When taking a turn, you are able to choose between three types of actions: Free Actions, Movement Actions, and Skill Actions. These can occur in any order you see fit, and it is not necessary to use them all in order to end your turn.
Free Actions (0 energy)
These actions cost no energy to perform, and require little effort for your character to complete.
A Free action would include
- Switching weapons
- Talking to allies or enemies (without rolling a skill check)
- Throwing an object to a nearby ally
- Observing the environment
- Pulling an object out of storage
Move Actions (1+ energy)
These are actions which allow you to reposition yourself or gain the upper hand. You may perform one maneuver per round.
Reposition (2 Energy | Move | Maneuver): Change your positioning upon the battlefield. No roll is required unless you are prevented from moving freely (e.g. immobilized by an enemy).
Get Up (2 Energy | Move | Maneuver): Get back on your feet after being knocked down or otherwise staggered. No roll is required unless you are prevented from moving freely (e.g. immobilized by an enemy).
Apply Stimpack (1 Energy | Move | Heal): Utilize a consumable to restore your energy/health either by eating restorative foods or by applying stimpacks.
Throw Explosive (1 Energy | Move | Aim | Range +1): Throw your explosive (see special
equipment) into the fray, damaging enemies within its area of effect.
- Full Success: Deal 3 damage to all enemies in a tile
- Success at Consequence: Deal 2 damage to all enemies in a tile
- Full Consequence: Deal 1 damage; Retaliation
Skill Actions (2+ energy)
Strike (2 Energy | Action | Fight | Range 0): Melee attack with a weapon of your choice.
- Full Success: Deal 1[w] + 2 damage
- Success at Consequence: Deal 1[w] damage; Retaliation
- Full Consequence: Deal 1 damage; Retaliation
Blast (2 energy | Action | Aim | Range x): Attack enemies far away from you. Range depends on the utilized weapon.
- Full Success: Deal 1[w] + 2 damage.
- Success at Consequence: Deal 1[w] damage; Retaliation.
- Full Consequence: Deal 1 damage; Retaliation
Full Defense (2 energy | Action | Defend | Range 0): Assume a defensive stance to block or parry incoming attacks, shielding you and your allies from harm.
Gain a pool of points used to reduce Health and Energy damage based on your roll.
Note: You can use these points to reduce retaliation damage.
- Full Success: Gain a pool of 2 [Shield Defense + 1] points you can use for yourself or all allies regardless of tile location
- Success at Consequence: Gain a pool of 1 [Shield Defense + 2] points you can use on yourself or allies in your tile
- Full Consequence: Gain a pool of points equal to [Shield Defense] or 1, whichever is higher to use on yourself or allies in your tile
Heal (2 energy | Heal | Range 0): Pause to heal yourself or your allies.
- Full Success: Pick one of the options below: you may distribute the Energy and/or Health between yourself and one other ally in your tile.
Heal 3 Health
Heal 5 Energy
Heal 2 Health and 3 Energy - Success at Consequence: Pick one of the options below: you may distribute the Energy and/or Health between either yourself or one other ally in your tile.
Heal 2 Health
Heal 3 Energy
Heal 2 Health and 2 Energy - Full Consequence: Either you or an ally in your tile, heal 1 energy; Retaliation
- Full Success: Pick one of the options below: you may distribute the Energy and/or Health between yourself and one other ally in your tile.
Buy Time (3 Energy | Defend/Intimidate | One Target | Range 0): You level your weapon with your enemy, staring your enemy down with an unfaltering gaze. They pause, wary of your intent, giving you a few valuable seconds to recover. Pick a skill to utilize.
- Full Success: Recover 4 energy
- Succeed at Consequence: Recover 3 energy; Retaliation
- Full Consequence: No damage, no bonus; Retaliation
Other Skill (2 energy | Relevant Skill): Utilize a skill in a reasonable, yet creative way to produce an interesting outcome.
- Full Success: Desired outcome is attained.
- Success at Consequence: Partial success at execution, however something goes wrong or something unexpected occurs.
- Full Consequence: The plan either starts to work or goes horribly wrong.
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