Combat Actions

The actions in this section are available to all player characters and NPCs. You do not need to have access to any particular ability to use them (other than the aim, focus, and feint actions, which are exploits which every character gets one of for free).

While characters typically have two actions to use in each turn, there are additional action types which can be taken:

Even if a creature is able to use more than two actions in a turn, it cannot repeat a given action more than twice. For example, a creature with 3 actions can only move twice, not three times.

Each character (unless otherwise noted gets) 2 actions, 1 free action, and 1 reaction per turn.

Move

A character can move up to her SPEED in squares. A diagonal square counts as 1 square but you cannot move diagonally round a 90-degree corner.

A character can also climb and jump to navigate scenery.

Aim/Feint/Focus

Aiming, focusing, or feinting, all of which are universal exploits, cost one action, and grant +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming, focus, or feinting action. All characters get either Aim, Focus, or Feint for free.

Overwatch

Overwatch is a special type of action. When you choose to overwatch, you wait ready with a ranged weapon to fire on any targets which make themselves available. Usually this means targets which break cover and enter your line of sight.

You may only fire on a given target once during a turn when on overwatch, and may only fire when the target has zero cover. Your shot interrupts his turn at the earliest point possible.

The maximum number of targets you can fire upon during a turn when in overwatch is equal to your INTUITION attribute. Each subsequent target beyond the first takes a -1d6 penalty to hit.

Going into overwatch ends your turn.

Suppressive Fire

You can lay down fire in a particular area in order to “cover” an ally's exposed movement or action which would normally attract overwatch attacks.

Unlike most attack types, suppressive fire is not target-dependent. It depends on your ally. You designate a specific ally as the beneficiary of your suppressive fire; this benefit last until your ally's next turn has ended. During that turn, you ally's actions gain the benefit of COVER, even when he or she is exposed. This means that your ally will automatically be immune to overwatch, and gains some protection from regular fire.

Some weapons, noted as “auto” in the equipment lists, are especially efficient at suppressive fire. These weapons gain your ally an additional 1d6 of cover.

Weapons with the Single trait cannot provide suppressive fire.