Initiate Combat:
The character who initiates combat takes one turn before initiative is calculated.
Initiative:
Rank all the characters using their initiative statistic from highest to lowest.
Take Turns:
Each character, in order from highest to lowest, takes their turn.
Begin New Round:
Once every character has taken a turn, begin a new round and repeat taking turns until the round ends, beginning a new round if the conflict has not been resolved.
Assist:
ssist a character with their next test. When they take their turn and attempt a test, you may roll 1d20 using your own attribute + skill target number, and add any successes to theirs, so long as they generate at least 1 success themselves.
Attack:
Make a melee or ranged attack, as described in Making an Attack (p.9).
Command an NPC:
If you have an allied NPC under your command (such as from the Dogmeat perk) you may spend your major action to issue a command to the NPC allowing them to take a major action.
Defend:
Make an AGI + Athletics test. Add the number of successes you generate to your defense. This number becomes your defence until the beginning of your next turn.
First Aid:
You may set broken bones, bind wounds, and staunch the bleeding of wounded and crippled body parts. Passing an INT + Medicine test with a difficulty of 1 allows your patient to ignore the complication range increase or effects of one of their injured body parts until they receive another injury to that body part. Each body part can only receive first aid once per day.
Pass:
Give up your turn.
Ready:
Describe an event that will trigger an action, and resolve that action when the trigger occurs. When you do, so long as the trigger occurs before the beginning of your next turn, you interrupt that character’s turn to complete your action, and then the triggering character continues with their turn. If the trigger doesn’t occur before the beginning of your next turn, your readied action is lost.
Stabilize:
Stabilize a dying character, stopping them from dying. The difficulty of the test is equal to the number of injured hit locations the patient has. If you succeed, they no longer need to make END + Survival tests in order to stay alive.They remain unconsious with 0 HP. You may be able to spend Action Points to improve the success of the test, bringing the patient back from unconsciousness with 1 HP (1 AP), or additionally healing an injury (2 AP).
Test:
Make a test, at the discretion of the GM, using the relevant attribute + skill target number and difficulty.
Aim:
Re-roll a single d20 during your next attack.
Draw Item:
Pick up an object within your reach, or draw an item carried on your person.
Interact:
Take a short action that doesn’t need a test, like opening a window,pressing a button or shouting to another character.
Move:
Move to any position within your Medium range, or stand up from being prone.
Take Chem:
You take a dose of a chem that you are holding. If the chem is in your inventory then you need to draw it as a separate minor action.
Roll additional (CD) on an attack by spending (AP) or Ammo depending on the weapon used.
Increasing Melee Damage:
- Melee, Unarmed & Thrown:
- Roll up to 3 Additional (CD) by spending (AP)
- 1 AP per additional (CD)
- Can only use (AP) already in the player pool
- Cannot purchase (AP) from the (GM) to add more (CD)
Increasing Ranged Attacks:
- Each unit of ammo spent equals 1 CD.
- Max number allowed to roll is based on weapon's fire rate
- Ranged and thrown weapons can attack any visible target
- Difficulty Varies based on distance between you and the target|
Sneak Attacks:
- If target is unaware of your presense at the time of the attack, the difficulty to hit is decreased by 1 (Min. of 0)
- Attack gains Vicious damage effect.
- If attack is already Vicious, add 2(CD) to your attack roll.
- You don't have to roll on a difficulty zero test to hit.
Burst:
- Hit one additional target close to your target.
- One additional shot of ammo is spent
Breaking:
- Reduce the cover of your target by 1(CD) per effect rolled.
- If target is not in cover, reduce (DR) from hit location
Persistent:
- Target takes additional damage on the end of their next turn.
- Number of additional turns equal to number of effects rolled.
- Target can spend their Major Action to perform a skill test to stop the damage early.
Piercing:
- Ignore a number of (DR) on the target base on the weapons stats.
- The effect stacks so reduce the (DR) accordingly for each effect rolled.
Spread:
- Hit one additional random location on the target for half damage.
Stun:
- Target cannot take normal action on their turn.
- Target can spend AP to perform additonal actions
Vicious:
- Deal 1 additional damage to each effect rolled.
Radioactive:
- Each effect rolled deals 1(Rad) damage.
- Rad damage is reduced from the target's HP Maximum, not their current HP.
- Apply any additional type of damage dealt by the weapon separately to their current HP.
Accurate:
- Opportunity to deal additional damage on an attack
- Must take the Aim Minor Action prior to attacking.
- Spend up to 3 AP to add + 1(CD) per (AP) spent
- Cannot spend ammunition to deal additional damage.
Blast:
- Targets an entire zone.
- Select a zone that your character can see.
- Perform the appropriate skill tezxt with a base difficulty of 2.
- Adjust the difficulty for any impairments such as range, obstacles or weather effects.
- Success = every character in the zone takes full damage rolled along with any effects.
- Failure = roll half the damage and ignore any effects.
Close quarters:
- Can be used efficiently within reach of the target.
- No penalty for attacking within close range.
Concealed:
- Easily hidden on your person or otherwise difficult to detect.
- Could also be considered a disguised weapon.
- Character muse succeed a (PER + SURVIVAL) test at a difficulty of 2 to spot the weapon (Unless weld)
Debilitating:
- Weapon deals damage so brutal that any injuries dealt have an increased difficulty of 1 to treat.
Gattling:
- Weapon chews through more ammo per shot.
- 1 Shot = 10 rounds
- When you spend ammo to increase damage, you add 2(CD) per 10-shot burst rather than just one.
Inaccurate:
- Gains no benefit from the aim action.
Mine:
- Place a min on a surface and prime it.
- Mine becomes a Dangerous Object.
- A mine is triggered when an enemy comes within reach of it or can be set off by a trip wire, laser sensor, etc.
- Deals damage to the character that triggers it, unless specified otherwise by additional qualities
Night Vision:
- More than likely has some type of scope or sight on it that allows the user to see more clearly in the dark.
- Ignore any difficulty increases for attacking due to darkness
Parry:
- Allows you a chance to give yourself some additional defense when being attacked.
- When a melee attack is made against you, you have the option to spend 1(AP) to parry the attack which adds 1 to your defense.
Recon:
- Aiming with a recon weapon mark the target.
- Must take the aim minor action.
- Next ally to attack the marked target gets to re-roll 1d20 on their attack on it.
Reliable:
- Allows you to ignore the first complication rolled on a skill test using that weapon.
Suppressed:
- Enemy doesn't notice the attack unless they are the target or happen to survive
- A character may notice the attack by passing a (PER + Survival) test at a difficulty of 2
Thrown:
- Typically have an ideal range of medium or close.
- If closer or further than the ideal range for that particular weapon, adjust the difficulty of the skill test accordingly.
Two Handed:
- Needs to be wielded with two hands in order to be used effectively
- You CAN use two handed weapon with one hand, but the difficulty of the skill test to hit increases by two.
Unreliable:
- Increases the complication range of the skill test to attack by one.