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Combat Quick Reference

This page reproduces the official Quick Reference Guide from the Core Rulebook (pp. 174–175), supplemented by the initiative and actions rules from Chapter 9. It covers every combat action type, movement option, attack variant, and situational rule in a single reference.


Round Structure

Combat uses alternating Turns between players and the GM.

  1. Determine Ambushes — Ambushed characters skip their first Turn.
  2. Set the Scene — GM describes cover, hazards, and terrain.
  3. Take Turns — Players choose which Agent acts first; then GM chooses a Threat; alternate until all have acted.
  4. Round Ends — Effects that last "until end of Round" expire; a new Round begins.

Initiative Order: Players choose which Agent goes first each Round. After each Agent turn, a Threat acts. If there are more Threats than Agents, Threats act consecutively after all Agents have gone.


Actions Per Turn

Each Turn you may take one of each of the following:

Type What it is
Movement Move up to your Speed in metres
Combat Action Make an attack or use a Skill
Simple Action Reload, draw a weapon, kick a door
Reflexive Action React to something
Free Action (any number) Roll Determination, shout a warning

A Full-Round Action replaces all of the above.


Actions Reference

Standard Actions

Action Rules Summary
Combat Action Make an attack, use a Skill. (p.178)
Simple Action Reload a gun, draw a sword, kick open a door, look around. (p.179)
Free Action Roll Determination, shout a warning. (p.179)
Reflexive Action React to something. (p.179)
Full-Round Action Sacrifice all Actions and Movement to Charge, Sprint, or use Full Defence. (p.179)

Multi-Action & Multi-Attack

Action Rules Summary
Multi-Action Declare all Actions you want to take. +2 DN to all Tests for every Action you take. (p.178)
Multi-Attack +2 Defence of every target for each attack beyond the first. Roll damage once and apply it to all targets hit. (p.187)

Attacks Reference

Attack Rules Summary
Melee Attack Weapon Skill (I) Test vs. target's Defence. Strength + weapon damage = total damage. (p.183)
Ranged Attack Ballistic Skill (A) Test vs. target's Defence. Check Range for modifiers. (p.184)
Interaction Attack Roll a Skill vs. target's Skill or Resolve. Success = target is Vulnerable or Hindered. (p.190)

Movement Reference

Option Rules Summary
Move Move up to your Speed in metres. (p.180)
Run Use Simple Action + Movement. Move double your Speed. (p.180)
Sprint Full-Round Action. Move triple your Speed. (p.180)
Crawl Simple Action to go Prone. Move at half Speed. (p.180)
Cover +1 Defence if less than half of you is covered. +2 Defence if more than half is covered. (p.181)
Difficult Terrain Your Speed is halved. (p.181)

Damage & Defence Reference

Term Rules Summary
Wounds If an attack does more damage than your Resilience, you suffer the difference in Wounds. If Wounds exceed Max Wounds, you are Dying. (p.193)
Wounded If you have any Wounds, +1 DN to all Tests. (p.193)
Dying You are Prone; can only Crawl, Fall Back, or take a basic Combat Action. Any Wounds taken become a Traumatic Injury instead. (p.193)
Determination Roll your Determination. Every Icon converts 1 Wound to 1 Shock. (p.196)
Full Defence Full-Round Action. Roll your Initiative dice pool; every Icon = +1 Defence until end of your next Turn. (p.187)

Melee Options

Option Rules Summary
All-Out Attack +2 bonus dice to all melee attacks. −2 Defence until the start of your next Turn. (p.188)
Charge Full-Round Action: Run and make a melee attack with +1 bonus die to the attack Test. (p.188)
Fall Back Combat Action to safely disengage — stops an enemy using a Reflexive Attack. (p.188)
Grapple Opposed Strength Test vs. Engaged target. Success = target is Restrained. (p.188)
Pistols in Melee Target gains +2 Defence. (p.184)
Unarmed Strength + 1 ED damage. (p.183)

Ranged Options

Option Rules Summary
Short Range +1 bonus die to ranged attack Tests. (p.184)
Long Range Target gains +2 Defence. (p.184)
Aim +1 bonus die to ranged attack Tests. You can't move. (p.189)
Brace Ignore the Heavy weapon penalty. You can't move. (p.189)
Called Shot +1 ED for every +1 you add to the target's Defence. (p.186)
Disarming Shot Target makes Strength Test, DN = half the damage from your attack. Failure = they drop their weapon. (p.187)
Firing into Melee If you roll a Complication, the shot hits a random unintended target. (p.185)
Grenades & AOE DN 3 Ballistic Skill Test to hit a point in range. All targets in Blast are hit. (p.185)
Reloading Simple Action + spend 1 Ammo. (p.184)
Salvo Improves ranged attack Tests. Weapon must be Reloaded after use. (p.185)
Scattering If an AOE Ballistic Skill Test fails, roll 1d6 × 2 for distance and 1d6 for direction. (p.186)
Shoot Through Cover Add the target's Cover bonus to their Resilience. (p.189)
Pinning Attack Roll Ballistic Skill vs. target's Resolve to inflict Pinned. Weapon must be Reloaded after use. (p.189)

Situational Rules

Situation Rules Summary
Ambush / Surprise Attack Attacker gains +2 bonus dice to attack Test and +2 ED if target is unaware. Ambushed characters skip their first Turn. (p.182)
Engaged Within range of an enemy's melee weapon. (p.184)
Reflexive Attack If an enemy leaves Engagement without using Fall Back, use a Reflexive Action to attack. (p.179)
Seize the Initiative Spend 1 Glory (or 1 Ruin for GM) to act before the next character in the order. Once per side per Turn. (p.177) See Wrath, Glory and Ruin.
Interrupting Initiative Hold your Combat Action; declare an interrupt when another character is about to act. Opposed Initiative Test to resolve. (p.178)
Dodging AOE Use Full Round Defence to raise your Resilience; you lose your next Turn. (p.186)