Combat Moves

Armor-Piercing Ammo:
Harm from the weapon adds the (ap) quality. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

Battle-Hardened
When you act under fire, roll +Hard instead of roll +Cool

Carnage:
In battle, you count as a small gang with harm and armor appropriate to your equipment and moves.

Concussive Shot:
When you declare that you are using Concussive Shot with a weapon and then inflict harm with another move, choose 1:

  • You do -1harm but you automatically create an opportunity as if you had hit 7-9 on follow through on someone else’s move.
  • You destroy 2-barrier on the target.

Cryo Ammo:
Harm from the weapon adds the (s) damage quality. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

Disruptor Ammo:
Harm from the weapon adds the +disruptor tag. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

Fortification:
When you go into battle, you activate the Foucault currents in your armor. Roll +Hard. On a 10+, gain +2-shield, on a 7-9, gain +1-shield. This bonus lasts the entire battle, and refreshing your shield will include the bonus. At any time during the battle you may purge the currents through your gauntlets for increased melee damage. Inflict +1harm in melee per point of bonus shield purged. This ends the move for the rest of the battle. Not compatible with Barrier or Tech Armor.

Heavy Weapon Specialist:
You can use Heavy Weapons with relative safety without needing to act under fire. Furthermore, when you go into battle, roll +Hard. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold, 1 for 1, on the following options:

  • Ignore one of your heavy weapon’s tags for one tick
  • Give your heavy weapon a new tag for one tick

Heavy weapons are inherently dangerous, however. The GM is encouraged to use hold generated by a failure on this move in particularly dramatic ways.

Incendiary Ammo:
Adds the +burn tag. Harm from the weapon permanently destroys 2-armor on the target. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

Marksman:
When you seize by force, you may add the following options to that move’s list:

  • damage or destroy a specific body part or held item
  • create an opportunity for someone else to immediately follow up on

Shredder Ammo:
A weapon loaded with shredder ammo does +1harm against targets with no shields, barriers, or armor. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

Combat Moves

Mass Effect - Apocalypse ardhanari