Actions are split into 3 types: Basic, Simple, and Double.
Each round a fighter gets two actions to perform.
Simple Actions take 1 action and can be repeated.
Basic Actions take 1 action but cannot be repeated. (E.g. you cannot Fight (Basic) twice in one turn).
Double Actions take 2 AP. If a fighter can only take a single action, (Double) actions cannot be performed.
Below is a list of actions that can be taken.
Action | Type | Description |
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Aim | Basic | +1 to hit results of a subsequent Shoot (Basic). |
Blind Fire | Double | Make a ranged attack with 360 vision arc but -2 from hit results. |
Carry | Simple | Can make a Move action, carrying one adjacent item (e.g. Loot Casket, Ammo cache etc.) |
Charge | Double | Move + D3" to Engage and make a free Fight or Coup De Grace. |
Coup De Grace | Simple | Pick one adjacent Seriously Injured fighter and they immediately go Out of Action. |
Crawl | Double | Move up to 1/2 MVMT. |
Door, Force Open | Basic | Roll D6+STR +2 per friendly ally in contact. If result 9+ open locked door. |
Door, Operate | Simple | Open or Close an adjacent door. |
Door, Access Terminal | Basic | Make INTEL -2. If passed Open/Close attached door. |
Ductway, Crawl Through | Double | If adjacent to Ductway, can move to other side. |
Ductway, Shoot Through | Basic | If adjacent to Ductway, fire out other end at 5+ BS. Flame template weapons automatically hit all fighters within 2". |
Loot Casket, Bypass Lock | Basic | If adjacent Roll INTEL to open. |
Loot Casket, Smash Open | Basic | If adjacent Roll 1D6 +STR. If result is 6+ then open casket but -1 to results. |
Move | Simple | Move (Climb at 1/2 movement, cross small gaps |
Reload | Simple | Pick an Out of Ammo weapon and make an Ammo check. If passed, weapon is reloaded. |
Retreat | Basic | If Engaged, make an INIT test to leave engagement and move 1D6". Enemies that pass INIT check get reactionary attack. |
Run For Cover | Double | If Broken, Standing and Active move 2D6" away from enemies, enemy LOS, and to cover. IF Engaged, perform INIT to move away else no action if failed. |
Shoot | Basic | Make an attack with a ranged weapon. |
Stand Up | Basic | Stands up and returns to Active status. |
Take Cover | Basic | Move up to 1/2 MVMT and then become Prone and Pinned. |
Skill Actions |
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Comm | Double | Nonverbal (Palatine) | Target within 6" passes a cool check to extend vision arc to all sides. |
Flex | Simple | Unleash the Beast (Muscle) | Pass STR check to move all engaged fighters back D3". |
Headbutt | Basic | Headbutt (Brawn) | While engaged roll 2D6. If either one >= Toughness then Str+2, Dmg 2 hit. If both dice < Toughness than user takes Str, Dmg1 hit. |
Issue Challenge | Basic | Bring It On (Bravado) | Target within 12" must target user unless Willpower check passed. |
Order | Double | Overseer (Leadership) | Pick a friendly within 6" to take 2 actions. |
Restrain | Simple | Restrain (Palatine) | Every time performed, +1 to check to see if enemy fighters captured at end. |
Somersault | Basic | Somersault (Finesse) | Can "teleport" 6" provided they can see destination. |
Tank | Double | Immovable (Muscle) | Increase Armor save +2 and cannot be moved or pinned except Seismic. |
This message was last edited by the GM at 15:05, Tue 13 Apr 2021.