Fighter
Steel is not strength. Strength is what remains when the steel breaks—and you keep fighting.
The Fighter is a master of battle—trained not only to survive war, but to command it. Through raw might, sharpened technique, and ruthless precision, Fighters turn conflict into choreography.
Some weather the front lines like walls of living iron. Others crush enemies in brutal bursts or strike down foes before they ever close the gap.
Fighter Paths
Each Fighter hones their legend through one of three Paths:
- Path of the Battlemaster — Specializing in close-quarters combat and devastating strikes. (Melee-based)
- Path of the Deadeye — Masters of ranged warfare, accuracy, and battlefield control. (Ranged-based)
- Path of the Titan — Built for endurance, resilience, and overwhelming physical power. (Athletics-based)
Starting Kit (Character Creation)
When selecting Fighter at character creation, the player gains:
- Prerequisite Skills: Automatically receives three (3) total Skill Levels across Athletics, Melee, and Ranged, with at least one level in two of these skills.
- Class Power Selection: Choose one Tier 1 (T1) Fighter Class Power from one of the three paths.
- Starting Currency: 120 Dritch.
- Recommended Starting Equipment: A melee weapon, a ranged weapon, armour appropriate to your starting specialization, and basic adventuring gear.
Path of the Battlemaster
Tier 1 Battlemaster Class Powers
Guardbreaker
Tags: Action, melee, attack, boost, damage, debuff
“You can’t handle my power.”
Trigger: When you declare a Boosted melee attack against a creature, you may also declare Guardbreaker.
Attack Check: Resolve the melee attack normally.
Damage: If the attack hits, calculate Damage Score normally.
Base Effect: If this attack deals at least 1 Wound, the target suffers −1 Guard against the next melee attack made against it before the start of the target’s next turn.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): Add +1 Damage Score for every Critical Hit rolled up to a maximum of your Athletics SL.
- Heroic Success (+6 to +8): If this attack deals at least 1 Wound, the Guard penalty applies to the next two melee attacks made against the target before the start of its next turn.
- Moment of Glory (+9 or more): If this attack deals at least 1 Wound, the target also moves 1 Ready AD to Used.
Whirlwind Step
Tags: Reaction, melee, attack, boost, movement, defence
“Try and follow me.”
Trigger: When you hit and deal at least 1 Wound with a Boosted melee attack, you may declare Whirlwind Step.
Effect: Use a Reaction (1 AD cost) to immediately move up to 2 metres per Wound just inflicted, to a maximum distance equal to 2 metres × your Melee SL. This movement does not provoke reactions.
If this movement ends with you outside all enemy melee reach, you gain +1 Guard against melee attacks until the start of your next turn.
Parry
Tags: Reaction, melee, defence, control, movement
“I learn your openings as you strike.”
Trigger: When you make a boosted Defence Roll against a melee attack, you may also declare Parry.
Effect: If the triggering attack misses, choose one:
- Turn the Blade: The attacker moves 1 Ready AD to Used.
- Slip the Line: You immediately move up to 2 metres without provoking reactions.
Limit: Parry can be used only once per triggering attack.
Tier 2 Battlemaster Class Powers
Deathblow
Tags: Action, melee, attack, boost, damage, risk
“One hit. You get no second chances.”
Trigger: When you declare a melee attack with a two-handed melee weapon and Boost it with 2 or more AD, you may also declare Deathblow.
Attack Check: Resolve the melee attack normally.
Damage: If the attack hits, calculate Damage Score normally after applying Deathblow’s Damage Rating bonus.
Base Effect: On a hit, increase this attack’s Damage Rating by +1 per Critical Hit rolled, to a maximum total bonus equal to your Melee SL.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. Apply only the highest result reached. The total Damage Rating bonus from Deathblow cannot exceed your Melee SL.
- Strong Success (+3 to +5): Increase this attack’s Damage Rating by +2 per Critical Hit rolled instead of +1.
- Heroic Success (+6 to +8): Increase this attack’s Damage Rating by +3 per Critical Hit rolled instead of +2.
- Moment of Glory (+9 or more): If this attack leaves the target above 0 Vitality and at or below your Melee SL, reduce the target to 0 Vitality instead.
