Combat Actions

Additional Combat Actions for Gamma World

Most of these actions are adapted from the D&D Rules Compendium and Star Wars Saga Edition. I can’t recall who it was that compiled these actions into one list – if I figure it out, I will post the proper credit. But in the meantime, these combat actions are in addition to those listed in the Gamma World rulebook.

New Combat Actions

AID ATTACK OR DEFENSE
A character can either help an ally attack an enemy, or try to protect an ally against an enemy.
Action: Standard
Effect: When you take this action, select an enemy adjacent to you, and choose one of the following bonuses to grant one ally:

  • Aid to Attack Roll: The ally gains a +2 bonus to his next attack roll against the selected enemy. This bonus ends if not used by the end of your next turn. A character can take the Aid Attack action only once to affect a particular attack roll. However, up to four characters can
    take the action to affect that attack roll.
  • Aid to Defenses: The ally gains a +2 bonus to all defenses against the selected enemy’s next attack against him. This bonus ends if not used by the end of your next turn. A character can take the Aid Defense action only once to affect a particular ally’s defenses. However, up
    to four characters can take the action to affect that ally’s defenses.

AID SKILL OR ABILITY CHECK
In some situations, a character can help another make a skill or an ability check. The character who has the highest check modifier should take the lead, while the other characters provide assistance. A character can affect a particular check only once using the aid another action.
However, up to four characters can use aid another to affect a single check, for a maximum bonus of +8 or a maximum penalty of –4. In certain circumstances, the GM might decide that only one, two, or three characters can try to aid a check.
Action: Standard
Effect: When you take this action, choose a target adjacent to you. You make a skill check or an ability check with a DC equal to 10 + your level.

  • Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of your next turn.
  • Failure: The target takes a –1 penalty to the next check using the same skill or ability before the end of your next turn. This penalty represents the distraction or interference caused by the failed assistance.

AUTOFIRE OR SPRAY ATTACK (Area)
You fill an area with a hail of gunfire.
Action: Standard + Minor
Requirement: You must use a ranged weapon that is capable of attacking multiple targets at once (based on description of the weapon, usually a gun).
Target: All creatures in up to 4 contiguous squares.
Attack: Make one ranged attack roll with the weapon, at a -5 penalty, against the AC of every creature in the area.

  • Hit: Each creature you hit takes normal damage from the attack.
  • Miss: Each creature you miss takes half normal damage from the attack.

Special: If your net attack roll is less than 10, or you roll a natural 1, you do not hit any targets and they take no damage.
Ammunition: Each shot counts against your number of shots per encounter.

AUTOFIRE OR SPRAY ATTACK (Single Target)
You blast a target with a hail of gunfire.
Action: Standard + Minor
Requirement: You must use a ranged weapon that is capable of attacking multiple targets at once (based on description of the weapon, usually a gun).
Target: One creature
Attack: Make one ranged attack roll with the weapon against the target.

  • Hit: The creature takes 2[W] damage from the attack, plus all the usual modifiers.
  • Miss: The creature takes half normal damage from the attack.

Special: If your net attack roll is less than 10, or you roll a natural 1, you do not hit the target and it takes no damage.
Ammunition: This attack counts as an additional 1d6 shots for the encounter.

BULL RUSH
You try to push an enemy away.
Action: Standard
Target: You can bull rush a target adjacent to you that is up to one size category larger than you.
Attack: Make a Str/Con attack vs. Fortitude defense. Do not add any modifiers for the weapon you use.

  • Hit: Push the target 1 square, and shift into the vacated space.
  • Exceptional Hit: If you have an unused move action this turn, you may move with your target and push him in the same direction one additional square for every 5 points by which your attack roll beat his Fortitude defense. This movement may provoke opportunity attacks
    from other creatures, either against your enemy or yourself.

Impossible Push: If there is no square you can push the target into, your bull rush has no effect.

