Only War: The Tsadian Campaign
Only War – Combat Actions
Aim – Half / Full Action
+10 (Half) or +20 (Full) to your WS or BS on your next attack. Your next action must be an attack or these benefits are lost.
All-Out Attack – Full Action [Melee Only]
Make a melee attack with +30 WS, but you cannot Dodge or Parry until the start of your next turn.
Brace Heavy Weapon – Half Action [Ranged Only]
Brace a heavy weapon, removing the -30 BS penalty for firing without bracing. Once braced, a weapon remains braced until moved. Depending on how a weapon is braced, it can typically cover an arc of 45 degrees, though more or less may be allowed.
Called Shot – Full Action
Choose a location on your target and make a WS or BS Test at -20. If the Test is successful, the attack hits the chosen location.
Charge – Full Action [Melee Only]
You charge at least 4 meters – up to your Charge speed – in a straight line and make a single melee attack with a +20 bonus.
Defensive Stance – Full Action
You make no attacks and instead concentrate entirely on defense. You can only take Evasion reactions, but you take an additional reaction and enemies take -20 WS to attack you.
Delay – Full Action
Your turn immediately ends. Any time before the start of your next turn, you may perform a half-action.
Disengage – Full Action [Ranged Only]
You break off from melee and make a half-move. Any opponents
who were engaged with you do not gain any free attacks.
Evasion – Reaction (Melee if Dodging)
After a hit is rolled against you but before damage is rolled, you may attempt to avoid the attack by making either a Dodge or Parry Test. You must be aware of the attack. If successful, the attack is considered to have missed. Against ranged attacks, only Dodge may be used. See Only War Core Rules Page 244 for more information.
Feint – Half Action [Melee Only]
You and your target make opposed WS Tests. If you win, your next melee Standard Attack against that target can’t be evaded.
Full-Auto Burst – Half Action [Ranged Only]
You must be wielding a ranged weapon capable of full-auto. Make a BS Test with a -10 penalty. If you succeed, you score one hit for each degree of success. The extra hits cannot exceed the weapon’s Full-Auto rate of fire. Each hit rolls separately for hit location, and each hit can target a different opponent within 2 meters of the original target, provided those targets are no harder to hit than the original.
Grapple – Half / Full Action [Melee Only]
See Only War Core Rules Page 245 for Grapple rules.
Guarded Action – Half Action
You take a -10 to any WS or BS Tests made this turn, but gain +10 to all Evasion Tests until the start of your next turn.
Knock Down – Half Action [Melee Only]
Make an opposed Strength Test against a target. If you win, your opponent is knocked down and must use a Stand action to get to his feet. If you succeed by 2+ degrees of success, you may choose to deal 3+SB damage and one level of Fatigue to the target. If your target succeeds by 2+ degrees of success, you are knocked down instead. If you Charge before using this action, you gain a +10 to the opposed Strength Test.
Maneuver – Half Action [Melee Only]
Make an opposed WS Test against an enemy engaged in melee with you. If successful, your target must move 1 meter in the direction you choose, and you may also advance 1 meter if you choose. The target cannot be moved into another character or a wall, but can be pushed off a ledge.
Move – Half / Full Action
As a half action, move a number of meters equal to your Agility
bonus, and as a full action move twice that distance. If you are
engaged in melee when you move, you may incur free attacks.
Overwatch – Full Action [Ranged Only]
Establish a kill zone consisting of a general area such as a
corridor or tree line that encompasses a 45-degree arc in the
direction you are facing. Then specify Standard Attack, Full- Auto Burst, or Semi-Auto Burst, and the conditions under which you will attack. If you take any actions or reactions before the trigger occurs, your Overwatch ends. In addition to the attack, enemies caught in your kill zone must make a Pinning Test or become Pinned. See Only War Core Rules Page 254 for more information.
Ready – Half Action
You draw a weapon or retrieve an item stowed in a pouch or pocket. You may also use this to apply a medi-patch, inject a stimm, or other similar effects. Ready can be used on two different weapons or items in the same turn.
Reload – Varies by weapon
You reload a ranged weapon.
Run – Full Action
You run, covering an area equal to your Run speed. Until the start of your next turn, ranged attacks against you take -20 to BS, while melee attacks against you gain +20 WS.
Semi-Auto Burst – Half Action [Ranged Only]
You must be wielding a ranged weapon capable of semi-auto. Make a BS Test. If you succeed, you score one hit, plus an additional hit for every two degrees of success. The extra hits cannot exceed the weapon’s Semi-Auto rate of fire. Each hit rolls separately for hit location, and each hit can target a different opponent within 2 meters of the original target, provided those targets are no harder to hit than the original.
Stand/Mount/Dismount – Half Action
You may stand from prone, enter or exit a vehicle, or mount or dismount a riding beast.
Standard Attack – Half Action
Make a single attack with +10 WS or BS. If you are unarmed and engaged in melee, you may attempt to Grapple instead of performing an attack.
Suppressing Fire – Full Action [Ranged Only]
You must have a weapon capable of semi- or fully- automatic fire. You establish a kill zone, then as part of the action perform a semi-auto or full-auto attack and expend ammo. All targets in the kill zone must make a Pinning Test at
10 or -20 depending on if the attack was Semi or Full-Auto. Then you make a BS Test with a -20 penalty. If successful, you hit a random target in the kill zone, and another random target for every two degrees of success.
Tactical Advance – Full Action
You move up to your full Move speed from one area of cover to another. While moving you are considered to be in cover, even though you are outside cover for a short period of time. Special Combat Actions
Disengage, Move, run, Stand/Mount, Tactical Advance
Close Quarters (Comrade Half Action)
The Comrade joins the Player Character in close combat, striking out with bayonet, lasgun stock, knife, or his M9 Entrenching Tool. The Comrade moves to flank one of the opponents the Player Character is engaged with, granting the Player Character the benefit of Ganging Up (Only War Core Rules page 253), even if the two of them do not outnumber their
Ranged Volley (Comrade Half Action)
The Comrade lines up with the Player Character and fires upon his target. The Player Character gains an additional +5 to all BS Tests this turn.
Take Cover! (Comrade Full Action)
If the Comrade has suitable cover in his immediate vicinity, he immediately hunkers down, trying to avoid incoming fire. For the next Round, all attacks that hit the Comrade must roll Damage. If the Damage of the attack does not exceed 3 + the AP of the Comrade’s cover (Only War Core Rules page 253), the Comrade is not Wounded by the attack.