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This section covers the actions each character may take during combat. Some may also be taken outside combat, as noted in their descriptions and elsewhere in the rules, and as prescribed by the GC. For a summary of each action in compact form, consult Table: Actions.

An action’s category follows its name. Actions are divided into four categories. Three correspond to the fundamental divisions of combat — attack, initiative, and movement — while the other — trick — comprises special maneuvers and techniques a character may apply to actions in other categories. When an action is taken with a weapon that consumes ammunition, the number of required shots is listed after the category. Following ammunition is a list of the modes in which a firearm may be used when taking the action. There are 3 fire modes — Single-Shot, Burst, and Full Auto (see page 299). Finally, one or more “action tags” may follow, each with an effect upon the action’s use, as follows.

Incidental (IDL): This action may happen in conjunction with movement. Once per round when the character is also taking a movement action, he may take 1 action with this tag as a free action.

Proficiency (PRF): If the character does not possess the appropriate proficiency, the time required to take this action is doubled and may not be reduced by any means (even a feat ability). Also, the error ranges of all attack and skill checks made as part of the action are increased by 2.

TIME And ERROR RAnGE MOdIfIER

Beneath each action’s name line are two items in bold — the amount of time the action requires, followed by any modifier applying to the error range of each attack and skill check made as part of the action (when no checks are made, this number is +0 and affects nothing).

Special Note: A character may not take 10 or take 20 with any attack or skill check made as part of a combat action.

ACTIOn dESCRIPTIOn

This section describes the action in play — the conditions under which it is undertaken, any special modifiers that apply, the Defense or DC against which any check results are compared, and potential outcomes.

The character taking the action is always described as “the character”; the target of his action is always described as “the opponent,” or “the target,” or “the teammate.” Unless otherwise specified, a character must be aware of someone to target him with any action (see The Order of Combat).

 Table: Actions

ActionTimeShotsModesError RangeTagsEffect*
Attack Actions
Standard Attack 1 half action 1 Single-Shot +0 None 1 attack against 1 target
Autofire 1 full action 3 per volley Full Auto +2 None (6+ shots remaining) –1 per volley; hit = 1 shot + 1 additional shot per 4 over target Def
Coup de Grace 1 full action 1 Any +0 None Automatic critical hit vs. 1 helpless target at no cost
Cover Fire 1 full action 5 Any +0 None 1 opponent within 1/2 max. range makes Will save (DC 10 + character’s ranged attack bonus) or suffers –4 penalty with attack/skill checks for 1 full round
Disarm 1 half action 1 Any +2 PRF Standard Attack vs. Standard Attack to Disarm 1 target within Reach (unarmed/melee) or CQB Range (other)
Grapple 1 full action 0 N/A +0 PRF Athletics (Str) vs. Athletics (Str) to make 1 opponent held; both characters become vulnerable and may make additional Athletics (Str) checks to gain Grapple benefits
Kick 1 half action 0 N/A +0 None –2 Initiative; STR mod applied to damage twice
Pummel 1 full action 0 N/A +0 None Hit = double subdual damage + target’s Fort save DC increased by character’s STR mod (min. +1)
Strafe 1 full action 2 per square Full Auto +2 None (9+ shots remaining) cumulative +2 to Defense per square; hits determined in each square independently
Suppressive Fire 1 full action 5+ Any +1 None 1 final attack vs. each opponent who moves through target square; –4 with each final attack + no Aim; each target suffers –4 penalty with attack/skill checks
Taunt 1 half action 0 N/A +0 None Manipulate (Cha) vs. Sense Motive (Wis) to force opponent to attack character with next action
Threaten 1 half action 0 N/A +0 None Intimidate (Wis) vs. Resolve (Wis) to inflict 1d4+1 stress
Trip 1 half action 0 N/A +1 None Acrobatics (Dex) vs. Acrobatics (Dex) to force target to become sprawled

 

