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A Guide to Combat Actions

Attack Actions
All Out Attack
Full Action Attack, Melee
+30 to WS Test, inflict one hit on success, lose Reaction until next turn. Can not be combined with Aim.

Called Shot
Full Action Attack, Concentration, Melee/Ranged
-20 to WS/BS Test, inflict one hit on targeted location/object on success. Does not gain +10 for Standard Attacks.

Charge
Full Action Attack, Melee, Movement
Charge target in a straight line at least 4m away, to a maximum of Charge Range. +20 to WS Test versus the charged target, inflict
1 hit on success. Can Grapple if charging character has his hands free.

Full Auto Burst


Half Action Attack, Ranged
+10 to BS Test, jam on 94 or higher, inflict one hit per DoS. Hits can be reallocated, Two-Weapon Fighters can use both weapons.

Knock Down
Half Action Attack, Melee
Opposed STR Test, +10 if part of Charge or immediately after Half Move. On success target is knocked prone. If attacker has 2
or more DoS, attacker can deal 1d5-3+SB Impact and one level of Fatigue. If defender wins by 2 or more DoS, attacker is knocked
prone.

Lightning Attack REQUIRES TALENT


Half Action Attack, Melee
-10 to WS Test, inflict one hit per 1 DoS. Hits can be reallocated, Two Weapon Fighters can use both weapons.

Overwatch
Full Action Attack, Concentration, Ranged
Declare 45° arc, specify Attack Type (Standard, Full Auto, Semi-Auto), specify condition. EACH time condition is fulfilled
character can attack. If multiple Overwatch Actions trigger, use opposed AG Test to decide order. After attack target has to make
+0 Pinning Test. Overwatch is stopped on Reaction Use.

Semi-Auto Burst
Half Action Attack, Ranged
+0 to BS Test, inflict one hit per 2 DoS after first, jam on 94 or higher. Hits can be reallocated, Two Weapon Fighters can use
both weapons.

Standard Attack
Half Action Attack, Melee/Ranged
+10 to WS/BS Test, inflict one hit. Two Weapon Fighters can use both weapons.
Stun
Half Action Attack, Melee
-20 to WS Test, on success roll 1d10+SB. If roll is equal to or greater than targets Head Location DR, target is stunned for
difference in rounds and gains one level of Fatigue.

Suppressing Fire
Full Action Attack, Ranged
Declare 30°/45° (Semi-Auto/Full Auto) arc, -20 to BS Test, inflict one hit per 2 DoS after first, hits randomly allocated, jams
on 94 or higher. Targets make -10/-20 (Semi-Auto/Full Auto) Pinning Test.

Swift Attack REQUIRES TALENT


Half Action Attack, Melee
+0 to WS Test, inflict one hit per 2 DoS after first. Hits can be reallocated, Two Weapon Fighters can use both weapons.

Non-Attack Actions
Aim
Half Action OR Full Action Concentration
+10 bonus to next WS/BS Test if Half Action, +20 bonus if Full Action. Next Action has to be an Attack Action or bonus is
lost. Can not be used with Psychic Powers.

Brace Heavy Weapon


Half Action Miscellaneous
Set up Heavy Weapon, restricting it to 45° arc (up to 180° arc if Tripod/Bipod is used), character no longer has -30 on BS
Test to fire an unbraced Heavy Weapon.

Defensive Stance
Full Action Concentration, Melee
Reaction can only be used for Evasive Actions, attackers suffer -20 to WS Test to attack character. Gain one additional Reaction.

Delay
Full Action Misellaneous
End characters turn to perform a Half Action of choice at any point during the Round before his next turn. Can not be used to
interrupt another characters action. If multiple Delays used, use opposed AG Test to decide order.

Disengage
Full Action Movement
Move Half Move Distance, opponent does not get Standard Attack vs character as result of using Movement Type Action.

Evasion
Reaction Movement (Dodge) OR Melee (Parry)
If character is hit, before damage is rolled, he can make +0 Dodge or Parry test. Can not be used if unaware of attack or
surprised. Ranged Attacks require Dodge, Melee Attacks require Dodge or Parry. DoS reduce number of hits from Actions that
cause multiple hits.
Feint
Half Action Melee
Opposed WS Test, if succesfull opponent can not evade characters next Melee Standard Attack this turn.

Focus Power
Varies by Power Varies by Power
Action used to manifest Psychic Powers. See page 194.

Guarded Action
Half Action Concentration, Melee (Parry), Ranged (Dodge)
Character has -10 to WS/BS Tests this turn, gains +10 to all Evasion Tests until next turn.

Jump or Leap
Full Action Movement
Jump or Leap in Combat. See page 247.

Manoeuvre
Half Action Melee, Movement
Opposed WS Test, on success move target one meter in direction of choice. Character can make same movement. Target can
not be forced into objects or characters.

Move
Half Action OR Full Action Movement
Character can move up to AGB in meters as Half Action, or double AGB as Full Action. Character may engage adjacent target
in melee.

Ready
Half Action Miscellaenous
Character draws weapon, retrieves or stores item. Can be used to apply items like medi-patches, inject drugs or apply poison. Can
be used twice each turn.

Reload
Half Action, Full Action OR Extended Action (Varies by Weapon) Miscellaneous
Reload currently wielded ranged weapon. Reloads which take more than one turn are an Extended Action.

Run
Full Action Movement
Character moves up to Run movement, enemies gain -20 to BS Test and +20 WS Test to attack character.

Stand / Mount / Dismount


Half Action Movement
Use this Action to stand up from prone, sitting or lying. If standing, character can mount a beast or vehicle. if on a beast or
vehicle, he can dismount.
Tactical Advance
Full Action Concentration, Movement
Character moves Half Move Distance from cover to cover. While moving he is considered being in cover.

Use a Skill
Half Action, Full Action OR Extended Action (varies by circumstance) Concentration, Miscellaneous
Use this Action to use a Skill during your turn. See page 98 and following.

Cover Rules
Cover applies no penalty to BS Tests, as general rule a character firing around or over cover exposes Arms and Head. See page
230.

Combat Circumstances

Darkness -20 WS, -30 BS, +20 Stealth


Difficult Terrain -10 WS, -10 Evasion, up to -30 for worse Terrain
Engaged in Melee After Melee Attack or Move Action. -20 for firing into Melee
Extreme Range -30 BS
Fog/Mist/Smoke -20 BS, +10 Stealthj
Ganging Up +10 WS if 2:1, +20 if 3:1 or more
Helpless Targets Unconscious Target, WS autosuccess with WSB as DoS, roll twice for damage and add
results. Prone and Stunned are not helpless.
Higher Ground +10 WS
Long Range -10 BS
Point Blank Range <=2m away, +30 BS
Prone +10 WS, -10 BS unless Point Blank vs prone. -10 WS, -20 Evasion as prone
Short Range +10 BS
Size See page 138.
Stunned +20 WS, +20 BS vs stunned
Unaware Target +30 WS, +30 BS vs unaware target
Harsh Weather -20 WS, -20 BS

Pinning
+0 WP Test, on fail become pinned.
Pinned characters can only take one Half Action each turn and suffer -20 to BS Tests. Character has to get into cover and is not
allowed to move, except if he can remain in cover while moving. If no cover is nearby, character must run away from Attacker.
Character makes +0 WP Test at the end of his turn to end pinning. If character has not been shot at for one turn or is in cover,
gain +30 to WP Test. Characters in melee escape pinning. Character can not engage in melee to break pinning.

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