Combat Actions

Unless specified otherwise, actions cost one action point. Proactive actions are only usable on the acting character's turn, while reactive actions can be used on other character's turns (for example, attacking is a proactive action while parrying is a reactive action). It is possible for proactive actions to take several turns to complete (such as channeling a power or reloading a weapon), in this case the character will have to spend several action points over the course of several turns. Free actions do not cost an action point and are able to be used at any point during a combat round unlike reactive or proactive actions.

List of All Actions

Proactive Actions

Attack

Proactive


The character can attempt to strike an opponent using a weapon. See here for information on resolving an attack.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Brace

Proactive


The character braces by taking a firm stance and leaning into the direction of a forthcoming attack. For the purposes of resisting Knockback or Leaping Attacks, the character’s SIZ is treated as 50% bigger. Against the Bash special effect, SIZ is doubled. Other actions may be possible; however, the benefits of bracing are lost once characters move away from the place where they planted themselves.


Movement Restrictions: No movement possible.

Cast Magic

Proactive


The character can attempt to cast a spell, channel a power, or produce some other magical effect. Complex magics may require several actions in order to complete the casting. Once concluded, the magic can be released at any moment up until the caster’s next Turn – at which point it can be held for later effect, but this requires the Hold Magic action to maintain it in preparation for later release.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Change Range

Proactive


The character can attempt to close on or retreat from an opponent, changing the range at which the fighting is taking place in order take best advantage of a weapon’s reach or retreat from
engagement entirely.


The opponent has the option to spend an Action Point to either try to maintain the range or take an attack of opportunity.


If the opponent choses to maintain then both combatants must match Evade skill in an opposed test. If the character wins they may choose to change the engagement range. If the opponent wins, the existing range is maintained. If the opponent chooses not to spend an action point (or has none to spend), they are considered to have automatically failed this roll.


If the opponent chooses to take the opportunity to attack then the opponent rolls Combat Style vs the characters Evade in an opposed test. If the opponent wins he strikes the character, varying degrees of success generating Special Effects as normal. Whether or not the blow lands, the character may change the range or withdrawl from the engagement.


This action applies to each enemy in an engagement with the character. The change in range has to make sense with the locations of the opponents. For example, if one opponent is in front of the character and the other behind, the character could not choose to close range with both opponents as moving towards one would move away from the other.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Delay

Proactive


The character conserves one or more actions in order to perform reactive actions at a later time, such as Interrupt or Parry. The Action Point costs of delaying is covered by whatever acts are finally performed. If the delayed actions are not taken before the character’s next turn (on the following cycle), then the character is considered to have Dithered and the Action Points are lost.


Movement Restrictions: None (though the action taken later using delay may be subject to movement restrictions).

Dither

Proactive


A character can decide to do nothing, by simply spending all of the character’s Action Points and wasting that Turn doing nothing useful.


Movement Restrictions: None.

Hold Magic

Proactive


Once casting is complete, the character may hold a spell in temporary check, awaiting the best moment to release it. The magic may be held back for as long as the character continues to take this action on subsequent Turns, but allows free use of the Counter Spell reaction if pertinent to the spell. The actual skill roll to cast the held spell is not made until it is actually cast.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Mount

Proactive


The character can mount or dismount a riding beast. Particularly large or difficult mounts may require several turns to complete.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Outmanouvre

Proactive


The character can engage multiple opponents in a group opposed roll of Evade skills. Those who fail to beat the character’s roll cannot attack that character in that Combat Round. If the character beats all of the opponents, the character may disengage from combat. Outmanoeuvre may not be attempted by a prone combatant.


Movement Restrictions: The character may move at a gait no faster than a Walk. If successful at outmanoeuvring, the defender may move up to half Walking speed. The character may change to any facing after moving.

Ready Item

Reactive


The character may retrieve, draw, sheath, withdraw, or reload a weapon or other object. Some missile weapons require several actions to reload.


Movement Restrictions: The character may move at a gait no faster than a Run, but must make a successful Athletics roll if not Walking or fail to retrieve the object. On a Fumble, the item is kicked 1d3x1.5 metres (1d3x5 feet) away.

Regain Footing

Proactive


If unengaged with an opponent, characters can automatically regain their footing from being tripped or knocked down. A prone yet engaged character may attempt a kick-up manoeuvre, kicking up from prone to standing with a Standard Acrobatics roll. A failed roll leaves the character prone.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Reroll Initiative

Proactive
Can only be used while not currently engaged


The character rerolls their initative, which may change their location in the turn order in further cycles of combat.


Movement Restrictions: None.

