Action List

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Action Outline

Actions come in Half, Full, Extended or Reaction actions. All Characters have 1 Full Action (or 2 Half Actions) and 1 Reaction by default to spend per turn. Actions may be used in any combination so long as Actions permit, but unless in specific circumstances, no character may only perform one Attack action and one Concentration action per turn. Note that Reactions do not count as being part of a Character's turn, and so are not restrained by that limit.

Action List

+ ACTIONS
Name Type or Subname Action Description
AT Field Actions
AT Field Power AT Field Varies You may use an AT Field Power that you possess. The action varies based on the specific Power used. You may manifest multiple powers per turn, but you may not manifest the same power twice per turn.
Spread Pattern AT Field Half or Full Action You may spread an AT Field Spread Pattern or, if already possessing one, change to a different Field. As a Half Action you may spread or Change to a Spread Pattern with half the usual ATS; as a Full Action, you may spread or Change to a Spread Pattern with all the usual ATS. The Quick Spread talent makes this a Free and Half respectively.
Attack Actions
Aim Concentration Half or Full Aiming as a Half Action grants a +10 bonus to your next attack test, whilst Aiming as a Full Action grants a +20 bonus. The next action you perform after an Aim action must be an attack action, or else the bonus is lost. If you perform a Reaction (such as a dodge or parry) before making your attack, this bonus is also lost. Aiming may be used with both melee or ranged attacks.
All-Out Attack Attack, Melee Full Action You make a single melee attack against a target. This attack gains a +20 bonus, but regardless of if you succeed or fail, you take a -20 penalty to Parry or Evasion tests until the start of your next turn.
Attack of Opportunity Attack, Concentration, Melee Free Action If an enemy is engaged in melee with you and undertakes an Movement-type action in order to leave combat with you, unless the action is the Disengage action you may make a Standard Attack against them as a Free Action.
Burst: Semi-Auto Attack, Ranged Full Action You must be wielding a ranged weapon with a Semi-auto capacity. You make a BS test with a -10 penalty. If you succeed you score a hit, plus one extra hit per 2 Degrees of Success. Maximum hits may not exceed a weapon's semi-auto capacity. Extra hits may be allocated to the same target, or to another target within 2m/dm/2km of the first target, provided none of the new targets would be harder to hit than the original target. Burst attacks jam on a 94 or higher. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Burst: Full-Auto Attack, Ranged Full Action You must be wielding a ranged weapon with a Full-Auto capacity. You make a BS test with a -20 penalty. If you succeed you score a hit, plus one extra hit per Degree of Success. Maximum hits may not exceed a weapon's semi-auto capacity. Extra hits may be allocated to the same target, or to another target within 2m/dm/2km of the first target, provided none of the new targets would be harder to hit than the original target. Burst attacks jam on a 94 or higher. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Called Shot Attack, Melee or Ranged Half Action You make a single melee attack against a specific location on an enemy's body. This counts as a Standard Attack against a specific body part, with a -10 penalty to attacks to the body or legs, a -20 penalty to the arms, and a -30 penalty to the head. At the GM's discretion, this action may be used to attack specific locations on creatures or in the environment, such as a weapon or a lock on a door.
Charge Attack, Melee, Movement Full Action You rush at a foe; this foe must be at least 4m/dm away, but within range of your Charge Move. Once you reach your target, you make a single melee attack by taking a WS test with a +10 bonus; on a success, you score one hit. You may make a Grapple or Knockdown action in place of an attack as part of a Charge action.
Counter-Attack Attack, Melee Free Action Requires Counter-Attack Talent. Whenever you successfully parry a melee attack, you may, as part of the parry action, instantly make a free melee Standard Attack against the attacker. This attack takes a -20 WS penalty to hit. After performing a single Counter-Attack, you may not perform another until the start of your next turn.
Defensive Stance Melee Full Action Until the start of your next turn, you gain an extra Reaction which may only be used to Dodge or Parry, enemies take a -20 penalty to melee attacks against you and you may parry attacks with the Flexible Quality with a -20 penalty. Items with the Shield quality make this a Half Action.
