RCS:Possible Actions

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Incidental Actions

Shout a Command
"Freeze!", "Go!", "Police!", "Drop your weapon!", "Cease fire!", "Stop right there!", etc.
Drop Item
Drop an item in your hands. For instance, in a John Woo film you would use the Drop Item action and the Fast Draw action simultaneously.

Short Actions

Wait
Do nothing for three seconds, waiting for the next Short Action.
Move
Move a distance up to to half your movement rate. You may choose to drop prone for 1 MP at the end.
Draw a Small Weapon
Equip a single-handed weapon. You may, at your option, choose also to target any person as part of the same action (with no penalty or time cost), but may not fire as part of the same action. You may also choose any selective fire mode available for the pistol (but most are limited to single fire) at no cost.
Fast Draw
Draw and fire a single-handed weapon at a new target. Apply a DM of -2 to the to-hit task to reflect the difficulty of drawing and firing so quickly. A Fast Draw cannot be performed with a rifle-sized weapon or heavy weapon.
Unsling Rifle
Take a rifle off of your shoulder and disengage the safety. This is the first of two steps necessary to prepare the rifle for combat.
Ready Rifle
Chamber a round into the rifle and then grip it in ready position. You may, at your option, also choose to target any person as part of the same action at no cost, but cannot fire during this action. You may also make a firing mode choice as part of the same action at no additional cost.
Select Fire Mode
Change the weapon's selective fire switch to any of single fire, burst fire, or automatic fire, assuming the weapon includes the appropriate option, then resume aiming at the last target if any. You may not choose a different target as part of the same action, as that would require planning a new line of fire.
You may at your option move a distance of up to one half of your movement rate as part of the same action, just like an ordinary Move action.
Retarget
Turn to point your weapon at a new target but do not fire. You will continue to "track" the enemy for as long as the enemy remains in view, and do not need to retarget the same enemy unless the enemy completely leaves your line of sight for two full rounds.
Target for Opportunity
Turn to point your weapon along a certain line of fire, waiting for a target to appear. If a target moves into the specified line of fire at any future point in time, you may at your option automatically target that enemy at no cost—you can then wait for your turn or seize the initiative, within the standard rules, to Fire at the enemy with no bring-to-bear penalty.
Any other action but Wait or Pass cancels opportunity targetting.
Fire
Fire at the target you are already pointing your weapon at, using the weapon's current firing mode (see "Targetting and Firing"). You must have already selected this target before you can use this action; otherwise you must use the Retarget and Fire action (which gives a small penalty to hit). You can apply a one-level increase in difficulty to switch the weapon to another firing mode before taking the shot.
Fight
Engage in melee combat with an adjacent enemy. Roll to-make-attack, then if successful roll to-hit. You may freely switch targets at no penalty.
Move and Fight
Move a distance up to to half your movement rate, then engage in melee combat as above. Apply a DM of -2 for the to-make-attack task, but apply no modifier for the to-hit task.
Retarget and Fire
Turn to point your weapon at a new target and then fire. This applies a small "bring-to-bear" penalty to the to-hit task to reflect the difficulty of rapidly moving a bulky weapon and keeping it on target. Note that it is specifically impossible to change the weapon's firing mode selector during a Retarget and Fire action.
Move and Fire
Move a distance equal to your movement rate divided by 2 while firing at your target. Increase the difficulty of the to-hit task by one level (Simple to Routine, Routine to Difficult, Difficult to Formidable, Formidable to Impossible). Apply the bring-to-bear penalty (under "Retarget and Fire" above) if you choose to attack a new target.
Call a Lift
Press a button to call an elevator. The elevator will arrive in 1D6 seconds at TL 10+ unless the referee already knows which level the elevator is on, where it will take one second per floor at TL 10+, two seconds per floor at TL 9+, three seconds per floor at TL 8, or five seconds per floor at TL 7-.
Open a Door
Press a button to open an iris door. The iris door will take three more seconds to open, so a person who opens an iris door cannot step through immediately after pressing the button, but has a Short Action remaining if they choose to exercise it.
Prime Grenade
Arm a grenade by pulling out the pin, toggling the arming mechanism, etc. You may choose a duration if the grenade has a variable timer (many don't).
Toss Grenade
Throw a primed grenade. If near an unlocked, conventional latch- or knob-operated door, you may open the door slightly as an Incidental Action in order to toss the grenade in.
Trigger Detonator
Press a button to detonate any planted explosives.
Aim Vehicle Turret
Turn a vehicle turret to face any direction.
Fire Vehicle Turret
Discharge one or more weapons on a vehicle turret that you do not control directly.
Operate Weapon
Act as the gunner for a non-remotely-controlled weapon. Bringing the weapon to bear on a new target and firing during the same Short Action is DM -2 -- continuing to fire at the same target requires no DM. You can only operate one tripod/swivel mount at a time.
Gunner
Act as the gunner for remotely-controlled weapons using a control panel. More advanced rules are forthcoming. Generally, the workload of gun turrets is divided amongst all of the gunnery crew of the vehicle, craft, or starship. If the vehicle requires only one gunner, then that gunner should be able to control all non-manual guns on the vehicle with no significant penalty, although a single person firing at more than one target implies a cumulative DM -1 penalty for each enemy beyond the first applied to all of the to-hit tasks (e.g., if firing at 3 targets, the to-hit task against each target has a DM -3).
Drop Equipment
Draw an item from your person (in a holster or sheath, for instance) and discard it, or remove a travel pack and drop it or set it in front of yourself.
Open Pack
Retrieve an item from an open pack of any kind.
Kick Away
Attempt to kick away a weapon or other object on the ground. Make a Routine to-hit roll against Brawling or Martial Arts; success means the object is kicked 1d6 metres away.
Stand Up
Stand Up is only required to stand up after dropping prone, after being forced to drop without being stunned (e.g., shot in the leg), or if a person was already lying down at the start of the scenario. If Stunned (see RCS:Harmonised Damage System), then getting up is implied as part of the recovery task and this action is not required.