Steady Weapon

Proactive


Allows the character to establish a firm firing posture and support an automatic weapon so that it remains table. It requires the chracter to be at least partially exposed and not completely protected by cover. The primary benefit is that it reduces the recoil penalty of Burst or Full-Automatic fire by one step. This effect is similar to Brace in that its benefits continue until the character moves


Movement Restrictions: No movement possible.



 

Struggle

Proactive


If the victim of a certain types of attack or Special Effect, the character may attempt to break free from the situation, for example, escaping from a Grapple or Pin Weapon.


Movement Restrictions: The character may move at a gait no faster than a Walk (assuming they can break free).

Switch Fire Mode

Proactive


Allows the character to switch the firing mode of a firearm capable of multiple firing modes such as Semi-Automatic, Burst Fire, Full-Automatic, or even supplemental fire modes such as swithcing to an underbarrel mounted grenade launcher.


Movement Restrictions: The character may be moving at a gait no faster than a Run.

Take Cover

Proactive


Take Cover is a proactive action which allows someone to duck behind whatever cover is available. This allows the character to drop prone or to a crouch to take better advantage of cover.


Movement Restrictions: The character may move at a gait no faster than a Walk.

Reactive Actions

Evade

Reactive


The character can attempt to dive or roll clear of threats such as incoming missiles or a charging attack. Using Evade leaves the character prone, unless mitigated by some special consequence or ability. Thus, the character’s next Turn is usually spent taking the Regain Footing action. A character that has been rendered prone due to evading may move up to 1m in any direction, or drop prone in place.


Movement Restrictions: The character may move at a gait no faster than a Run.

Interrupt

Reactive
Can only be performed by delaying characters


This reactive action halts an opponent’s Turn at any point in order to take a delayed Turn action. Assuming no change in the tactical situation, the opponent continues the Turn after the character’s is completed. If unable to still achieve the original declaration, the opponent’s Action Point is wasted. An interrupt can also be used against anyone passing close by the delaying character within weapon’s reach.


Movement Restrictions: As per that of the interrupting action.

Parry

Reactive


The character can attempt to deflect an incoming attack using a combination of parrying, blocking, leaning, and footwork to stop or mitigate the blow.


Movement Restrictions: The character may be moving at a gait no faster than a Walk.

Free Actions

Assess Situation

Free


If unengaged, a character can make a Perception roll at no Action Point cost. A Success reveals any relevant changes in the tactical situation (such a spotting a foe beginning a charge). If engaged, this action costs an action point and is a proactive action.


Movement Restrictions: The character may be moving at a gait no faster than Walk or Run (running results in a Formidable Perception roll).

Change Facing

Free


As a free action, after the results of an attack are applied, the defender may change facing to better defend against any further strikes.


Movement Restrictions: The character may be moving at a gait no faster than a Walk. The cahracter may change facing while running if they spend an additional 3m of movement to do so.

Drop Weapon

Free


Dropping a weapon (or other held item) is a Free Action.


Movement Restrictions: None.

Signal

Free


If unengaged, gesturing or signalling to one or more participants (this does not gaurantee the other characters will perceive the signal) is a Free Action.


Movement Restrictions: The character may be moving at a gait no faster than a Walk.

Speak

Free


A character can speak at any time during combat, but what is said should be limited to short phrases that can be uttered in 5 seconds or less, for example, ‘Time to die!’, ‘Look out behind you!’ or ‘Long live the Devmahar!’


Movement Restrictions: The character may be moving at a gait no faster than a Run.

Use Luck Point

Free


Using a Luck Point, to re-roll a particular result, mitigate damage, or make a heroic last action for example, is a Free Action.


Luck Points can be used to force any roll to be re-rolled, including the rolls of opponents and allies, or even the roll of fate. Instead of forcing a reroll, the Luck Point can also swap the numbers rolled (a 04 would become a 40 on a d% roll for example)


If a character would take damage that would result in a Major Wound, a Luck Point may be spent to reduce the damage such that it leaves the character with just a Serious Wound, leaving the Hit Location one Hit Point away from becoming a Major Wound.


Luck Points may also be used to gain one Action Point, allowing for heroic bursts of action.


Movement Restrictions: None.

Ward Location

Free


The character guards a particular Hit Location from being hit by dedicating one weapons to statically cover the area, providing passive blocking to that Hit Location. Any blow that lands on that location has its damage automatically downgraded as per normal for a parrying weapon of its SIZ. The ward continues until the dedicated weapon is used to attack or actively parry. Establishing a ward or changing the Hit Location covered must be performed prior to an opponent rolling to attack the character. Due to their design, shields can cover multiple areas.


Movement Restrictions: The character may be moving at a gait no faster than a Run.


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