Combat Action Descriptions

Combat Action Descriptions

Table 1-2: Combat Actions

Action Type Description
Aim Half/Full +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.
All Out Attack Full +20 to Weapon Skill Test, you cannot use the Evasion Skill.
Charge Full Rush at an opponent and make a melee attack with a +10 bonus to Weapon Skill.
Full Auto Burst Half Make a ranged attack at a -10 to Ballistic Skill, gaining one hit per Degree of Success.
Move Half/Full As a Half Action, move a distance up to your Half Move, or as a Full Action, move as distance up to your Full Move.
Reload Varies Reload a ranged weapon.
Run Full Move a distance up to your Run Move; enemies receive a -20 to Ballistic Skill to hit you and a +20 to Weapon Skill to hit you.
Semi-Auto Burst Half Make a ranged attack at a +0 bonus to Ballistic Skill, gaining one hit on the first Degree of Success, plus one hit for every two additional DoS.
Standard Attack Half Make one melee or ranged attack at a +10 bonus to Ballistic Skill or Weapon Skill.
Use Skill Varies You may use a Skill, with the time required determined by the GM.

These Actions provide characters with a variety of options in combat.

Aim
Type: Half Action or Full Action
Subtype: Concentration
The character spends extra time to perform a more precise attack. Aiming as a Half Action grants a +10 bonus to the next Weapon Skill or Ballistic Skill Test made as an attack. Aiming as a Full Action increases the bonus to +20. The next action the character performs must be an attack or the benefits of Aiming are lost.

All Out Attack
Type: Full Action
Subtypes: Attack, Melee
The character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.

Charge
Type: Full Action
Subtypes: Attack, Melee, Movement
The character rushes at his target and delivers a single melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move. The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. The attacker gains a +10 bonus to his Weapon Skill Test made at the end of the Charge.

Evasion
Type: Reaction
Subtype: Movement
Evasion is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making an Evasion Skill Test. A character must be aware of the attack in order to make the Test. If the Test succeeds, the character gets out of the way at the last moment and the attack is considered to have missed (and thus no Damage is rolled). If the Evasion Test fails, the attack connects and deals Damage normally. Evasion can be used to avoid both melee and ranged attacks.

Evading Auto-Fire and Area Effect Attacks
Some attacks, such as those made with grenades, flamers, or guns firing semi-automatic or fully automatic bursts are especially difficult to avoid. When Evading an area effect weapon (such as a grenade), a successful Evasion Skill Test moves the character to the edge of the area of effect, as long as it is no farther away than the character’s Agility Bonus in meters. If the character would need to move farther than this to avoid the attack, the Evasion Test automatically fails. When Evading Fully Automatic or Semi-Automatic Bursts, each Degree of Success on the Evasion Test negates one additional hit.

Full Auto Burst
Type: Half Action
Subtype: Attack, Ranged
The character unleashes a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this action. The attacker makes a Ballistic Skill Test with a –10 bonus to his attack. If he succeeds, he scores one hit with his weapon per Degree of Success. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic rate of fire.

Move
Type: Half or Full Action
Subtype: Movement
The character can spend a Half Action to move a number of meters equal to his Agility Bonus. As a Full Action, he may move twice that distance.

Reload
Type: Half, Full, or Extended Action (Varies by Weapon)
Subtype: Miscellaneous
Declaring this Action allows a character to reload a ranged weapon. The duration of Reload (Half Action, Full Action, etc.) is dictated by the weapon’s description.

Run
Type: Full Action
Subtype: Movement
The character runs at full speed, covering a distance up to triple his movement. Until the character’s next turn, ranged attacks against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks against him gain a +20 bonus to Weapon Skill Tests.

Semi-Auto Burst
Type: Half Action
Subtype: Attack, Ranged
With cold precision, the active character shoots a burst of semiautomatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of semi-automatic fire to take this action. The attacker makes a Ballistic Skill Test with a +0 bonus. If he hits, he scores a hit for the initial Degree of Success plus an additional hit for every two additional Degrees of Success. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic rate of fire.

Standard Attack
Type: Half Action
Subtype: Attack
The character either performs one melee attack by testing Weapon Skill with a +10 bonus or one ranged attack by testing Ballistic Skill with a +10 bonus.

Use a Skill
Type: Half, Full, or Extended Action (Varies by circumstance)
Subtype: Miscellaneous
The character uses a Skill, which typically involves making a Skill Test.

Other Actions
There are many more combat action options in the full game of Only War. Additionally, the GM may allow players to perform special actions not covered by the normal rules. Such improvised actions should usually involve some kind of Skill or Characteristic Test.

Combat Action Descriptions

Only War: The Tsadian Campaign Damian_Drayden