I've reworked some of the Combat Tasks from 1e and added one of my own. I like the idea of having more options in combat with a mechanical benefit.
Challenge Adversary (forward)
A hero may choose to single out an engaged foe for the fullness of his ferocity, fighting recklessly in an attempt to bring that enemy down. The acting player must be engaged with an enemy and makes an AWE or BATTLE roll as the main action for the round. On a successful roll, attacks against that foe are favoured until either the hero or the foe is wounded. However, attacks from the foe to the hero are also favoured. If the roll is a great success (1 success die), the enemy also gets -1d on its next attack as the foe tries to meet the challenge. If the roll is an extraordinary success (2+ success die), the hero also gets to make an immediate attack with a +1d bonus.
Two-Weapon Attack (forward)
A hero wielding two weapons may choose to try to make two attacks as both their main and secondary actions. Regardless of the outcome, the hero takes a -2 penalty to their Parry until their next turn. If the first attack is successful, the hero can make a second brawling attack as their secondary action. This can be an Unarmed attack or any brawling weapon. A shield can also be used and counts as a Cudgel for this purpose.
Enhearten Comrades (open)
A hero can attempt reassuring words or a rousing song to arouse their companions when the fight is wearing them out. The acting player can roll an ENHEARTEN or SONG roll as the secondary action for the round. On a successful roll, all allies in forward-stance ignore the weary condition on the next round. If the roll is a great success (1 success die), all allies in the open stance benefit as well. If the roll is an extraordinary success (2+ success die), all allies in any close-combat stance gain the benefit. Cannot be used the same round as Rally Comrades.
Sudden Attack (open)
A hero can attempt to sneak up and surprise an unsuspecting foe. The hero must be unengaged and the targeted foe must be engaged with an ally. The acting player can roll a STEALTH roll as the main action for the round. On a successful roll, the acting player makes an attack with +1d, and an additional +1d for each success die. On a failure, the opportunity for an attack is lost.
Full Defense (defensive)
A hero can attempt to forgo their attacks and concentrate solely on their own self-defense. The acting player can roll a BATTLE or AWARENESS roll as the main action for the round. On a successful roll, the hero gains a +2 Parry bonus until their next turn. The bonus increases by +1 for each additional success die.
Stand Ground (defensive)
A desperate hero can summon their resolve to hold their foes at bay. An acting player can choose to spend 1 Hope as their main and secondary actions for the round. All attacks against that hero are ill-favoured until the heroes’ next turn.
Harry Foe (rearward)
A hero wielding a ranged weapon can choose to hinder their foes and make them easier targets rather than to strike them directly. An acting player can target a single foe that is in forward or open stance and then roll a SCAN or BATTLE roll as the main action. On a successful roll, the next attack against that foe gains +1d, with an additional +1d for each additional success die.
Distracting Shot (rearward)
A hero wielding a ranged weapon may want to distract and disorient a foe at the perfect moment, so that their foe’s attacks fail to land true. An acting player can choose to roll an AWARENESS or BATTLE roll as the main action. On a successful roll, the targeted foe’s next attack receives a -1d penalty, plus an additional -1d for each additional success die.