Combat
Action Type Subtype(s) Description
All Out Attack Full Attack, Melee Give up reactions to gain +(5×AB) WS.
Basic Attack Half Attack, Melee Attempt a melee attack at +0 WS.
Controlled Fire Half Attack, Ranged Attempt a ranged attack at +0 BS.
Suppressing Fire Full Attack, Ranged Pin targets with a ranged attack at -20 BS.

All Out Attack
Type: Full Action
Subtypes: Attack, Melee
The active character initiates a furious melee attack at the expense of personal safety. They make a Challenging (+0) Weapon Skill test, with a modifier equal to 5 times their Agility Bonus. On a success, they inflict their weapon's damage to the target, plus additional damage equal to the weapon's Multiplier for every additional degree of success. Alternatively, they can instead trade two degrees of success to hit one additional target, up to a total number no greater than their Agility Bonus. Each target must be both in range and no more than 2m away from the previous one, though attacks may be "walked" through empty spaces as though they were targets. Regardless of whether the attack is successful or not, the character cannot make Evasion reactions until their next turn.

Basic Attack
Type: Half Action
Subtypes: Attack, Melee
The active character makes a melee attack with an Challenging (+0) Weapon Skill test. On a success, the character inflicts their weapon's damage to the target, plus additional damage equal to the weapon's Multiplier for every additional degree of success. Alternatively, they can instead trade two degrees of success to hit one additional target, up to a total number no greater than their Agility Bonus. Each target must be both in range and no more than 2m away from the previous one, though attacks may be "walked" through empty spaces as though they were targets.

Controlled Fire
Type: Half Action
Subtypes: Attack, Ranged
The active character makes a ranged attack with a Challenging (+0) Ballistic Skill test. If using automatic fire, they gain a bonus on this test equal to 5 times the selected rate of fire. On a success, the character inflicts their weapon's damage to the target, plus additional damage equal to the weapon's Multiplier for every additional degree of success. Alternatively, they can instead trade two degrees of success to hit one additional target, up to a total number no greater than their rate of fire. Each target must be both in range and no more than 2m away from the previous one, though attacks may be "walked" through empty spaces as though they were targets.
A result on the Ballistic Skill test greater than or equal to (100 - RoF) results in a weapon jam.

Suppressing Fire
Type: Full Action
Subtypes: Attack, Ranged
The active character determines a forward-facing 30° arc and makes a ranged attack with a Hard (-20) Ballistic Skill test. If using automatic fire, they gain a bonus on this test equal to 5 times the selected rate of fire. On a success, the character inflicts their weapon's damage to one randomly-selected target in the killzone per degree of success, up to a total number no greater than their rate of fire. After determining targets hit, any remaining degrees of success may be converted to additional damage as though making a Controlled Fire action. All targets in the area of effect must also make a Difficult (-10) Pinning test or become Pinned, with the difficulty increasing to Hard (-20) if the Ballistic Skill test was successful.
A result on the Ballistic Skill test greater than or equal to (100 - RoF) results in a weapon jam.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License