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.

Chronology

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