Disarm Melee Full Action Requires Disarm Talent. You may attempt to disarm an opponent within melee range. You make an Opposed WS Test with the target; on a success, the opponent drops a single held object of your choice to the ground. If you score three or more Degrees of Success, you may instead choose to take the item from the opponent. The Advanced Disarm Talent adds a +20 bonus to your test.
Feint Melee Half Action You make an opposed WS Test against a single target. On a success, so long as it is the next action you take, your next melee Standard or Called attack against this target may not be parried or dodged. Enemies intending to Guardian parry this attack must make an opposed -10 WS test against you first.
Flurry: Swift Attack Attack, Melee Full Action You must possess the Swift Attack talent to use this action. You make a WS test with a -10 penalty; if you succeed you score a hit against an enemy in melee range, plus one extra hit per 2 Degrees of Success. Maximum hits may not exceed your WSB. Extra hits may be allocated to the same target, or to another target in melee range, provided none of the new targets would be harder to hit than the original targets. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Flurry: Lightning Attack Attack, Melee Full Action You must possess the Lightning Attack talent to use this action. You make a WS test with a -20 penalty; if you succeed you score a hit against an enemy in melee range, plus one extra hit per Degree of Success. Maximum hits may not exceed your WSB. Extra hits may be allocated to the same target, or to another target in melee range, provided none of the new targets would be harder to hit than the original targets. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Grapple (Initiate) Attack, Melee Full Action You make a WS Test against a single target. You must have at least one hand free in order to perform a Grapple attack, and may use a Grapple in place of an attack as part of a Charge. The target may Dodge as normal. On a success, you and your opponent begin to grapple with you in control. Participants in a grapple may perform special actions and must follow certain rules, shown below. If you are the controller of a Grapple, you must take the 'Grapple' Full Action on your turn, or the Grapple ends; once you have taken this action, you may instantly perform one of the special Controller actions below (or one of the 'Either' actions). Anyone may use the 'Either' actions, and the Restrained actions are open only to the Restrained participant.
- Participate in Grapple - You are grappling with an opponent. Participants in a Grapple may not Parry or Dodge or Sacrifice attacks, although they may Deflect. Participants are counted as being in melee, and furthermore anyone outside of a grapple attacking a participant takes a +20 WS bonus. Participants in a Grapple may only perform Grapple actions. A Grapple may only have two participants (a Controller and a Restrained), but each participant may have up to two allies to assist in certain situations.
- Controller: Damage - You may attempt to harm your opponent by making an opposed Strength test against your opponent. On a success, you inflict Unarmed (or melee Natural Weapon) damage to your target's Body, and deal a single level of Fatigue. Allies may assist on this action.
- Controller: Push - You may attempt to force your opponent to move by making an opposed Strength test against your opponent. On a success, you push your opponent one metre in a direction of your choice, plus another metre per Degree of Success. This distance may not exceed your Half Move distance. You may move with the target and maintain grapple; if you do not move with the target, then the grapple ends. Allies may assist on this action.
- Controller: Ready Item - You may ready one of your items. If the GM allows, you may instead use this action to grab an item belonging to your opponent.
- Controller: Release Grapple Free Action You may release your opponent if you are in control of a grapple. This release may come at the start of your turn, or after you've performed a Grapple action.
- Controller: Stand - If both participants are on the ground, you can use this to regain your feet. You may also attempt to drag your opponent with you as part of this action; you make an opposed Strength test and, on a success, pull your opponent up with you. Allies may assist on this action.
- Controller: Throw Down - You may attempt to wrestle your opponent to the ground by making an Opposed Strength test against your opponent. On a success, your target is knocked prone. You gain a +10 bonus to Grapple tests against a Prone opponent; this stacks with the standard +10 bonus gained against prone opponents. Allies may assist on this action.
- Controller: Use Item - You may use a readied item.
- Either: Activate AT Power or Ability Full Action You may activate a single AT Power or Ability that you possess. The target of this AT Power does not need to be the other participant in a grapple; however, Powers that would physically move you such as Float may not be used. (Esoteric Powers such as teleports or Jaunts work fine.)
