Orders List

Orders List

General Orders:
Movement, Basic
Activation: Free Order Point Cost: 1
Those affected may immediately move up to your Agility bonus in meters.

Movement, Advanced
Activation: Half Action Order Point Cost: 2
Those affected may move twice their Agility bonus in meters or perform a Disengage action.

Ranged Volley
Activation: Half Action Order Point Cost: 1 or 2
For 1 Point those affected may make a Standard Attack with a ranged weapon against a target nominated by the Squad Leader.
For 2 Points those affected may make a Semi Auto or Full Auto attack with a ranged weapon against a target nominated by the Squad Leader.
Line of sight, cover and all normal rules apply.

Close Quarters
Activation: Half Action Order Point Cost: 1 or 3
For 1 Point those affected may make a Standard Melee attack against an adjacent opponent
For 3 Points those affected may either perform a Charge Action against an opponent, in range, nominated by the Squad Leader or perform a multiple attack action against an adjacent opponent.

Take Cover!
Activation: Free Order Point Cost: 3
Those affected may immediately Disengage and Move three times their Agility Bonus in Meters, towards the nearest reasonable cover or away from their opponents.

Suppressing Fire!
Activation: Half Order Point Cost: 3
Those affected may immediately perform a Suppressing Fire action against a target nominated by the Squad Leader.

Jones, You Feth'd Up!
Activation: Reaction (To a squad member failing a test) Order Point Cost: 2
This affects one person, whose failed test triggers the reaction. That person may reroll the failed test once, with the new result standing.

Faction or Association Specific Orders

Adeptus Arbites

Mob Rule? My Rule!
Activation: Half OPC: 1
Those affected, who are currently affected by a Fear or Terror affect, may act normally on their next turn, without taking a Willpower test.
This benefit lasts one turn, it does not remove the condition. If they need to test to snap out of it at the end of the turn, they may still do so upon the end of their actions.
Fear Me, My Gun and My Emperor!
Activation: Reaction OPC: 1
Triggered by an Ally damaging a Horde, Swarm or Mob of opponents. The target of the attack tests Willpower against Fear (1), if they fail, they take additional damage (magnitude or wounds) equal to the Degrees of Failure.

Volley Fire!
Activation: Half OPC:2
Those affected may perform a Standard or Semi-Auto Attack with a ranged weapon against a Horde, Swarm or Mob, nominated by the Squad Leader. All hits, after other adjustments, count double for purposes of inflicting damage. (1 wound or magnitude becomes 2).
Twice the listed ammunition is expended.

Shield Wall
Activation: Full OPC: 3
Those affected may move up to their Agility bonus in meters towards a person with some form of shield (Riot, Combat or storm or the like), and if they end adjacent to this person, benefit from the AP value of the Shield.
If the owner of the shield so desires, they may take the attacks meant for those benefiting from this Order. In this case the attack may be intercepted by any applicable Field Saves. If these fail, then the attack damages the owner of the shield.

Ad. Sororitas Orders

Fear Not the ___!
Activation: Full OPC: 3
The Issuer of the order performs a Scholastic Lore (Ecclesiarchy) test. A number of Allies equal to this number immediately end any Fear or Terror effects for the duration of this Encounter.

Burn Them - ALL!
Activation: Free OPC: 1
A single Ally within Cohesion distance, no more than 1, may make an immediate attack action with a weapon possessing the Flame quality upon a target nominated by the Squad Leader.

Give in to the Hatred!
Activation: Half OPC:2
Those affected gain the benefit of a Hatred Talent possessed by the Squad Leader. This benefit lasts for the duration of the Encounter.

Spill their Blood to Redeem their Sins!
Activation: Half OPC: 3 Those affected may make an immediate Charge Action ending in a Standard or Swift Attack. Any missed attacks may be rerolled once, with the new result standing.

Skitarii Orders
To benefit from these orders the participant needs to possess the Machine Trait and a Microbead or other Vox Link.
The Squad Leader nominates the allies to be used, they do not get a choice*

Cognitive Analysis
Activation: Full OPC: 3
The Squad Leader nominates a target and a number of allies. Each Ally gives up a Half Action on their next normal turn.
The Squad Leader then makes a Scrutiny Test (with a bonus of 5% x the number of affected allies).
If this test is passed, then all affected (determined by those who gave up a half action) gain a bonus to hit the nominated target equal to +(10% x The number of participants).
The same group also gains a bonus to Damage equal to the Degrees of Success on the Scrutiny Test (or a Penalty if the result is a failure).
This benefit lasts until the Nominated Target is slain or leaves the encounter.

Timed Assault
Activation: Full OPC: 3
The Squad Leader nominates a target and number of allies. One nominated ally gives up their action for their next round to distract the Target, loosing their Evasion until the start of their next turn.
Attacks, melee or ranged, performed by the remaining allies cannot be dodged or parried until the beginning of the Squad Leader's next normal turn.
The target normally will spend their round shooting at the sacrificial Skitarii.
This is also called the "Dick move Bro" order.

Overload
Activation: Full OPC:3
The Squad Leader nominates a target and a number of allies. Each performs an attack at their maximum available rate of fire upon the target.
For each hit that is saved by the target's Field Save, the Rating of the Field Save is reduced by 5%.
If the Rating is reduced to 0 it counts as Overloaded and cannot be used for the duration of the Encounter.
Those Participating lose their Evasion until the start of their next normal Initiative Round.

Tau Firewarrior Orders
Dodge This...
Activation: Full   OPC:4
The Squad Leader nominates a target and a number of allies to participate.  They nominate one participant to be the primary.
The Primary attempts a Ballistic Skill test, and this test gain Blast (X) where X is the number of participants.
All participants expend triple their weapons maximum rate of fire.

Synchronized Withdrawal
Activation: Full  OPC: 4
Those affected may make an  immediate Disengage action followed by a Standard Attack against the opponent from which they disengaged.
If that opponent has been slain, they may make this attack against an opponent adjacent to the slain opponent if one is available, otherwise the attack is omitted.

Flush them out...
Activation: Full   OPC: 3
One affected team member wielding a weapon capable of Spray or Blast effects makes an attack on a target nominated by the Squad leader.
The Target may attempt a Dodge check to avoid this initial attack.  If it is successful, the remaining affected team members may immediately make a Standard Attack upon the Nominated Target that cannot be Dodged or Evaded.
If the Target does not Dodge then the remaining affected team members do not make any attacks, but the cost of the Order is reduced to OPC:1.


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