Initiative Actions

Aim 1 half action 0 Any +0 PRF +1 with Standard Attacks against 1 unmoving target Anticipate 1 half action 0 N/A +0 None Sense Motive (Wis) (DC 10 + target BAB) to gain dodge bonus to Def vs. chosen opponent equal to Wis mod (min. +1) for 1 full round
Brace 1 half action 0 N/A +0 None +2 STR (recoil); +1 with Standard Attacks and Autofire in 90˚ forward cone; –4 with Ref saves
Delay 1 free action 0 N/A +0 None –1 to Initiative (max. times = Initiative bonus +10)
Diversion 1 half action 0 N/A +1 None Bluff (Dex) vs. Sense Motive (Wis) to drop 1 target’s Initiative by 1d4+1
Drop a Ready Item 1 free action 0 N/A +0 IDL Drop 1 Ready item in current square
Joint Action 1 full action 0 N/A +1 None Tactics (Int) (DC 10 × number of teammates/allies) to allow all targets to act on character’s Initiative Count during following round
Press 1 free action 0 N/A +0 None (Initiative 25+) –20 Initiative to gain 1 half action
Ready 1 full action 0 N/A +0 None 1 half action delayed until later during current round; Initiative reduced to Count when half action is taken
Refresh 1 full round 0 N/A +0 None If not attacked, character regains 1 action die’s result in vitality points or 2 wound points
Regroup 1 full round 0 N/A +0 None Initiative +(5 + Int bonus)
Stand Off 1 free action 1 per attack Any +0 None Special (see page 359)

 

Movement Actions

Standard Move 1 half action 0 N/A +0 None Move up to Speed in any direction
Bull Rush 1 full action 0 N/A +0 None Move up to Speed toward 1 opponent; opposed Athletics (Str) check to push opponent 1 square + 1 additional square per 4 over opponent result; opponent becomes sprawled
Crouch 1 half action 0 N/A +0 None Character becomes crouched
Draw/Holster/Pick Up Weapon 1 half action 0 N/A +0 IDL Draw 1 weapon (2-handed) or 2 weapons (1-handed)
Drop Prone 1 half action 0 N/A +0 None Character becomes prone
Feint 1 half action 0 N/A +1 None Sleight of Hand (Dex) vs. Notice (Wis) to make 1 opponent flat-footed
Reload 1 half action 0 N/A +0 IDL, PRF Reload 3 shots (single-fed) or all (other)
Run 1 full action 0 N/A +1 None Move 3 × Speed in straight line (full armor); 4 × Speed in straight line (other); character becomes flat-footed
Stand Up 1 half action 0 N/A +0 None Rise from crouched, prone, or sprawled position + become flat-footed
Tire 1 half action 0 N/A +1 None Resolve (Con) vs. Resolve (Con) to inflict 1d4+1 subdual
Total Defense 1 full action 0 N/A +0 None 1 Standard Move; +4 dodge bonus to Def for 1 full round
Withdraw 1 full action 0 N/A +0 None Move up to 2 × Speed away from all opponents

 

Tricks

Bounce 1 free action +0 Single-Shot +1 per surface PRF –2 per surface (max. Dex mod (min. 0))
Burst 1 free action +2 Burst +1 None Hit = 1 shot; hit + 5 or more = 2 shots; hit + 10 or more = 3 shots
Called Shot 1 free action +0 Single-Shot +0 None (requires Aim) –5 Initiative; –3 for partial armor, –6 for moderate armor, –9 for full armor, –1 for helmet; hit = ignore DR
Cheap Shot 1 free action +0 Any +1 None –4 with Standard Attack; hit = –2 with attack/skill checks with 1 attribute or –10 to Speed
Fight Defensively 1 free action +0 Any +0 None –4 with attack/skill checks and +2 dodge bonus to Def for 1 full round
* This column includes only basic information for each action. Consult each action’s description for additional rules

AIM

(INITIATIVE ACTION; PROFICIENCy)

1 Half Action • Error Range +0

The character may aim at any 1 valid target. His Initiative Count increases by 1. Further, so long as the target takes does not move more than 5 ft., the character gains a +1 bonus with all Standard Attack attack checks made against that target.
A character may aim at only 1 target at a time.
Special Note: Unless otherwise specified, the Aim and Brace actions may not be taken as a single action — they must be taken separately, though their bonuses are unnamed, and therefore stack.

