G
Grothnor
Guest
Original poster
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. |