Called Shot
- Attack suffers a DN penalty dependent on the size of the target or by the GM
- On a hit, gain ED = DN penalty
Size | DN Penalty | Extra Damage Dice |
---|---|---|
Medium (arm or leg) | 1 | +1 ED |
Small (hand, head) | 2 | +2 ED |
Tiny (eye-slit, armour joint) | 3 | +3 ED |
Shot to Disarm
- A Called Shot to a hand or weapon may disarm the opponent
- On a hit the target rolls Strength against a DN = ½ attack’s total damage
- Fail – They drop their weapon
- Shot does no damage and no additional ED
Shot to Bypass Armour
- Called Shots may also bypass a target’s armour
- The GM determines how much armour you bypass when using this Called Shot
Full Defence
- Full Round Action
- Reduce Speed by ½
- Make an Initiative Attribute Test
- Until the end of your Turn your Defence increases by 1, +1 for every Icon rolled in the Initiative Attribute Test
- You can activate Full Defence as a Reflexive Action
- If you do so, you can’t perform Movement, Combat Actions, or Simple Actions on your next Turn
Hold Action
- Announce you are holding your Combat Action instead of taking it during your Turn
- You may announce you are using your held Combat Action at any point later in the Round
- If you wish to interrupt another character, you must succeed at an opposed Initiative Test
- Failure means that the acting character takes their action first before you have the chance to intervene
- If you don’t use your held Combat Action by the end of the Round, it is lost
Multi-Attack
- Multi-Attacks work similarly to Multi-Actions; every additional attack increases the Defence of every target by +2 for the purposes of the Multi-Attack
- Each attack of your Multi-Attack must use the same weapon, and you cannot Shift as part of a Multi-Attack
- Roll damage once, and apply the result to every target hit
- Thrown weapons can only be used in a Multi-Attack at the GM’s discretion
- If you Multi-Attack with a melee weapon, you must move into Engagement with all targets
- You provoke Reflexive Attacks from any targets you leave Engagement with during this attack
- If you cannot reach a target, they are not hit by the Multi-Attack
Melee Attack Options
All-Out Attack
- Gain +2 bonus dice to attack pool
- Suffer -2 Defence until start of next Turn
- You can’t take a Multi-Action if you All-Out Attack
- You can Multi-Attack as part of an All-Out Attack; all of your attacks gain the same bonus
Charge
- Full Round Action
- Move up to 2× Speed and make a melee attack with +1 bonus dice
- Must move at least 4m to Charge
Fall Back
- Combat Action to fall back
- You may then use your Movement without suffering Reflexive Attacks from Engaged Threats
- You Movement must take you at least half your Speed in metres away from the enemy, or as far as possible if this is impossible due to the environment
Ranged Attack Options
Aim
- Cannot move
- Gain +1 bonus die to ranged attacks this turn or to ignore penalty for firing at a target in melee
Brace
- Cannot move
- You must have a suitable surface to Brace against, a tripod, or another means of stabilising your weapon
- If you Brace, you negate the Heavy weapon trait (p.209)
Shoot Through Cover
- Combat Action
- Make an Attack Test as normal and compare the result to the target’s Defence, but don’t add a Defence bonus for the target’s cover
- If your attack is successful, calculate damage as normal but add a bonus to the target’s Resilience based on the type of cover they were behind, using the table below
Cover Type | Resilience Bonus |
---|---|
Ultra-light materials: Wooden planking, blast curtains | +1 |
Light materials: Thick wood, aluminium sheeting, interior building doors | +2 |
Medium materials: Steel sheeting, flak board | +4 |
Heavy materials: Plasteel barricade, permacrete walls, security doors | +8 |
Super-heavy materials: Adamant reinforced barricade, blast doors, bunker walls | +16 |
Pinning Attack
- Ranged weapon with 1 or more Salvo
- Combat Action
- A Pinning Attack deals no damage, and you must Reload to fire your weapon again after you make a Pinning Attack
- The DN of a Pinning Attack is equal to the target’s Resolve
- If you succeed, the target is Pinned (p.199) until the start of your next Turn
- You can Shift Icons to add additional targets on a 1-to-1 basis as long as they are within range and the Icons in your pool exceed the highest Resolve of all of your targets