CHARGE
You throw yourself into the fight, dashing forward and launching an attack.
Action: Standard
Target: Choose a target. Determine the distance between you and the target, even counting through squares of difficult terrain, and then follow these steps.
Move: You move up to your speed toward the target. Each square of movement must bring you closer to the target, and you must end your move at least 2 squares away from your starting position.
Attack: You either make a melee basic attack against the target or use bull rush against it. With a successful charge attack, you cause +1 damage per 5 squares of your (or your mount’s) movement. Instead of trying to hit your target, you may attempt to grab it, instead.
Opportunity Action: Charging provokes an opportunity attack from your target.
No Further Actions: You can’t take any further actions during this turn, except free actions.

CHOKE
You can choke a creature that you have grabbed and immobilized.
Action: Standard
Attack: Strength vs. Fortitude.
Damage: As an unarmed powerful attack.
Special: Choking with a garrote: You can choke a surprised or helpless creature with a garrote if you make a successful choking attack. A standard garrote imposes a -4 penalty to the victim’s roll to escape. An improvised garrote (such as a belt or rope) imposes only a -2 penalty.

DISARM
You may attempt to force an opponent to drop one weapon (or other object) that he is holding.
Action: Standard
Attack: Make a Str/Con attack vs. Reflex defense; your opponent gets a +10 bonus to his Reflex defense. If your opponent is holding a weapon with more than one hand, you take a -5 penalty on your attack roll to disarm him. If you are holding a weapon with more than one hand, you gain a +5 bonus to your attack roll to disarm your opponent.

  • Hit: Your opponent is disarmed. If you successfully disarm your opponent with an unarmed attack, you can take the disarmed weapon. Otherwise, it is on the ground at your opponent’s feet (in his fighting space).
  • Miss: Your opponent retains his weapon and can make a free basic attack against you.

OVERRUN
You try to plow past an enemy and move through his space.
Action: Standard + Move
Target: You can overrun a target adjacent to you that is up to one size category larger than you.
Opportunity Action: If the target can make an opportunity attack against you, he may do so. Hitting you with the opportunity attack does not necessarily stop you, but if you are reduced to 0 hit points or less, you drop in the square adjacent to him.
Opponent May Avoid: The target may choose to let you pass through his square. If not, you must make a Strength attack as follows.
Attack: Make a Str/Con attack vs. Fortitude defense. Do not add any modifiers for the weapon you use. Instead add +1 for every 5 squares you move before passing through the opponent’s square.
Hit: You may use your move action to move through the target’s square. You may not end your move there. If you cannot move further, you fall prone in your enemy’s space.
Impossible Push: If the target fills the entire square, your overrun has no effect.

SUNDER
You may attempt to damage or destroy one weapon (or other object) that an opponent is holding.
Action: Standard
Attack: Make a Str/Con attack vs. Reflex defense; your opponent gets a +10 bonus to his Reflex defense. If your opponent is holding a weapon with more than one hand, you take a -5 penalty on your attack roll to sunder his weapon. If you are holding a weapon with more than one hand, you gain a +5 bonus to your attack roll to disarm your opponent.

  • Hit: Compare your attack roll to a DC set by the GM. If your roll equals or exceeds the DC, the weapon (or object) breaks.
    • Setting the DC: Consult the tables on pages 175-177 of the Rules Compendium.
  • Miss: Your opponent can make a free basic attack against you.

TRIP
You attempt to make a standing creature drop prone.
Action: Standard
Target: You can attempt to trip a creature that is up to one size category larger than you. You may do so unarmed or with a weapon.
Special: Some weapons are designed for tripping, such as a hooked polearm, net, bola, whip, or a chain weapon with reach. If you use such a weapon, you may attempt to trip a creature within its reach or range, and add weapon modifiers such as proficiency and enhancement bonuses to your attack roll. If you attempt to trip with any other sort of weapon, you do not add these weapon modifiers to your attack roll.
Attack: Make a Str/Con attack vs. Reflex defense. A creature with more than two legs or is unusually stable gets a +4 bonus to its defense.
Hit: The creature falls prone in its square.
Tripping a Mounted Opponent: You may make a trip attack to attempt to remove a rider from his mount, but he gets a saving throw to avoid being removed. The rider gets a +2 bonus to his save if he has the Mounted Combat feat, and suffers a -2 penalty if he isn’t using a saddle.
Note: You may not trip a target that does not have legs, such as an ooze or serpent.

Combat Actions

Gamma World: The Wanderlost Lonewalker