AnTICIPATE

(INITIATIVE ACTION)

1 Half Action • Error Range +0

The character may attempt to second-guess the action of 1 opponent. With a successful Sense Motive (Wis) check (DC 10 + the target’s base attack bonus), the character gains a dodge bonus to his Defense against attacks made by the chosen opponent equal to the anticipating character’s Wisdom modifier (minimum +1). This check possesses the Vision tag (see page 101). This effect lasts for 1 full round.
With a critical success, the chosen opponent’s threat range with each attack made against the character is reduced by the anticipating character’s Wisdom modifier (minimum 20). This effect lasts for 1 full round.
With a critical failure, the character is thrown off-balance, becoming flat-footed.
Special Note: A character may only benefit from 1 Anticipate action targeting each opponent at any time. If a character takes a second Anticipate action to boost his Defense against an opponent when a previous boost is still active, the new action’s replaces that of the previous one — even if it’s worse.

AuTOfIRE

(ATTACK ACTION — 3 SHOTS PER VOLLEy — FULL AUTO MODE)

1 Full Action • Error Range +2

A character whose firearm has 6 or more shots remaining may focus a stream of automatic fire at 1 target. The character chooses a number of volleys up to 1/3 the remaining shots in his weapon (rounded down, maximum 10 volleys). Each volley is 3 shots. Then the character makes 1 attack check with which he suffers a –1 penalty per volley fired (in addition to all standard modifiers). With a hit, the target is struck by 1 shot + 1 additional shot for every 4 by which the character’s attack result exceeds the target’s Defense (to a maximum equal to the number of volleys fired). With a critical hit, the damage from the first hit only is applied directly to the target’s wounds (if the second and each subsequent shot hit, damage is applied for each as a standard hit).

BOunCE

(TRICK; PROFICIENCy)

1 Free Action • Error Range +1 Per Surface

A character making an attack with a hurled weapon that doesn’t Burst or explode on contact may attempt to ricochet his shot off a maximum number of surfaces equal to his Dexterity bonus (minimum 0). He suffers a –2 penalty with the attack per surface off which his attack ricochets.

BRACE

(INITIATIVE ACTION)

1 Half Action • Error Range +0

If the character can Brace his firearm against a stable surface, he may choose one 90˚ cone facing out from his current position (if needed, use the Blast Diagram to determine this cone’s area of effect — see page 344). His Initiative Count rises by 1. So long as the character does not move, he gains a +2 bonus to Strength for the purpose of determining recoil and a +1 bonus with all Standard Attack and Autofire attack checks made against any target within the chosen area. The entire time a character braces, he suffers a –4 penalty with Reflex saves.
Special Note: Unless otherwise specified, the Aim and Brace actions may not be taken as a single action — they must be taken separately, though their bonuses are unnamed, and therefore stack.

Bull RuSH

(MOVEMENT ACTION)

1 Full Action • Error Range +0

The character may move up to his Speed directly toward any 1 opponent whose Size is up to 1 category bigger than his own. When he enters the chosen opponent’s square, the characters make an opposed Athletics (Str) check. These checks possess the Armor Check Penalty tag (see page 101). The bigger combatant gains a +4 bonus with this check per Size category of difference between them. If the acting character loses this opposed check, he moves back 1 square and becomes sprawled; otherwise, his opponent is pushed directly back 1 square + 1 additional square per 4 points of difference between the results. Further, for each Size category the acting character is bigger than the chosen opponent, the opponent is pushed back 1 additional square. The character may not voluntarily reduce this distance.
If scenery or an object obstructs this path, the intervening item makes a Damage save against damage equal to the acting character’s Athletics result. With failure, the chosen opponent smashes through the obstruction and keeps moving. With any result, the chosen opponent suffers the acting character’s standard unarmed attack damage. If one or more characters obstruct this path, each intervening character must make an Athletics (Str) check against the acting character’s Athletics result. With failure, the intervening character becomes sprawled in a random adjacent square (decided by the Deviation Diagram, with occupied squares re-rolled), and the chosen opponent keeps moving past him. With any result, both the chosen opponent and the intervening character suffer the acting character’s standard unarmed attack damage.
At the end of the chosen opponent’s movement, he becomes sprawled.
If the acting character wins this check with a critical success, or the chosen opponent suffers a critical failure, the opponent is pushed directly back 2 squares + 1 additional square per 2 points of difference between the results.
Conversely, if the chosen opponent wins this check with a critical success, or the acting character suffers a critical failure, the acting character becomes sprawled and is sent reeling.
The acting character must move along with the chosen opponent, ending his movement in the square adjacent to the chosen opponent within the Bull Rush movement path. The acting character may end this action’s movement early, in which case the chosen opponent comes to a stop directly in front of the acting character in the Bull Rush movement path.
Unless the GC rules otherwise on a case-by-case basis, this action may only be used to target characters, animals, and other living beings.