- Either: Angelic/Compact/Natural Weapon Standard Attack Full Action You may make a Standard Attack against a target, following all the usual rules of a Standard Attack, using either a Natural, Angelic or Compact (knives or pistols) weapon. This target does not need to be the other participant in a grapple.
- Restrained: Break Free Half Action You may attempt to break free of the grapple by making an opposed Strength test against the controller. On a success, you break free.
- Restrained: Slip Free Half Action You may attempt to slip free of the grapple by making an opposed Acrobatics test against the controller's Strength. On a success, you slip free.
- Restrained: Take Control Half Action You may attempt to take control of the grapple by making an opposed Strength test against the controller. If you succeed, you become the Controller and your opponent becomes the Restrained. You may then instantly perform one of the Controller actions (but not one of the Either actions). Allies may assist on this action.
Guarded Action Concentration, Melee (Parry) or Ranged (Dodge) Half Action You suffer a -10 penalty to any WS or BS tests made this turn, but take a +10 bonus to Parry or Evasion tests until the start of your next turn. If you intend to use this action, it must be the first action used on your turn.
Knock Down Attack, Melee Half Action You make an Opposed Strength test against a single target; if made after a Half Move action you gain a +10 bonus, and may be made in place of an attack with a charge action. If you win, your target is knocked prone. If you win by 2 DoS more than your opponent, you may choose to deal 1d5+SB damage to the target and inflict a level of fatigue against them. If the target wins, then they keep their footing; if they win by 2 DoS higher than you, then you are knocked prone instead.
Manoeuvre Melee, Movement Half Action You can force a target to move by making an opposed Weapon Skill test; on a success, the target is shifted one metre in a direction of your choice. If desired, you may advance one metre as well. If forced into an obstacle (eg. A wall, another person) then both they and the obstacle (if applicable) take a -10 penalty to any attack or movement action tests made until the start of their next turn. They may also be pushed off ledges.
Multiple Attack Attack, Melee or Ranged Full Action Requires you to possess a weapon in each hand and the Two Weapon Wielder talents (Melee for melee weapons, Ranged for ranged; if you have a melee and ranged weapon both, then you need both talents). You make an attack with both weapons, rolling separately for each: WS-20 for melee weapons, BS-20 for ranged weapons, with a further -20 penalty on your offhand. If you possess the Ambidextrous talent, these penalties become -10 and the offhand penalty is lost; the Blade Dancer reduces the penalty for balanced melee weapons to 0, and Gunslinger reduces the penalty for pistols and Carbines to 0. The first attack you make with a Multiple Attack may be a Standard, Flurry (melee) or Burst (ranged) attack (as appropriate), so long as you have the requisite talents; the second attack may be a Standard or Burst (ranged) attack.
Overwatch Attack, Concentration, Ranged Full Action You declare a kill zone around yourself, then specify a Ranged attack action (Standard or Bursts), along with the conditions on which you will perform the attack (for example, "Any enemy performs an action", "Enemy out of reactions," "Specific enemy attacks", "Enemy attacks specific ally"). This attack occurs the moment the conditions are met. If it occurs at the same time as another character's action, you make an opposed Agility test against that character to see who goes first (if the character is an ally, they may voluntarily fail). After the attack is resolved, even if it missed, targets must make a Pinning test or become Pinned on wherever location they were when they triggered the attack's conditions. If you perform any actions, such as dodging, before Overwatch resolves, your Overwatch immediately ends. (Doesn't include Free Actions such as talking.)
Standard Attack Attack, Melee or Ranged Half Action You make either a single Melee attack by testing WS or a single-shot Ranged attack by testing BS. On a success, you inflict one hit on the target.
Stun Attack, Melee Full Action You may attempt to stun an opponent by testing WS-20. On a success, they suffer a Stun hit; roll 1d10+SB and compare the result to your target's TB+Head AP; if your roll is equal or higher to this value, then the target is stunned for 1 turn, plus an extra amount equal to the difference between the two values. The target also gains a level of fatigue.
