FIGHT ACTIONS
Defensive Fight Actions: These actions are used to defend other creature's attacks. If your creature has blades, you are default set to parry, and otherwise, dodge.
-Parry: This can only be done if your creature has blades or Claws of some kind. This functions in a similar way to Mordheim parrying, in which one must roll higher than the enemy's roll to hit. There will be modifiers based on WS.
-Dodge: The creature will attempt to dodge the shot. this involves taking an Initiative test.
-Counterattack: The beast abandons all defenses. the enemy gets +1 To hit, and you get 2 S3 attacks on the enemy during their attack round.
Offensive Fight Actions: these are done in your own phase instead of normal attacks. You are by default set to normal attacks. Many of these apply only to certain-sized creatures:
-Normal Attacks: Normal Attacks.
-SuperStrike (Ogres and Giants Only): The beast brings down all of its limbs down in a master strike, intending to knock out or slay the foe. Your beast makes ONE attack at +4 their normal strength, needing a 5 or higher to hit. If this is against an Ogre-sized Creature or larger, it does D3 Wounds, and against anything smaller Automatically kills (except against Master Moulders: D3 Wounds to them).
-Impale: Can only be chosen if your beast has blades of some kind. the beast lunges forward, trying to run the enemy through. the creature makes ONE Attack that requires a 4+ to hit, then roll to wound as normal but with 2 added to the normal strength. If it hits, anything short of Gigantic will die, unless they have a decentralized or backup system (such as double heart). Gigantic creatures suffer D6 wounds. If you have multiple limbs with blades, you can attempt to impale with all of them, but the chances of hitting will be MUCH harder.
-Blind: The creature attemots to blind the enemy creature in some way. This is a normal ONE ATTACK roll to hit. if it hits, then roll a D6. on a 2+, the creature is blnded. Their WS is reduced to 1 for a length of time depending on their length of blindness. They also cannot shoot and can only move 2". The creature will probably start flailing, trying to find the enemy that did this.
-Pick Up: Your Creature attempts to pick up the other creature. depending on their Size and your Strength, you can pick them up. If you succeed, then you can do several things with the creature (if it doesn't fall out:
--Smash on ground: the creature suffers D6 wounds
--Throw Away: The creature suffer D3 Wounds and is farther away from your creature. if you are on the edge of a cliff, you can attempt to throw him over the edge.
--Keep: if you can keep the creature in your clutches, he counts as having been grabbed.
-Grab: Your beast grabs the enemies. This is ONE normal WS 'attack.' if you succeed, you can do many things with this beast:
--Throttle: You attempt to choke the beast to death. take a Strength test, and if passed, the captured beast takes D3 wounds, dies, or goes unconcsious.
--Hold: You hold the beast in place.
--Bash: You bash the creatures head against the ground. It takes D3 Wounds.
--Injure: You attempt to injure the held creature. it can do many varying things.
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There are many other things you can say as well, and they will have rules that I will make once you tell me what they are. Note that some things are too small to attack other in this way (ie, Snotlings v. Giant. be reasoable here. or I will).
Note that these actions can lead to many different states:
Unconscious - Can't do anything
Stunned - Is weaker, can only make some attacks
Wind Knocked Out - Is weaker, can only do some things
In addition to many more. ^_^
Pillz