BuRST

(TRICK — +2 SHOTS — Burst MODE)

1 Free Action • Error Range +1

A character making a Standard Attack with a firearm may instead target 1 opponent with a short Burst of ammunition. With a hit, the target is struck by 1 shot. If the attack result exceeds the target’s Defense by 5 or more, the target is struck by 2 shots. If the attack result exceeds the target’s Defense by 10 or more, the target is struck by all 3 shots. Damage is applied as standard for each shot that hits.
With a critical hit, the damage from the first hit only is applied directly to the target’s wounds (if the second and third shots hit, damage is applied for each as a standard hit).

CAllEd SHOT

(TRICK)

1 Free Action • Error Range +0

A character who is aiming with a ranged weapon, unarmed and adjacent to his target, or holding a readied melee weapon and adjacent to his target, may make a “called shot” against his chosen target. A Called Shot is only possible with a Standard Attack action.
The character suffers a –5 fluid Initiative penalty, as well as a –3 penalty with his attack check if the target is wearing partial armor, a –6 penalty if the target is wearing moderate armor, or a –9 penalty if the target is wearing full armor. If the target wears a helmet, the character suffers an additional –1 penalty with his attack check. With a hit, all damage reduction provided by armor and other gear is ignored when damage is applied.

CHEAP SHOT

(TRICK)

1 Free Action • Error Range +1

A character making a Standard Attack may attempt to exploit one of an opponent’s obvious weaknesses. The character chooses 1 of the opponent’s attributes or the opponent’s Speed, then makes his attack check, suffering a –4 penalty. With a hit, the opponent suffers a –2 penalty with all attack and skill checks for which the chosen attribute is key, or a –10 ft. penalty to his Speed, as decided before the attack. This effect lasts until the end of the scene or until the chosen opponent makes a successful Fort save (DC 20 – 2 per minute since the Cheap Shot was made). The chosen opponent may attempt this save once per minute.
With a miss, the character becomes flat-footed.
Special Note: A combatant may suffer from only 1 successful Cheap Shot per scene.

COuP dE GRACE

(ATTACK ACTION — 1 SHOT)

1 Full Action • Error Range +0

The character may intentionally strike 1 adjacent helpless opponent to knock him unconscious. Alternately, he may inflict an automatic critical hit against the target at no Action Die cost. Even if the target survives, he must make a Fortitude save (DC 10 + the damage inflicted) or immediately drop to –10 wounds (dead).

COvER fIRE

(ATTACK ACTION — 5 SHOTS)

1 Full Action • Error Range +0

The character may train his firearm on 1 opponent within 1/2 his maximum range (rounded down). This opponent may not be engaged in melee combat. The chosen opponent must make a Will save (DC 10 + the character’s ranged attack bonus). With failure, the chosen opponent suffers a –4 penalty with all attack and skill checks he makes for 1 full round. If the opponent fails this save by 5 or more, the character may spend 1 Action Die to make 1 final attack against the chosen opponent. This attack must be made with the same firearm used to take the Cover Fire action, and may not benefit from Aim action bonuses.