Suppressive Fire Attack, Ranged Full Action This action requires you to possess a weapon with either Semi or Full Auto capacity. You declare a kill zone, which is a 30 degree arc (if firing semi-auto) or a 60 degree arc (if firing full auto) in the direction you are facing. As part of the action, you fire either a Semi or Full auto burst, with a -20 penalty in place of any bonuses. Any enemies within the arc (regardless of hits) make a Pinning Test with a -10 penalty (for semi-auto) or a -20 penalty (for full-auto); on a failure they are pinned. If you succeed on your BS test, the GM randomly allocates hits with your weapon to targets within the kill zone, with every 2 degrees of success resulting in an extra hit on another random victim. Burst attacks jam on a 94 or higher.
Take Down Attack, Melee Half Action Requires Takedown talent. You make a single Melee attack by testing WS against a target. On a success, roll for damage; if the attack deals at least one point of damage, then the damage is negated and instead your target must take a Toughness test or be stunned for one round. The target takes a -10 penalty if you deal more damage than their TB; this penalty increases by 10 for every multiple of their TB (So TB3 takes a -20 penalty at 6 damage or more).
Evasion Actions
Deflect - No Action If you possess a Deflection rating from either an AT Field or an upgrade such as a Kinetic Barrier, then you may make a Deflection test against any action with the Attack type; if you succeed, the attack and any effects (such as Pinning tests) are negated. This includes multi-hit attacks such as Burst (semi/full) or Flurry (swift/lightning) attacks, unless the attack has the Positron quality, in which case you negate one extra hit per Degree of Success. Deflection takes no actions, but unless otherwise specified, attacks you Deflect may not be dodged or parried.
Dodge Movement Reaction After you are hit with an attack action but before damage or effects are rolled, then you may make a Dodge test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you negate the attack. If the attack is a multi-hit attack (eg: bursts, flurries or twin-linked attacks), then a success negates a single hit, and negates an extra hit per degree of success; if the attack has the Storm quality, then it negates two hits per degree of success. If all attacks are negated, the attack is considered a miss. If the attack is an area-of-effect attack such as Blast or Spray, then a successful dodge moves you to the edge of the attack, so long as the distance moved does not exceed your AB. If you would need to move further than this, or are constricted in some way (eg. tight corridor), then you automatically fail the test. When dodging attacks from Hordes, you take a -5 penalty per squad; on a success, however, you negate the entire attack.
- Dive for Cover Reaction After you are hit with a Ranged attack but before damage or effects are rolled, then you may make a Dodge+10 test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you move into a piece of cover within your Half Move distance away and land prone. The attack still hits, but you now benefit from Cover on all locations for the attack.
- Protect Reaction After an ally within Half Move distance is hit by an attack action, but before damage or effects are rolled, then you may make a Dodge test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, the ally is moved into an adjacent square and you take their place; the attack now hits you instead. If the attack is a multi-hit attack, then all hits strike you. This may not be used on Blast attacks.
Parry Melee Reaction After you are hit with a Melee attack but before damage or effects are rolled, then you may make a Parry test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you negate the attack. If the attack is a multi-hit attack (eg: swift or lightning), then a success negates a single hit, and negates an extra hit per degree of success. When parrying melee attacks from Hordes, you take a -5 penalty per squad; on a success, however, you negate the entire attack.
- Guardian Reaction Requires Guardian talent. After an adjacent ally is hit by a Melee attack but before damage or effects are rolled, then you may make a Parry test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you negate the attack. If the attack is a multi-hit attack (eg: swift or lightning), then a success negates a single hit, and negates an extra hit per degree of success. Any attacks that are not negated strike the ally, who may then perform their own reaction. When parrying melee attacks from Hordes, you take a -5 penalty per squad; on a success, however, you negate the entire attack.
- Sacrifice Reaction Requires Sacrifice talent. After an adjacent ally is hit by an attack but before damage or effects are rolled, then you may designate one of your arms. The attack strikes this arm instead. If the attack is a multi-hit attack (eg. Swift, lightning, Full autos) then you may choose how many attacks you negate. If the chosen limb is destroyed, then there is a 50% chance that the attack strikes the intended target as well; any further attacks also strike the intended target.
