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