Tag: Combat Action

Results

  • Aim

    *Type*: Half Action or Full Action *Subtype*: Concentration The active character patiently takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants …

  • All Out Attack

    *Type*: Full Action *Subtypes*: Attack, Melee The character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.

  • Brace Heavy Weapon

    *Type*: Half Action *Subtype*: Miscellaneous Heavy weapons must be braced before they can be fired accurately. Bracing a Heavy weapon can involve using a bipod or tripod, propping the weapon up on a windowsill or sandbags, or simply assuming a wide …

  • Called Shot

    *Type*: Full Action *Subtypes*: Attack, Concentration, Melee or Ranged The active character attempts to attack a specific or vulnerable area on his target. The attacker declares a location on his target (Head, Body, Left Arm, Right Arm, Left Leg, or …

  • Charge

    *Type*: Full Action *Subtypes*: Attack, Melee, Movement The character rushes at his target and delivers a single melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move. See Table 7–4: Movement (Meters/ …

  • Defensive Stance

    *Type*: Full Action *Subtype*: Concentration, Melee The character makes no attacks and instead concentrates entirely on self-defence. Until the start of his next Turn, the character can make one additional Reaction, and all opponents suffer a –20 …

  • Delay

    *Type*: Half Action *Subtype*: Miscellaneous Instead of acting immediately, the character waits for an opportunity. When a character chooses Delay, his Turn ends, but he reserves a delayed Half Action for later use. Any time before the start of his …

  • Dodge

    h3. *Skill* *Agility* Use the Dodge skill as a Reaction to nullify a successful hand-to-hand or ranged attack. Success on the Skill Test means the attack has been avoided and deals no damage. See below for more information on Dodge. *Skill Use:* …

  • Disengage

    *Type*: Full Action *Subtype*: Movement The character breaks off from melee combat and may take a Half Move. Opponents that were engaged with the character do not gain any free attacks. See the Fleeing sidebar for more details.

  • Feint

    *Type*: Half Action *Subtype*: Melee The character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Weapon Skill Test. If the active character wins, his next melee attack …

  • Focus Power

    *Type*: Half, Full, Free, or Extended Action (Varies by Power) *Subtype*: Varies by Power This Action is used to manifest Psychic Powers in combat. Every Psychic Power specifies an Action type and one or more subtypes. For more information, see …

  • Full Auto Burst

    *Type*: Full Action *Subtype*: Attack, Ranged The character hurls a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a …

  • Grapple

    *Type*: Half or Full Action *Subtype*: Attack, Melee This action is only used when a character is already engaged in a Grapple. See Grappling page 246, for rules on starting a Grapple. If the active character is controlling the Grapple, the first …

  • Guarded Attack

    *Type*: Full Action *Subtype*: Attack, Concentration, Melee The character performs a careful attack, making sure he remains well poised to defend himself. The character suffers a –10 penalty to his Weapon Skill Test, but he gains a +10 bonus to all …

  • Jump or Leap

    *Type*: Full Action *Subtype*: Movement The character can Jump vertically or Leap horizontally. If the character is engaged in melee, each opponent he is engaged with can make a free Standard Attack against the character. See Movement, page 205, for …

  • Knock-Down

    *Type*: Half Action *Subtype*: Attack The attacker smashes his opponent in the hopes of knocking him off his feet. Make an Opposed Strength Test. If the attacker wins, the target is knocked prone and must use a Stand Action on his Turn to regain his …

  • Manoeuvre

    Type: Half Action Subtype: Melee, Movement By using superior footwork and aggression, the attacker can force his opponent to move one meter in any direction by succeeding at an Opposed Weapon Skill Test. If desired, the attacker can advance one meter …

  • Move

    Type: Half or Full Action Subtype: Movement The active character can spend a Half Action to move a number of metres equal to his Agility Bonus. As a Full Action, he may move twice that distance. If the Active character ends his movement adjacent to an …

  • Multiple Attacks

    Type: Full Action Subtype: Attack, Melee or Ranged This action allows the active character to make more than one attack on his Turn, provided he has the Swift Attack or Lightning Attack talent, or is wielding a weapon in his secondary hand. See Two- …

  • Parry

    *Type*: Reaction *Subtype*: Defence, Melee If the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming …

  • Ready

    *Type*: Half Action *Subtype*: Miscellaneous The active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is …

  • Reload

    *Type*: Half, Full, or Extended Action (Varies by Weapon) *Subtype*: Miscellaneous The active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See *Chapter V: Armoury* for details. Note that any …

  • Semi-Auto Burst

    *Type*: Full Action *Subtype*: Attack, Ranged With cold precision, the active character shoots a burst of semi-automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of semi-automatic fire to take this action. If the …

  • Standard Attack

    *Type*: Half Action *Subtype*: Attack, Melee or Ranged The active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his …

  • Stun

    *Type*: Full Action *Subtype*: Attack, Melee If the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow. The attacker makes a Hard (–20) Weapon Skill Test. If the attack succeeds …

  • Suppressing Fire

    *Type:* Full Action *Subtype:* Attack, Ranged The active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see [[Rate of Fire]]). When Suppressing …

  • Stand/Mount

    Type: Half Action Subtype: Movement If the active character is on the ground, he can stand. If he isalready standing, he can mount a riding beast or a vehicle.

  • Run

    *Type*: Full Action *Subtype*: Movement The active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for …

  • Tactical Advance

    *Type*: Full Action *Subtype*: Concentration, Movement The active character moves from one position of cover to another position of cover. In so doing, he may cover a distance up to his Full Move. For the duration of the move, he is considered to …

  • Use a Skill

    *Type*: Half, Full, or Extended Action (Varies by circumstance) *Subtype*: Concentration, Miscellaneous The active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the …

  • Other Actions

    If a player wants to do something not covered by the Actions described here, the GM should make a judgement about how long something might take and what type of Action it would be. Generally, most Actions should be resolved with some sort of test: …

  • Overwatch

    *Type*: Full Action *Subtype*: Attack, Concentration, Ranged The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general …

All Tags