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Combat Actions

Major

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.

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