T94: Combat Cards Back
Do Nothing
Active Defense: Any
Movement: None
Do Nothing
Mental Stun
Next Turn: Do Nothing
Recover: Roll IQ at the end of next turn
Active Defense: Any, at -4
Movement: None
Do Nothing
Stunned
Next Turn: Do Nothing
Recover: Roll HT at the end of next turn
Active Defense: Any, at -4
Movement: None
Do Nothing
Surprised
Next Turn: Do Nothing
Recover: Roll IQ at the end of next turn
Active Defense: Any, at -4
Movement: None
Attack
Active Defense: Any
Movement: Step
Move and Attack
Ranged: Penalty -2 or Bulk, whichever is worse
Melee: If not Slam, Penalty -4, adjusted skill cannot exceed 9
Active Defense: Dodge or Block, cannot Parry or Retreat
Movement: Full Move
Feint
Active Defense: Any
Movement: Step
Move
Sprinting: If run forward 2 or more turns in a row, add 20% to Move
Active Defense: Any
Movement: Full Move
Change Posture
Postures: Standing, Sitting, Kneeling, Crawling, Lying Prone (Face Down), and Lying Face Up
Active Defense: Any
Movement: None
Free Action: Crouch
Attack: -2
Target: -2
Defense: Normal
Movement: 2/3 Normal
Ready
Active Defense: Any
Movement: Step
Aim
Active Defense: Any
Movement: Step
Evaluate
Bonus: +1 to Attack, Feint, Move and Attack, or All-Out Attack
Limit: Consecutive Evaluate maneuvers give up to +3
Active Defense: Any
Movement: Step
Concentrate
If distracted: Roll Will-3 to keep concentration
Active Defense: Any
Movement: Step
Wait
Wait To: Attack, Feint, All-Out Attack, or Ready
Active Defense: Any
Movement: None until trigger
All-Out Attack
Melee - Determined
Determined: Single attack at +4 to hit
Active Defense: None
Movement: Up to 1/2 Move, only forward
All-Out Attack
Ranged - Determined
Determined: Single attack at +1 to hit
Active Defense: None
Movement: Up to 1/2 Move, only forward
All-Out Attack
Melee - Double
Double: 2 Attacks against same foe. Attack with a second weapon in the off hand at -4
Active Defense: None
Movement: Up to 1/2 Move, only forward
All-Out Attack
Melee - Feint
Feint: 1 Feint and 1 Attack against same foe.
Active Defense: None
Movement: Up to 1/2 Move, only forward
All-Out Attack
Melee - Strong
Strong: +2 to damage, or +1 damage per die
Active Defense: None
Movement: Up to 1/2 Move, only forward
All-Out Attack
Ranged - Suppression Fire
Suppression Fire: Need a weapon with RoF 5+
Active Defense: None
Movement: Up to 1/2 Move, only forward
All-Out Defense
Increased Defense
Increased Defense: +2 to one active defense of choice: Dodge, Parry or Block
Active Defense: Any
Movement: 1/2 Move if Dodge, Step otherwise
All-Out Defense
Double Defense
Double Defense: Apply 2 different active defenses against same attack
Active Defense: Any
Movement: Step
Dodge and Drop
Active Defense Option
Drop: Drop to the floor while dodging gives a +3 to Dodge
Drawback: Leaves you prone on the ground
Retreat
Active Defense Option
Movement: At least 1 yard back, no more than 1/10 of Move
Bonus: +1 to Block, +1 to Parry, and +3 to Dodge
Exception: +3 to Parry with Boxing, Judo, Karate or any fencing skill
Condition
HP = 0 or Less
To continue functioning: Roll HT at -1 per full multiple of HP below zero
Condition
Less Than 1/3 HP
Movement: 1/2 Move and Dodge, round up
Condition
Major Wound
Major Wound: Single injury greater than 1/2 HP
Immediate: Roll HT to avoid knockdown and stunning
On Failure: Stunned, fall prone, drop anything you are holding
On Failure by 5+ or Critical Failure: Unconcious