I was dissatisfied with the Combat Actions within the RT system, so I made a simple, short hybrid using a mix of my own ideas combined with elements of the BC and OW lines. Enjoy and comment at your leisure! (Note any Actions NOT listed here are unchanged from the Core Rulebook)
Semi-Automatic Burst (Ranged): As a Half-Action, the character takes several shots at his target, attempting a Challenging (+0) Ballistic Skill Test, with additional modifiers for size, range, etc. where applicable. A success means the target suffers a single hit for every Degree of Success on the Ballistic Skill Test, up to a maximum of the character's Ballistic Skill Bonus or his weapon's Semi-Auto Rate of Fire. The character must be equipped with a weapon capable of Semi-Automatic fire to take this action.
Full-Auto Burst (Ranged): As a Half-Action, the character unleashes a spray of fire at his target, attempting a Routine (+10) Ballistic Skill Test, w ith additional modifiers for size, range, etc. where applicable. A success means the target suffers a single hit for every second Degree of Success, due to the difficulty of keeping his weapon on target, up to a maximum of the character's Ballistic Skill Bonus or his weapon's Full-Auto Rate of Fire. The character must be equipped with a weapon capable of Full-Auto fire to take this action.
Swift Attack (Melee): With a series of rapid blows, the character takes a Full-Action to make two, consecutive Challenging (+0) Weapon Skill Tests with additional modifiers for size, enemy position, etc. against one target or two targets he is bound with in melee. Each Test is rolled separately and may receive different modifiers from each other. On a successful test the target suffers one hit. Unwieldy weapons CANNOT be used to perform this action.
Lightning Attack (Melee): In a blur of motion, the character takes a Full-Action to make three, consecutive Difficult (-10) Weapon Skill Tests with additional modifiers for size, enemy position, etc. against one target or up to three targets he is bound with in melee. Each Test is rolled separately and may receive different modifiers from each other. On a successful test the target suffers one hit. Unwieldy and Unbalanced weapons CANNOT be used to perform this action.
Dodge (Ranged/Melee): As a Reaction, by either side-stepping a blade or ducking under an incoming round, the character attempts an Opposed Challenging (+0) Dodge Test against an enemy's attack roll, with additional modifiers for environmental conditions or gear. Note that this may only be attempted against one attack action per turn (the extra attacks from Swift and Lightning attack count as one action in this regard).
Parry (Melee): As a Reaction the character deflects an incoming blow with his own weapon, attempting an Opposed Challenging (+0) Weapon Skill Test against an enemy's attack roll, with additional modifiers for environmental conditions or gear. Note that this may only be attempted against one attack action per turn (the extra attacks from Swift and Lightning attack count as one action in this regard).
*A note on melee: To represent an attacker overwhelming a target's defences, the Opposed Tests from Parry and Dodge are used for each roll on Swift and Lightning attacks, however should a target ever fail such a test then any remaining attacks by the attacker that round cannot be Parried or Dodged.