Combat Actions
In Mythras Imperative, each combat round you can take different types of actions based on the situation.
Action Types
Proactive Actions (1 per round)
Actions that don’t directly oppose an enemy:
- Movement — Move up to your movement rate
- Ready/Change Weapon — Draw, sheath, or swap weapons
- Mount/Dismount — Get on or off a mount
- Take Cover — Move into defensive position
- Cast Spell — Prepare and cast magic (if applicable)
Action (1 per round)
Your main combat action:
- Attack — Strike an opponent with a weapon or unarmed
- Charge — Move and attack in one action (specific conditions)
- Outmaneuver — Reposition to gain advantage
- Change Range — Close in or withdraw from melee
Reactive Actions (unlimited)
Defensive responses to enemy actions:
- Parry — Block attack with weapon or shield
- Evade — Dodge out of harm’s way
- Interrupt — Counter an opponent’s action (if you win Initiative)
Combat Round Sequence
- Declaration — Declare intended actions
- Initiative — Compare Initiative values (highest acts first)
- Resolution — Resolve actions in Initiative order
- End of Round — Effects expire, new round begins
Making an Attack
- Roll your combat skill (Close Combat, Unarmed, etc.)
- Defender chooses to Parry or Evade and rolls
- Compare success levels:
- Both succeed: Higher roll wins
- One succeeds: That side wins
- Both fail: Attack misses
Special Effects
If you win an opposed roll AND roll better than your opponent (not just barely win), you gain a Special Effect. Choose one from your style:
Offensive Effects
- Bypass Armor — Ignore armor on this hit
- Impale — Weapon stuck, causes ongoing damage
- Maximize Damage — Roll maximum weapon damage
- Trip Opponent — Knock foe prone
Defensive Effects
- Disarm Opponent — Force foe to drop weapon
- Riposte — Free immediate counterattack
- Pin Weapon — Trap opponent’s weapon
Full Rules: Mythras Imperative PDF — Combat chapter