Assault
Any Character within 1” of a Foe is considered locked in an Assault and, unless specified otherwise, can only move by winning an Assault against the Foe in question. To win an Assault:
- Both Characters roll D12 and add their respective Might.
- The winner deals damage equal to the difference between the rolls; apply Damage modifiers. Ties deal no damage.
- The loser reduces that damage by their Ward, then subtracts the remainder from their Endurance.
- If the Assault concludes with both Characters still active, the winner may push themselves or their opponent 2” away to end the Assault and escape, or choose to continue the Assault.
- The Assault continues until one Character goes Out of Action or the winner pushes their Foe away.
Charge
If a Character caused an Assault in their current Act, they gain +1 Might.
Group Assault
If one or more allied Characters are in base contact with the same foe and not engaged with any other enemy, the acting Character gains +1 Might for each such ally.