Sanity is for the weak

G

Grothnor

Guest
Original poster
Imma test some dice throws, see how the dice system werks
 
ROLL FOR INITIATIVE

Edit: DAMN 20 strength?
 

Action

Type

Subtype(s)

Description (May only make 1 attack and 1 concentration action per turn)

Aim

Half/Full

Concentration

+10/20 WS or BS to next attack, max +20, reactions remove bonus.

All Out Attack

Full

Attack, Melee

Lose reaction for +20 WS

Brace Heavy Weapon

Half

Misc.

Ready heavy weapon to fire.

Called Shot

Full

Attack, Concentration, Ranged/Melee

Attack a specific location with a -20 penalty to WS/BS.

Charge

Full

Attack, Melee, Movement

Move charge distance (3 times Ag bonus). Must move last 4 meters in a straight line, +10 WS.

Defensive Stance

Full

Concentration, Melee

Gain an additional reaction, enemies suffer -20 WS to attacks.

Delay

Half

Misc.

May take any half action before next turn.

Disengage

Full

Movement

Breaks out of melee and makes a half move without taking opportunity attack.

Dodge

Reaction

Movement

Use Dodge Skill to avoid enemy attacks.

Feint

Half

Melee

Opposed WS test, if won, next attack cannot be dodged or parried.

Focus Power

Varies

Varies

Use psychic power.

Full Auto Burst

Half

Attack, Ranged

+20 BS, plus one hit per degree of success.

Grapple

Full

Attack, Melee

See Grapple options.

Guarded Action

Half

Concentration, Melee/Ranged

-10 to WS or BS, +10 to Evasion Tests until next turn.

Jump/Leap

Full

Movement

Jump vertically or leap horizontally.

Knock Down

Half

Attack, Melee

Opposed S test, knocks enemy prone if successful. 2 degrees of success, deals 1d5-3+SB damage and 1 fatigue. 2 degrees of failure, attacker knocked prone. +10 if attacker moved.

Lightning Attack

Half

Attack, Melee

-10 WS, one hit per degree of success. Requires Lightning Attack talent.

Maneuver

Half

Melee, Movement

Opposed WS test, if success, move enemy 1 meter.

Move

Half/Full

Movement

Move Ag Bonus per half action used.

Overwatch

Full

Attack, Concentration, Ranged

Set up a killzone and use Suppressing Fire on enemies who enter killzone.

Parry

Reaction

Defence, Melee

Test WS to avoid attacks (in melee only).

Ready

Half

Misc.

Ready a weapon or item.

Reload

Varies

Misc.

Reload a ranged weapon.

Run

Full

Movement

Move six times Ag Bonus, enemies get -20 BS and +20 WS to hit.

Semi-Auto Burst

Half

Attack, Ranged

+10 BS, additional hit for every two degrees of success.

Stand/(Dis)Mount

Half

Movement

Stand up from prone or get into/out of vehicle or onto/off of mounted creature.

Standard Attack

Half

Attack, Melee/Ranged

+0 BS/WS, one hit.

Stun

Full

Attack, Melee

Called Melee Shot to head, 1d10+SB vs head, target stunned if success.

Suppressing Fire

Full

Attack, Ranged

Make Full Auto Burst at -20, declare killzone, all targets take -20 test for pinning, Use Semi-Auto Burst for hits.

Swift Attack

Half

Attack, Melee

+0 WS, additional hit for every two degrees of success. Requires Swift Attack talent.

Tactical Advance

Full

Concentration, Movement

Make a full move action and benefit from last cover until next turn.

Use Skill

Varies

Concentration, Misc.

Use a skill.
 
Article:
hobos are hopos
Source: your mutha
 
Cows are the natural enemies of therapods. Therapods are stupid. Relevance is relative. Pants.
 
Yo mutheeer
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Last edited by a moderator:
Giant monkey hands
pants artichokes and lemongrab inquisitors
 
monkey fart

ffffffffffffffffffffffffffigs
 
SwegSwegsweg
Im gud i swer
luddie the kurzeed
dat boss can suck my ass
 
Let's see....[spoili]We need to go deeper....
REFERENCES
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