Combat Moves:
- Battlefield Medic
- Berserker
- Disciplined Engagement
- Fire Control
- Heavy Weapon Training
- Impossible Reflexes
- Inspiring Leader
- Knife in the Dark
- Last Stand
- Marksman
- Martial Artist
- Merciless
- Not to be Fucked With
- Packing All Kinds of Heat
Battlefield Medic
When you are caring for people, not fighting, you get +1 armor. You have a supply of nanobandages and other basic medical supplies. See Gear
Berserker:
When you charge into battle with no regard for your own safety or survival, gain +1 armor.
Disciplined Engagement
When you inflict damage, you can choose to inflict any amount of damage you like, less than or up to your damage as established. Decide at the moment you inflict the damage; you need not tell anyone in advance how much damage you intend to inflict.
Fire Control
When you go into battle roll+Cognition. On a 10+, hold 2. On a 7-9, hold 1. During the battle, you may spend your hold, one for one, to add or remove a weapon tag from any weapon you’re carrying.
Heavy Weapon Training:
You can use heavy weapons without needing to take a chance first.
Impossible Reflexes
The way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.
Inspiring Leader
When you use words or deeds to inspire your people, roll+Savvy. On a 10+, hold 3. On a 7-9, hold 1. At any time, you can spend your hold 1 for 1 to:
- Give someone under your command +1forward.
- Give someone under your command +1-armor for 1 round of battle.
- Give someone under your command +1 damage for 1 round of battle..
Knife in the Dark
When you attack from hiding or from a circumstance prepared by you in advance, your damage is +ap 1
Last Stand
When you stand your ground against overwhelming odds, roll+Willpower. On a 10+, choose 3. On a 7-9, choose 1:
- You create an opportunity for others (your call) to escape.
- You are
+boostedfor as long as you continue to stand your ground. - Your position is counted as secure for as long as you choose to hold it.
- You are not overwhelmed at the end of the round, and
Dead.
Marksman:
When you get a hit on open fire, select one:
- damage or destroy a specific body part or held item
- create a tactical opportunity and immediately follow up on it
- disable them, all damage grants the
+scuffedtag, andDeadbecomesUnconsciousinstead
Martial Artist
You do +1 damage when unarmed or armed with melee weapons
Merciless
When you do damage, do +1 damage.
Not to be Fucked With:
In battle, you gain +1 damage and +1 armor (subject to normal limits).
Packing All Kinds of Heat:
When you go into battle, choose one of the following:
- You’ve loaded incendiary ammunition. Add
+burnto your ranged weapon attacks. - You’ve loaded armor-piercing ammunition. Add
+ap-1to your ranged weapon attacks. - You’ve loaded plastic ammunition. Add
+shockto your ranged weapon attacks. - You’ve loaded tracking ammunition. Add
+bugto your ranged weapon attacks