- Sacrifice on Self Free Action Requires Sacrifice talent. After you are hit by an attack but before damage or effects are rolled, then you may designate one of your arms. The attack strikes this arm instead. If the attack is a multi-hit attack (eg. Swift, lightning, Full autos) then you may choose how many attacks you negate. If the chosen limb is destroyed, then there is a 50% chance that the attack strikes the intended target as well; any further attacks also strike the intended target. This action may, unlike other forms of Sacrifice or Parry, be used against AoE attacks such as Blast or Spray; however, it cannot be used against attacks which ignore or negate Parry (eg. Feint attacks, Killing Strikes etc)
Movement Actions
Boosted Jump Movement Half Action You may make a Boosted Jump, which is a special movement that requires an upgrade or piece of equipment or a power, such as AT Float, A-Type Frames or Winged Spines. You move a number of metres up to your Run distance, ignoring Difficult Terrain in between you and your destination. If you end your movement adjacent to your enemy, then you may engage them in melee at your discretion. Until the start of your next turn, WS and BS tests and ranged attacks against you take a -20 penalty. This movement benefits from Hard Target (which makes it -40 for ranged attacks and -20 for melee attacks) and Sprint.
Disengage Movement Full Action You may make a Half Move. Opponents that were engaged in melee with you may not make Attacks of Opportunity against you. Before making a Disengage action you may test Acrobatics; on a success, Disengage becomes a Half Action instead. On a failure, you may either make the Full Action disengage, or perform a different action instead.
Jump: Dropping Movement Half Action You attempt to safely drop a short distance. You make an Agility or Acrobatics test; if you succeed, you may safely drop a number of metres equal to your AB, plus 1 extra per Degree of Success. If you fail, you fall prone and suffer falling damage for the full distance on impact. If you succeed on the test but do not score enough DoS to fall safely, then you fall prone and suffer falling damage equal to the difference between the distance fallen and distance negated.
Jump: Running Movement Full Action You make a vertical running jump. You move as per a Run, and you must move at least 4m. At the end of your run you make an Agility or Acrobatics test; if you succeed, you add a number of metres equal to your SB, plus 1 half metre per Degree of Success, to your usual jumping distance. You gain a +10 bonus to the test for every 4m beyond the first 4m you run, up to a maximum to +30. If you fail the test, you stumble and must test Agility or fall prone.
Jump: Standing Movement Full Action You make a vertical standing jump. You may make a roughly half metre high jump; you may reach overhead objects that are as high as twice your height plus a half metre (with the jump). This does not usually require a test. Pulling yourself up onto a grabbed ledge normally requires a Strength or Acrobatics test.
Leap: Standing Movement Full Action You make a horiztonal standing leap. You make an Agility or Acrobatics test; on a success you leap a number of metres equal to your SB, plus another half metre for every Degree of Success. On a failure you only leap a number of metres equal to half your SB; each degree of failure reduces the distance by a half metre, to a total minimum of 1 half metre. If important, the height attained during a leap is equal to a quarter the distance leapt in metres, rounded up.
Leap: Running Movement Full Action You make a horiztonal running leap. You move as per a Run, and you must move at least 4m. At the end of your run you make an Agility or Acrobatics test; on a success you leap a number of metres equal to your SB, plus another half metre for every Degree of Success. On a failure you only leap a number of metres equal to half your SB; each degree of failure reduces the distance by a half metre, to a total minimum of 1 half metre. You gain a +10 bonus to the test for every 4m beyond the first 4m you run, up to a maximum to +30. If important, the height attained during a leap is equal to a quarter the distance leapt in metres, rounded up.
Move: Half Movement Half Action You move a number of metres up to your Half Move distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion.
Move: Full Movement Full Action You move a number of metres up to your Full Move distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion.
Move: Run Movement Full Action You move a number of metres up to your Run distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion. Until the start of your next turn, ranged attacks against you take a -20 BS penalty, but melee attacks take a +20 WS bonus. With Hard Target, this becomes -40/+0.
Stand/Mount/Dismount Movement Half Action If you are lying or sitting on the ground, then you may stand. If you are standing, then you may either lay prone or mount an animal or vehicle. If you are mounted or in a vehicle, then you may leave the vehicle or dismount the animal and end the action standing. This action may also be used to move you around a vehicle as needed.
