Combat

Rules and Resources: Various Resources for Wrath & Glory

Actions

Combat Actions

Multi-Actions

Simple Actions

Free Actions

Reflexive Actions

Full Round Actions

Quick Reference Guide

Actions
Combat Action Make an attack, use a Skill. p.178
Movement Move up to your Speed in metres. p.180
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
Advanced Actions
Full Round Action Sacrifice all your Actions and Movement to Charge, Sprint, or use Full Defence. p.179
Multi-Action Declare all Actions you want to take. +2 DN to all Tests for every Action you take. p.178
Multi-Attack +2 DN to all attacks for each attack beyond the first. Roll damage once and apply it to all targets hit. p.187
Attacks
Melee Attack Weapon Skill (I) Test against target’s Defence. Strength + weapon damage for total damage. p.183
Ranged Attack Ballistic Skill (A) Test against target’s Defence. Check Range for modifiers. p.184
Interaction Attack Roll a Skill against target’s Skill or Resolve. If you succeed, they are Vulnerable or Hindered. p.190
Movement
Run Use Simple Action and Movement. Move double your Speed in metres. p.180
Sprint Full-Round Action. Move triple your Speed in metres. 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 of you is covered. p.181
Damage & Defence
Determination Roll your Determination. Every Icon converts 1 Wound to 1 Shock. p.196
Dying You are Prone, and can only Crawl, Fall Back, or take a basic Combat Action. Whenever you would take any number of Wounds, you take a Traumatic Injury instead. p.193
Full Defence Full Round Action. Roll your initiative dice pool; every Icon increases your Defence by +1 until end of your next Turn. p.187
Wounded If you have any Wounds, +1 DN to all Tests. p.193
Wounds If an attack does more damage than your Resilience, you suffer the difference in Wounds. If you suffer more Wounds than your Max Wounds, you are Dying. p.193
Melee Options
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 to Run and make a melee attack with +1 bonus dice to the attack Test. p.188
Fall Back Combat Action to stop an enemy using a Reflexive Attack. p.188
Grapple Opposed Strength Test with an Engaged target. If you succeed, they are Restrained. p.188
Pistols in Melee Target gains +2 Defence. p.184
Unarmed Strength +1 ED damage. p.183
Ranged Options
Short Range +1 bonus dice to ranged attack Tests. p.184
Long Range Target gains +2 Defence. p.184
Aim +1 bonus dice 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 target’s Defence. p.186
Disarming Shot Target makes a Strength Test, DN = half the damage from your ranged attack Test. If they fail, they drop their weapon. p.187
Firing into Melee If you roll a Complication, 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 Use a Simple Action and spend 1 Ammo to Reload your weapon. p.184
Salvo Options Improve 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 Cover bonus to target’s Resilience. p.189
Pinning Attack Roll Ballistic Skill against target’s Resolve to inflict Pinned. Weapon must be Reloaded after use. p.189
Situations
Difficult Terrain Your Speed is halved. p.181
Dodging AOE Use Full Round Defence to raise your Resilience; you lose your next Turn. p.186
Engaged Within range of an enemy’s melee weapon. p.184
Seize the Initiative Spend 1 Glory to act before the GM. p.177
Surprise Attacks If the target doesn’t know you’re there, +2 bonus dice to the attack Test and +2 ED. p.182
Reflexive Attack If an enemy leaves Engagement without Fall Back, use Reflexive Action to attack. p.179