AX&X: Combat & Tactics

Positioning, maneuvers, and ground. A combat supplement for AX&X.

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Fighting on the Ground

The core game runs a fight on four lines: initiative, an action, an attack roll, and damage. That is enough for a torchlit room and a handful of goblins, and most tables never need more. This supplement is for the fights where the ground itself matters: a bridge, a cliff edge, a flooded crypt, a cavalry charge down a hall.

It adds options, not new dice. Every rule here is still 1d20 + a flat modifier against AC, or a save at 12+. Use what the scene calls for and leave the rest on the shelf. A GM can take the terrain lines and skip the wrestling, or the reverse.

Position

Charging & Bracing

Tactical Actions

Each replaces your action for the round.

Grappling

For grabs, tackles, and bare hands, when a blade is the wrong tool.

Ranged Combat

Light & Weather

Footing

Optional: Heroes of the Line

Martial skill shows in volume, not only in bigger numbers. The extra attacks are already core; cleave is the optional flourish.

1d8 Battlefield Features

Roll one or two to give a fight its shape. Each is a prize for both sides.
  1. Choke Point: A door, bridge, or ledge only one or two can hold. Flanking is denied, and a braced line rules.
  2. High Ground: A stair, balcony, or rise. +1 to strike from it, and a scramble to take it.
  3. Broken Ground: Rubble and pits across the middle. Difficult ground, and no charge through it.
  4. Scattered Cover: Pillars, crates, gravestones. Half cover for whoever reaches it first.
  5. The Drop: A pit, cliff, or rail along one side. Shoves and trips turn deadly here.
  6. Darkness: Guttered torches or a deep cave. −4 to those without darkvision, and a lamp becomes a prize.
  7. Hazard: Fire, a flood, a swarm, a swinging blade. 1d6 to anyone forced into it.
  8. Slick Footing: Ice, mud, or spreading blood. A DEX save to run or be shoved, or fall Prone.