No Margin: If the attack misses, before the start of your next turn either you suffer Disadvantage on your next Skill Check roll, or the next attack roll made against you has Advantage, whichever comes first.
Riposte
Tags: Reaction, melee, attack, damage, debuff, special boost
“I was waiting for that opening.”
Trigger: When a melee attack against you misses after you make a boosted Defence Roll, you may declare Riposte.
Effects:
Swift Counter: Use a Reaction and spend 2 AD to make one melee attack against the attacker.
You may Boost this Riposte attack with up to 1 additional AD. This is a specific exception to the normal rule that Reactions cannot be Boosted.
Punishing Return: For this Riposte attack roll, all Critical Hits count as 3 dots instead of 2.
Surprise Counter: If the Riposte attack hits and includes at least 1 Critical Hit, the target suffers Disadvantage on its next melee attack against you before the end of its turn.
Limit: Riposte can be used only once per triggering attack.
Combat Flow
Tags: Action, melee, attack, boost, refresh
“I waste no motion to bring you down.”
Trigger: When you hit and deal at least 1 Wound with a Boosted melee attack, you may declare Combat Flow.
Effect: Choose 1 AD spent on the triggering attack. That AD remains Ready instead of becoming Used.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): Move 1 Used AD spent on the triggering attack to Ready.
- Heroic Success (+6 to +8): Move 1 additional Used AD spent on the triggering attack to Ready.
- Moment of Glory (+9 or more): Move 1 additional Used AD spent on the triggering attack to Ready.
Limit: Combat Flow cannot preserve or refresh more total AD than your Melee SL and can trigger only once per turn.
Path of the Deadeye
Tier 1 Deadeye Class Powers
Precise Shot
Tags: Action, ranged, attack, boost, accuracy, control, damage
“I only need one shot—so I make it count.”
Trigger: When you declare a Boosted ranged attack, you may also declare Precise Shot.
Attack Check: Before the attack roll, choose one Shot Aim, then resolve the ranged attack normally.
Damage: If the attack hits, calculate Damage Score normally after applying any relevant Shot Aim or Attack Outcome Scaling effect.
Base Effect: Choose one Shot Aim before the attack roll:
- Pierce the Gap: If the attack hits, reduce the target’s Soak by 1 against this attack before calculating Damage Score.
- Pin the Limb: If the attack deals at least 1 Wound, the target moves 1 Ready AD to Used.
- Break Focus: If the attack deals at least 1 Wound, the target suffers Disadvantage on its next attack or Skill Check before the end of its next turn.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): Add +1 Damage Score.
- Heroic Success (+6 to +8): You may apply one additional Shot Aim. You cannot choose the same Shot Aim more than once.
- Moment of Glory (+9 or more): If the attack deals at least 1 Wound, roll to refresh 1 Used AD.
Suppressing Fire
Tags: Action, ranged, attack, boost, area, control
“Keep your heads down—or pay the price!”
Trigger: When you declare a Boosted ranged attack, you may declare Suppressing Fire instead of targeting a creature.
Effect: Choose one point you can see within your weapon’s effective range. Suppressing Fire affects enemies within 2 metres of that point who are aware of the attack, to a maximum number of enemies equal to your Ranged SL.
Roll the ranged attack once. Compare the attack roll to each affected enemy’s Insight (Cognition) Readiness Score. If the attack roll exceeds an affected enemy’s Readiness Score, that enemy becomes Unnerved until the end of its next turn.
Suppressing Fire does not deal damage.
Attack Outcome Scaling: Determine the Outcome Tier using the highest Hit Margin achieved against any affected enemy. These effects are cumulative.
- Strong Success (+3 to +5): Choose one affected enemy that became Unnerved. That enemy also moves 1 Ready AD to Used.
- Heroic Success (+6 to +8): Increase the affected area to enemies within 4 metres of the chosen point.
- Moment of Glory (+9 or more): One affected enemy that became Unnerved cannot take Reactions until the end of its next turn.
Limit: Suppressing Fire can be declared only once per attack.
Swift Reposition
Tags: Reaction, ranged, attack, boost, movement
“I keep moving, keep shooting.”
