Combat actions

Anatomy of a combat round

1. All participants declare actions
2. Roll for initiative
3. Resolve actions from highest initiative to the lowest
(4. Computer programs execute their functions once all actions have been resolved)

Snapshots: declared first (if someone declares a Snapshot others can adjust their declaration), only one (1) action, +3 to initiative, but the action always requires a task roll with a -3 modifier


Initiative determines the order of turns in a round, and is rolled separately for each round. (Initiative roll = d10! + REF + Initiative) Highest result goes first. In case of a tie the actor with the highest Initiative skill goes first. If this does not resolve the tie compare Reflex stat. If there is still no winner randomize the winner with a method of your choosing.


As a rule of thumb, an actor may take an action, a minor action and walk their MOVE in meters. Characters can take additional actions with a cumulative -5 penalty to all actions, including the first.

  • Move – Taken once lets a character hustle twice their MOVE in meters. Taken twice lets the character run for three times their MOVE in meters. Normal people can not take the move action more times than this during a single turn.
  • Attack – Can be taken once per form of attack. Generates a number of attacks equal to the Rate of Fire of the attack form. See Attacks for more detail.
  • Defend – Can be taken without declaration as a reaction to an attack. See close combat for more details.
  • Other complex action – other actions which may require a skill test, such as:
    • Stabilise – roll TECH + First Aid to stop the patient from dying
    • Revive – roll TECH + Medical to revive a patient who is clinically dead
    • Operate Vehicle – REF + Pilot: (applicable) to perform a maneuver
    • Reloading – reloading a weapon does not normally require a skill test
    • Physical feat – required for movement more challenging than walking, hustling or running on clear terrain
    • Operate Device – challenging actions involving machinery or electronics, such as crushing a running security guard with a cargo crane might require a roll
  • Minor Action – other significant actions but which do not require a skill test, such as:
    • Drawing or Holstering a single weapon during a round
    • Pushing a button or pulling a lever
    • Manipulating items on hand – retrieving magazines, dropping objects, grabbing a handful of money from the register etc.

Combat actions

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