Assist |
Perform an activity to grant an ally an advantage. Nominate an ally they can communicate with, and declare how they are giving aid. During the nominated ally’s Task, the character assists with the declared Attribute, Discipline and Focus as normal for assisting on a Task. |
Attack |
The character attacks an enemy or other viable target and attempts to inflict harm. |
Determination |
A character may spend one Determination to take a second Task during a Turn. Determination may only be used in conjunction with the character’s Values. |
Direct |
If the character is the commanding officer or designated leader in the combat, then they can nominate a single other character present and allow them to immediately perform a single Task, assisted by the commanding character. This can only be used once per Scene. |
First Aid |
The character attempts to stabilize an injured character within Reach. This is a Difficulty 1 Daring + Medicine Task where success means that the injured character is stabilized and will not die at the end of the scene, but remains incapacitated. The character may spend 2 Momentum from this to get the patient back into the fighting right away, exactly as if they’d spent Determination to ignore the Injury. |
Guard |
The character prepares for an attack. This is a Task with Difficulty 0, and success increases the Difficulty of any attacks made against the character by +1 until the start of the character’s next turn. A character may nominate to take this action on an ally’s behalf, raising the Difficulty by 1 and the benefit lasts until that ally’s next Turn. |
Momentum |
A character may spend two Momentum from a successful Task to attempt a second Task; however, this second Task increases in Difficulty by one. |
Pass |
The character chooses to not attempt a Task. If the character takes no Minor Actions this Turn, then the character does not count as having taken a Turn, and may act later in the Round instead. |
Ready |
The character declares that they are waiting for a specific situation or event to occur before attempting a Task. When the triggering situation occurs, the character interrupts the turn to resolve the readied task. If the triggering situation does not occur, then the Task is lost. |
Recover |
The character ducks behind cover and takes a moment to ready themselves for more fighting. This is a Difficulty 2 Fitness+ Command Task (reduced to Difficulty 1 if behind cover). Success means that the character gains one additional Resistance for each Effect rolled on Cover Dice and regains their ability to Avoid an Injury. Further, the character may regain 2 Stress per Momentum spent. |
Sprint |
The character attempts a Difficulty 0 Fitness + Security Task to move one zone (to any point within Medium range) and one additional zone per Momentum spent. |