SALVAGE SPACE: ACTIONS IN COMBAT
If a fight breaks out, Adventurers have moments to act or react.
Some of the choices include:
☐ TAUNT
Adventurers may improve their situation by intentionally angering or distracting the opposition.
☐ PARLEY
Adventurers may attempt to de-escalate the violence by calling for peace or negotiation.
☐ MOVE
The opposition calls Adventurers who stand still in a fight by the name “target.”
☐ DROP PRONE
Adventurers surprised or under fire may drop to the ground to present a smaller target area.
☐ CRAWL
Adventurers may keep slowly moving by crawling while prone which may allow more effectively using low cover such as short walls or vehicle bodies.
☐ GET UP
Adventurers who need to move more quickly than a crawl must first get to their feet.
☐ WALK
Moving slowly, perhaps to patrol an area, minimize motion to reduce chance of detection, avoid making excessive noise, or allow enough time to carefully scan a battlefield while devising strategy or tactics.
☐ RUN
Sometimes, Adventurers need to move as quickly as possible without taking time to aim or attack.
☐ DODGE
Adventurers may have time to avoid incoming slow attacks from hand weapons or vehicles by getting out of the way.
☐ RETREAT
Adventurers in a losing situation may work to disengage from combat through a careful retreat.
☐ FLEE
When panic overwhelms logic and reason, sometimes Adventurers or their opponents simply head for the safest place possible.
☐ DRAW WEAPON
Adventurers or their opponents must ready their weapons before they can use them.
☐ RELOAD
Adventurers must monitor their weapon's ammunition levels and reload as necessary to continue using the weapon.
☐ SHEATHE / HOLSTER WEAPON
Adventurers may pull or return a weapon to its carrier.
☐ AID ANOTHER
Adventurers may stop attacking to help others instead such as helping move, provide first aid, or assist with repairs.
☐ USE ITEM
Adventurers may setup, use, or tear down equipment.
☐ USE SKILL
Adventurers may take advantage of a trained skill rather than attack.
☐ USE SPECIAL EFFECT ABILITY
Adventurers may prepare or activate a Special Effect (SFX) such as magical spell, power, or psionic ability.
☐ UNARMED HAND-TO-HAND
Adventurers or their opponents may simply brawl with an opponent near them.
☐ ATTACK
Adventurers or their opponents may simply attack using fingers as claws, fists, feet, elbows, knees, or even their teeth.
☐ BLOCK
Adventurers or their opponents may try to deflect hand-to-hand attacks using their own arms, legs, or shields rather than attempt to dodge.
☐ BOXING
Adventurers or their opponents trained in boxing may use that training for specialized hand-to-hand attacks and defense.
☐ WRESTLING
Adventurers or their opponents trained in wrestling may use that training's movements to grapple, trap, or pin opponents.
☐ MARTIAL ARTS
Adventurers or their opponents specializing in martial arts forms may use that training to shape hand-to-hand combat.
☐ ARMED HAND-TO-HAND
Adventurers or their opponents may reach for a hand weapon rather than rely solely on their fists, feet, elbows, and knees.
☐ THROWING WEAPONS
Adventurers or their opponents may choose to attack those outside of arms' reach by throwing projectile weapons such as rocks, knives, or explosives such as grenades.
☐ ARCHERY
Adventurers or their opponents may attack from a distance using drawn bows and arrows of many types.
☐ SHOOTING FIREARMS
Adventurers or their opponents may attack from a great distance using firearms, mortars, or missiles.
☐ AIM
Adventurers or their opponents may improve the accuracy of their ranged attacks by spending additional time to aim rather than fire snap shots.