Tactical Advance Concentration, Movement Full Action You move from one piece of cover to another. You may move a number of metres up to your Half Move distance; for the duration of the movement, you are considered to be in the cover you left.
Teleport Movement Varies This action requires a specific ability or power to activate, and exists primarily to catalogue the universal effects of these abilities. When you teleport, you instantly disappear and reappear in another place. The intervening space is treated as not existing for any purpose unless there is a special effect that affects teleportation. Teleports do not trigger attacks of opportunity. They break grapples and neutralisations. Dirac Jaunts count as a type of teleport.
Miscellaneous Actions
Assist Miscellaneous Varies If another character is performing a test, then you may sacrifice the same amount of actions to provide a +10 bonus to their test. There are some restrictions: if providing a bonus to a skill test you must be trained in the skill, and in most circumstances you must be adjacent, although allowances can be made (eg. if talking someone through a procedure). Assistance cannot be given for Free Action or Reaction tests or for most tests to resist fear, mind attack, poison or the like. Finally, someone may only benefit from up to two Assists at once.
Brace Weapon Miscellaneous Half Action Heavy Weapons must be braced before they can be fired accurately. When firing an unbraced Heavy Weapon, you take a -30 BS penalty. This action secures the weapon in place, and remains braced until it is moved.
Clear Weapon Miscellaneous Full Action This action clears a Jammed weapon. You make a BS+20 test; on a success, the weapon is unjammed, but any ammo within is lost and it must be reloaded before it can be used again. The 'This Gun Is Mine' Talent makes this a half action that automatically succeeds.
Delay Miscellaneous Half Action When you take the Delay action, your turn ends immediately. At any time before the start of your next turn, you may perform a Half Action of your choice. This action still counts as being part of your turn, so if you have already made an Attack action, for example, you may not use Delay to attack again. If Delay's Half Action is used to interrupt another character's action, or to act at the same time as someone else's delay, an Opposed Agility test is used to determine who acts first. If the Delay is not used by the start of your next turn, then it is lost.
Ready Miscellaneous Half Action You draw a weapon or retrieve an item from a holster, pocket, etc. You may also properly stow an item away with this action (although dropping an item is simply a free action). This action is also used to use items, such as inject a syringe or coat a weapon with poison. You may swap an item with another as a Half Action as well. If you possess the Quick Draw talent, this action becomes a Free, and may be used a number of times per turn equal to your AB/2 rounded up, to a minimum of twice.
Reload Miscellaneous Varies You reload a ranged weapon. The action required varies for each weapon; weapons that require more than a Full Action to reload count as Extended Actions.
Use a Skill Concentration, Miscellaneous Varies You use a skill, which often involves making a skill test. Difficulty and duration depends on the skill and the situation.
Fate Point Actions
Spend Fate Point - Free Action You spend a Fate Point, reducing your Fate Point pool by 1. Fate Points may be used in various different ways, shown below. Fate Points do not require actions and may be used at any time, unless otherwise specified.
- Boost Test Free Action Before you have rolled a test, you may add a +20 modifier to the test. A test may not benefit from more than one boost at a time.
- Maximise Initiative Free Action After you have rolled initiative, you may count as having rolled a 10 for Initiative.
- Modify Damage Free Action After you have rolled a damage roll, you may add or remove 1 point of damage.
- Modify Degrees Free Action After you have rolled a test, you may add 1 Degree of Success or remove 1 Degree of Failure.
- Reduce Damage Free Action After a damage roll against you has been resolved, but before any critical damage effects have been applied, you may reduce the total effective damage by 1d5.
- Remove Fatigue Free Action You may remove all current levels of fatigue.
- Remove Stun Free Action You may remove the Stun status.
- Reroll Damage Free Action After you have rolled a damage roll, you may choose to reroll a single damage die and take the final result.
- Reroll Test Free Action After you have rolled a test, you may reroll the test with a +10 modifier. Successive rerolls add an extra +10 modifier.
- Restore Wounds Free Action You may restore 1d5 wounds. This does not reduce Critical Damage.

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