle Moves

Assault and Hold Moves

Assault a Secure Position
To assault a secure position, exchange harm, but first roll +Strength. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:

  • You inflict terrible harm (+1harm).
  • You suffer little harm (-1harm).
  • You force your way into your enemy’s position.
  • You force your enemy to withdraw.

Seize By Force
To seize something by force, exchange harm, but first roll +Strength. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:

  • You inflict terrible harm (+1harm).
  • You suffer little harm (-1harm).
  • You take definite and undeniable control of it.
  • It’s safe, secure, and undamaged in the fighting.

Defend Something You Hold
To defend something you hold, a position, person, or thing, exchange harm, but first roll +Strength. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:

  • You inflict terrible harm (+1harm).
  • You suffer little harm (-1harm).
  • You hold it decisively against your enemy’s advance.
  • You impress, dismay, or frighten your enemy.

Head for Cover
When you make a break for a secure position, roll +Dexterity. On 10+, you are safe. On 7-9, you get to cover, but the GM chooses 1:

  • You’re pinned down (you are +glitched until you relocate or the position is no longer threatened)
  • You lose your grip on, or otherwise damage whatever you’re holding. Lose an item of gear.
  • You lose track of someone or something you’re attending to.

Tactical and Support Moves

Lay Down Fire
When you lay down fire, roll +Dexterity.
On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:

  • You provide covering fire, allowing another character to move or act freely.
  • You provide supporting fire, giving another PC +1choice to their own battle move.
  • You provide suppressing fire, denying another character to move or act freely. (If a PC, they may still act under fire.)
  • You take an opportune shot, inflicting harm (but -1harm) on an enemy within your reach.

Stand Overwatch
When you stand overwatch for an ally, roll +Constitution. On a hit, if anyone attacks or interferes with your ally, you attack them and inflict harm as established. On a 10+, choose 1:

  • …And you inflict your harm before they can carry out their attack or interference.
  • …And you inflict terrible harm (+1harm).
  • …And you redirect the attack to yourself.

On a miss, you are able to warn your ally but not attack your enemy.

Keep an Eye Out
When you keep an eye out for what’s coming, roll +Wisdom. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the GM what’s coming and choose 1:

  • Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy, they get +1choice to their move.
  • Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls they make in the effort.
  • Direct any ally’s attention to an enemy. If they attack that enemy, they inflict +1harm.
  • Direct any ally’s attention to a danger. They take -1harm from that danger.

Subterfuge Moves

Bait a Trap
When you’re the bait, roll +Charisma. On a 10+, choose 2. On a 7–9, choose 1:

  • You draw your prey all the way into the trap. Otherwise, they only approach.
  • Your prey doesn’t suspect you. Otherwise, they’re wary and alert.
  • You don’t expose yourself to extra risk. Otherwise, any harm your prey inflicts is +1.
    On a miss, the GM chooses 1 for you.

Hunting Prey
When you’re the cat, roll +Intelligence. On a hit, you catch your prey out. On a 10+, you’ve driven them first to a place of your choosing; say where. On a 7–9, you’ve had to follow them where they wanted to go; they say where. On a miss, your prey escapes you.

Escape a Hunter
When you’re the mouse, roll +Dexterity. On a 10+, you escape clean and leave your hunter hunting. On a 7–9, your hunter catches you out, but only after you’ve led them to a place of your choosing; say where. On a miss, your hunter catches you out and the GM says where.

Turn the Tables
When it’s not certain whether you’re the cat or the mouse, roll +Intelligence. On a hit, you decide which you are. On a 10+, you take +1forward as well. On a miss, you’re the mouse.

Battle Moves

Die-Sun MrDorbin