Trigger: When you hit and deal at least 1 Wound with a Boosted ranged attack, you may declare Swift Reposition.
Effect: Immediately move up to 2 metres per Wound just inflicted, to a maximum distance equal to 2 metres × your Ranged SL.
This movement ignores difficult terrain and does not provoke reactions.
Limit: Swift Reposition can trigger only once per turn.
Tier 2 Deadeye Class Powers
Watchpoint
Tags: Action, reaction, ranged, attack, overwatch, control
“Go ahead. Move.”
Trigger: On your turn, while wielding a loaded ranged weapon, you may establish a Watchpoint.
Effects:
- Overwatch: Choose one point you can see within your weapon’s effective range. Spend 2 AD, plus up to your Ranged SL additional AD. These dice become your Watch Dice.
Until the start of your next turn, the Watchpoint covers an area within Ranged SL × 2 metres of that point.
Your Watchpoint ends early if you move, make another attack, lose line of sight to the Watchpoint, or no longer have a loaded ranged weapon.
While your Watchpoint is active, if a creature starts movement inside the watched area, enters the watched area, declares an attack inside it, or becomes visible inside it, you may use a Reaction to make one ranged attack against that creature using your Watch Dice. This attack cannot be Boosted because its dice were already committed when the Watchpoint was established.
Resolve this attack before the triggering movement or attack is completed where possible.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): If the attack deals at least 1 Wound, the target moves 1 Ready AD to Used.
- Heroic Success (+6 to +8): If the target was moving, its remaining movement this turn is reduced to 0. If the target was declaring an attack, that attack suffers Disadvantage.
- Moment of Glory (+9 or more): If the attack deals at least 1 Wound, the target cannot take Reactions until the end of its next turn.
Limit: Watchpoint can trigger only once per round. If no creature triggers the Watchpoint before it ends, the Watch Dice become Used with no attack made.
Dead Sight
Tags: Action, ranged, attack, boost, accuracy, damage, refresh
“The further, the better.”
Trigger: When you declare a ranged attack Boosted with at least 2 AD, you may also declare Dead Sight.
Attack Check: Resolve the ranged attack normally, applying Dead Sight’s range and Disadvantage exceptions.
Damage: If the attack hits, calculate Damage Score normally after applying any Attack Outcome Scaling effect.
Base Effect: For this attack, increase your weapon’s maximum range by 50%.
For this attack, ignore Disadvantage from one of the following sources:
- The target is outside your weapon’s effective range.
- The target has partial cover.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): If the attack hits, add +1 Damage Score.
- Heroic Success (+6 to +8): If the attack deals at least 1 Wound, add 1 additional Wound.
- Moment of Glory (+9 or more): If this attack reduces the target to 0 Vitality, move 1 Used AD to Ready.
Limit: Dead Sight can be declared only once per attack.
Snapfire Rhythm
Tags: Action, ranged, attack, boost, refresh
“One more downrange—fast and clean.”
Trigger: When you hit and deal at least 1 Wound with a Boosted ranged attack, you may declare Snapfire Rhythm.
Effect: Choose 1 AD spent on the triggering attack. That AD remains Ready instead of becoming Used.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): Move 1 Used AD spent on the triggering attack to Ready.
- Heroic Success (+6 to +8): Move 1 additional Used AD spent on the triggering attack to Ready.
- Moment of Glory (+9 or more): Move 1 additional Used AD spent on the triggering attack to Ready.
Limit: Snapfire Rhythm cannot preserve or refresh more total AD than your Ranged SL and can trigger only once per turn.
Weapon State: Any follow-up ranged attack must still obey ammunition, loading, and weapon-ready rules.
Path of the Titan
Tier 1 Titan Class Powers
Toughness
Tags: Passive, defence, resist, refresh
“My body refuses to break.”
Trigger: When you would suffer Wounds from Physical or Elemental damage, Toughness applies.
Effect: Make a Side Roll using dice equal to your Athletics SL.
If this roll includes at least 1 Hit or Critical Hit, reduce the Wounds suffered from the triggering damage by 1, to a minimum of 0.
Loving the Pain: If Toughness reduces the triggering damage to 0 Wounds, roll to refresh 1 Used AD.