Long Actions

Reload
Reload your current weapon, unless it requires another rule for reloading. You may at your option move a distance of up to one half of your movement rate. (This is contrary to the rules in the Player's Manual which state you may move your full movement rate while reloading.)
Unsling and Ready Rifle
Take a rifle off of your shoulder and arm it. You may, at your option, also choose a target, but must wait until next round to fire at that target. This is simply a combination of the Unsling Rifle and Ready Rifle Short Actions.
Pass
Do nothing for six seconds, waiting for the next turn.
Sprint
Attempt to move as fast as possible: move at full movement rate times 1.5. A person may not sprint for more combat rounds than their Endurance divided by five. A person with Endurance less than five cannot sprint. A person regains one combat round's worth of sprinting after a number of turns equal to one hundred divided by their Endurance score, twice as fast if the person does nothing but Pass or otherwise rest in that time. For example, a person with an Endurance of 15 regains one turn's worth of sprinting ability every {100/15} 6.667 turns (rounded to 7 turns), or every {100/(15*2)} 3.333 turns (rounded to 3 turns) if resting.
Evade
Attempt to move in as unpredictable a fashion as possible. Move at half movement rate for the entire turn, but all attempts to hit you are treated as one difficulty level higher.
All-Out Defence
While caught in melee, concentrate solely on protecting yourself. This increases the difficulty of hitting you in melee combat by one level. It is similar to Evade, but doesn't allow you to move. It counts as "fighting back", albeit defensively, and thus does not force a roll against "To perform a different action than fighting back while caught in melee" per the martial arts rules.
Operate Vehicle
Drive or pilot the vehicle/boat/aircraft, allowing changes in speed or direction. If you do not perform this Long Action on a given turn, you may either continue turning exactly as you were in your previous turn or continue driving/flying directly forward, but can do no other manoeuvres during the turn. (Generally speaking, a driver must let go of the steering wheel to operate a vehicle's weapons if there is not a separate gunner on board.)
Serve Weapon
Feed ammunition into a rapid-fire weapon that someone else is using, allowing the weapon to fire continuously during the turn. The server should seize initiative to act before the gunner unless the server already has a lower initiative. The gunner should never seize initiative while operating the gun until the server has already acted, or else the weapon will be inoperative for the next round.
Plant Explosives
Attach a single unit of explosives to a surface and arm (not trigger) the already-attached detonator. Actually attaching a detonator to a strawboard-rolled explosive is something that is not generally done in the field, although plastic explosives (explosives that can be shaped like putty) can have simple detonators attached as an Incidental Action while they are being planted.
Remove Pack
Unbuckle a cargo backpack and allow it to drop to the ground to free up the person for normal activity.
Unsecure Pack
Unlatch all of the buckles on a cargo backpack, once the backpack has been taken off, to allow items to be removed from it. (Travel backpacks do not need to be unsecured.)
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