Aim: Immediately before a fire action to get aimed shot against an
announced target, or against area, which then lets them fire once a target moves into view.
Drive: Drive a vehicle.
Fire: Fire weapon at a target, maybe with walk or crawl action. Aimed shot if Aim action was made prior, otherwise quick shot.
Melee: Make a melee attack.
Ride Animal: Control animal.
Take Cover: Character dodges behind nearby cover.
Trot/Run: Move 20/30 meters
Reload Other Weapons
Minor Crawl/Walk: Move 5/10 meters
Go Prone/Stand Up: Switch stance. May be combined with a walk, trot,
or run, but halves move speed.
Mount/Dismount: Get on or off vehicle or animal.
Ready/Change Equip: Switching weapons, linking ammo belts, preparing
a radio, etc.
Reload: Reload a Cartridge Weapon
Involuntary Actions Panic: If knocked down/surprised, panic if 1d6>Initiative. May not take action for turns equal to difference between Initiative and 1d6, except for going prone on second combat turn. Panic is caused by wounds, surprise attacks, or charging enemies (-1 to roll if charging enemy can be stopped with a readied weapon). If panicked by a charging enemy, they will run instead of freezing.
Bail-Out: If a vehicle is penetrated by anything other than small
arms fire, characters may panic and bail-out. If character fails panic roll, they will climb out and seek cover for two turns. One turn to leave by side or rear, and two turns to get out through top/turret hatch. After the three/four turns of panic, they may re-enter the vehicle.