Limit: Toughness can reduce Wounds only once per triggering damage event.
Concussive Blow
Tags: Action, melee, attack, boost, damage, debuff
“Each blow shatters their will to fight.”
Trigger: When you hit a creature with a Boosted melee attack using a Blunt weapon, you may declare Concussive Blow.
Attack Check: Resolve the melee attack normally.
Damage: If the attack hits, calculate Damage Score after applying Concussive Blow’s Damage Score bonuses.
Base Effect: Add +1 Damage Score before determining Wounds.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative. Concussive Blow cannot add more Damage Score than your Athletics SL.
- Strong Success (+3 to +5): Add +1 additional Damage Score.
- Heroic Success (+6 to +8): If this attack deals at least 1 Wound, the target becomes Unnerved until the start of its next turn.
- Moment of Glory (+9 or more): If the target is already Unnerved, or if this attack deals 2 or more Wounds, the target also moves 1 Ready AD to Used.
Limit: A creature can be affected by Concussive Blow’s Unnerved effect only once per turn.
Stalwart
Tags: Reaction, movement, resist
“I move only when I choose it.”
Trigger: When an effect would force you to move or knock you Prone, you may declare Stalwart.
Effect: Use a Reaction and spend 1 AD. Make a Side Roll using dice equal to your Athletics SL.
For each dot rolled, reduce forced movement from the triggering effect by 2 metres, to a minimum of 0.
If the triggering effect would knock you Prone, you are not knocked Prone if this roll produces at least 2 dots.
Anchor Stance: If Stalwart reduces the triggering forced movement to 0 or prevents you from being knocked Prone, you may immediately move 1 Used AD to Ready.
Limit: Stalwart can be used only once per triggering effect.
Tier 2 Titan Class Powers
Resurgence
Tags: Passive, refresh, recovery, defence
“You can't keep me down.”
Trigger: When you make an Impaired Refresh roll at the start of your turn, Resurgence applies.
Effect: After the Impaired Refresh roll is made, choose a number of Misses from that roll up to your Athletics SL. Reroll those dice.
Each rerolled die that rolls a Hit or Critical Hit refreshes as normal.
Unbroken Stance: If Resurgence refreshes at least 1 AD, you gain +1 Guard until the start of your next turn.
Limit: Each die can be rerolled by Resurgence only once.
Driving Impact
Tags: Action, melee, attack, boost, movement, control, damage
“I do not stop at the first thing that breaks.”
Trigger: When you hit a creature with a Boosted melee attack after moving at least 6 metres in a straight line before the attack, you may declare Driving Impact.
The attack must be made with a weapon, shield, unarmed strike, or improvised object that could reasonably drive the target backward.
Attack Check: Resolve the melee attack normally.
Damage: If the attack hits, calculate Damage Score normally.
Base Effect: If the attack deals at least 1 Wound, push the target up to 2 metres directly away from you.
Forced movement from Driving Impact is reduced by 2 metres for each Size category the target is larger than you. If this reduces the forced movement to 0, the target is not moved.
Attack Outcome Scaling: These effects are based on the attack’s Hit Margin, before Damage Score is calculated. These effects are cumulative.
- Strong Success (+3 to +5): Increase the push distance by 2 metres.
- Heroic Success (+6 to +8): The target moves 1 Ready AD to Used.
- Moment of Glory (+9 or more): If the target collides with a solid obstacle, another creature, or hazardous terrain during this movement, it suffers 1 additional Wound.
Limit: Driving Impact can trigger only once per turn. The forced movement from Driving Impact must follow the direction of your attack.
Adamant Guard
Tags: Reaction, defence, control, attrition
“You tire before I yield.”
Trigger: When you make a boosted Defence Roll against a melee attack, you may declare Adamant Guard.
Effect: If the triggering attack misses or deals 0 Wounds, the attacker moves 1 Ready AD to Used.
Then make a Side Roll using dice equal to your Athletics SL. For each dot rolled, the attacker moves 1 additional Ready AD to Used.
Limit: Adamant Guard can be used only once per triggering attack. Adamant Guard cannot move more additional AD to Used than your Athletics SL.