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

  1. Declaration — Declare intended actions
  2. Initiative — Compare Initiative values (highest acts first)
  3. Resolution — Resolve actions in Initiative order
  4. End of Round — Effects expire, new round begins

Making an Attack

  1. Roll your combat skill (Close Combat, Unarmed, etc.)
  2. Defender chooses to Parry or Evade and rolls
  3. 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