Combat

Basics
At the beginning of a combat and at the beginning of each subsequent turn, each combatant rolls an initiative check. The player with the lowest initiative announces their intended actions and is followed by the next lowest, continuing on until all players have announced their intent. Then the actions are performed, the highest initiative happening first and all other combatant actions following. The timing of each and the effects there of are moderated and adjudicated by the referee. Each combatant can take two actions on his turn. Any action that is designated as a free action can be taken in addition to these actions. You may only take one Attack action a turn. These two actions can happen simultaneously, one after the other, or with one interrupting the other. Below are a list of actions that you can take during a combat round. If an action you want to take is not list

Adjust: Free action – You move a single meter. You may only take this action during a turn in which you have not moved from your beginning location. After taking this action, you cannot move from your beginning location.

Aim: General action – Any attack action made with a ranged weapon during this turn gains a +3 bonus to the attack roll.

Akimbo: Attack action – You may make an attack with a Light firearm held in each hand. You suffer a -3 penalty to both attack rolls.

Assist: Attack action –

Block: Attack action – You make a skill roll for any one Martial Arts skill. Any damage that would be dealt to you by a close combat skill in the turn is reduced by 1d6 + Body.

Called Shot: Attack action –

Choke: Attack action –

Disarm: Attack action –

Dodge: Move action – You declare that you are dodging. When a Martial Arts or Melee Weaponry attack is made against you after declare that you are dodging, you may make a Agility (Dodge & Escape) check. If your dodge result is equal to or higher than the attack roll made against you, you successfully dodge the attack, ignoring all damage and effects. You may adjust immediately after successfully dodging.

Dual Strike: Attack action –

Escape: Move action –

Fast Draw: Free action – You may ready a weapon that is not already ready before initiative is rolled for a turn but you suffer a -3 penalty to all attack rolls made during the turn.

Full Auto: Attack action – If a weapon has the Full Auto trait, you may perform a full auto attack. You use the weapon’s full auto rate of fire which is shown in parenthesis in the Full Auto trait for the weapon. If you use this attack at close range, you gain a +1 bonus to the attack roll equal for every 10 rounds fired from the weapon, rounded down. At Medium and Long range, you suffer a -3 penalty to the attack roll for every 10 rounds fired from the weapon, rounded up. At Extreme range, you suffer a -6 penalty to the attack roll for every 10 rounds fired from the weapon, rounded up. You hit with a number of rounds from the weapon equal to the result of the attack roll minus the target number to hit the target. Each successful hit must be allocated randomly to a hit location and dealt damage individually.

Grapple: Attack action –

Hold: Attack action –

Hunker Down: Attack action – You put yourself in a defensive position. Double any cover penalty applied to ranged attacks made against you. You do not have line of sight past any cover you are behind.

Kick: Attack action -

Medical Aid: Attack action –

Move: Move action – You move a number of meters equal to your Speed.

Overwatch: Attack action – You declare that you are on overwatch. While on overwatch, you may make an immediate ranged attack against any enemy that moves through your range of fire. You suffer a -3 penalty to this attack roll.

Parry: Attack action –

Push: Attack action –

Ranged Attack: Attack action – You fire a single ranged weapon. Roll 1d10 + Agility (Ranged Weaponry) to determine whether or not you hit.

Reload: Attack action – You reload a single weapon.

Run: Move action – You move a number of meters equal to your Run. You suffer a -3 to all skill checks made during this turn and until the end of your next turn.

Snapshot: Free action – You may add a +3 to your initiative modifier for the turn but you suffer a -3 penalty to all attack rolls made during the turn.

Steal: Attack action –

Strike: Attack action –

Suppressive Fire: Attack action –

Sweep: Attack action –

Three-Round Burst: Attack action – If a weapon has the Three-Round Burst trait, you may perform a three-round burst attack. You gain a +3 bonus to a special ranged attack made with the weapon if you are at Point Blank, Close, or Medium range. You suffer a -3 penalty to the special ranged attacks made three-round burst attack if you are at Long range and a -6 at Extreme range. The attack is made as one action and, if successful, counts as 1d3 hits to a single location. This Attack action can be used to replace ranged attacks in other actions (such as Called Shot or Overwatch). This attack expends 3 rounds from the weapon’s magazine.

Throw: Attack action –

Wait: Free action – You take your initiative at an early point in the turn. This means you announce your actions earlier in the turn at an earlier initiative point, changing when your actions occur during the turn.

Combat

Friday Night Firefight Dekelaus