CROuCH

(MOVEMENT ACTION)

1 Half Action • Error Range +0 The character may become crouched, providing his opponents with a smaller target.

dElAy

(INITIATIVE ACTION)

1 Free Action • Error Range +0

A character may wait to see what other combatants do by voluntarily reducing his Initiative Count by 1 (permanently setting himself up to act during the lower Initiative Count). A character may perform a maximum number of Delay actions per round equal to his Initiative bonus +10, at which point he must act or forfeit his chance to act during the round. Example: Kevin’s Initiative Count is 22 and his Initiative bonus is +5. He may perform the Delay action up to 15 times per round. During the current round, he may use this action to reduce his Initiative Count to a minimum of 7 before he must act or forfeit the chance to act during the current round. Kevin decides to act on Initiative Count 10, so his Initiative Count is 10 at the start of the following round. This action may not decrease a character’s Initiative Count below 5. When two or more characters perform Delay actions during the same Initiative Count, they act before all other combatants during their following Initiative Count, in standard Initiative order.

dISARM

(ATTACK ACTION — 1 SHOT; PROFICIENT)

1 Half Action • Error Range +2

The character may attempt to Disarm 1 opponent in his line of sight. The opponent must be within the character’s Reach (if the character is unarmed or using a melee weapon), or within CQB Range (otherwise). The character and his chosen opponent make an opposed Standard Attack check. Each character holding his weapon with both hands gains a +4 bonus with this opposed attack check. Further, if one character’s weapon is 1 Size category bigger than his opponent’s weapon, he gains a +4 bonus with the check per Size category of difference (an unarmed character’s “weapon” is considered to be 2 Size categories smaller than him; an unarmed character cannot be disarmed). This Size-based bonus does not apply when the character uses a ranged weapon to attempt a Disarm action. If the acting character wins this opposed check, the chosen opponent is disarmed and his weapon lands in an adjacent square (per the Deviation Diagram, with occupied squares re-rolled). If the character wins with a threat, or the opponent suffers an error, the character may choose the adjacent square in which the weapon lands, or may cause it to fly 1d4+1 squares in a random direction (per the Deviation Diagram). If the character wins with a critical success, or the opponent suffers a critical failure, the character or any teammate or ally with a free hand who is adjacent to the opponent may take the target weapon. Conversely, if the chosen opponent wins this opposed check, the acting character becomes flat-footed. If the opponent wins with a threat, or the character suffers an error, the opponent may, as a free action, target the character with 1 Disarm action. If the opponent wins with a critical success, or the character suffers a critical failure, the opponent gains 1 final attack against the character.

dIvERSIOn

(INITIATIVE ACTION)

1 Half Action • Error Range +1

The character may try to draw 1 opponent’s attention, preventing him from reacting quickly. The character must have line of sight to the chosen opponent and vice-versa. He makes a Bluff (Dex) check opposed by a Sense Motive (Wis) check made by his chosen opponent. Both of these checks possess the Vision tag (see page 101). If the character wins this opposed check, the opponent’s Initiative Count drops by 1d4+1. If the character wins with a critical success, or the opponent suffers a critical failure, the opponent’s Initiative Count drops by 2d4+2. Conversely, if the opponent wins this opposed check, the character becomes flat-footed. If the opponent wins with a critical success, or the character suffers a critical failure, the opponent gains a +2 bonus with his next attack made against the character, or until the end of the following round (whichever comes first). Special Note: A combatant who has been targeted with 1 successful Diversion in the current round cannot be targeted by another Diversion action.

dRAw/HOlSTER/PICk uP A wEAPOn

(MOVEMENT ACTION; INCIDENTAL)

1 Half Action • Error Range +0

The character may draw, re-holster, or pick up one 2-handed weapon, or two 1-handed weapons. A weapon must be located in the character’s square for him to pick it up. When this action is performed as part of a movement action, the character need only move through a square to pick something up along the way.

dROP A ready ITEM

(INITIATIVE ACTION; INCIDENTAL)

1 Free Action • Error Range +0

The character may drop 1 Ready item in his square. When moving , the character may drop the item in any square he traverses.

dROP PROnE

(MOVEMENT ACTION)

1 Half Action • Error Range +0

Voluntarily dropping prone requires 1 half action (though a character may be sprawled against his will by a powerful attack).

fEInT

(MOVEMENT ACTION)

1 Half Action • Error Range +1

The character may try to dupe 1 adjacent opponent with a false action, leaving him vulnerable to a different one. He makes a Sleight of Hand (Dex) check opposed by a Notice (Wis) check made by his chosen opponent. Both of these checks possess the Vision tag, and the Sleight of Hand check also possesses the Hands-On tag (see page 101). If the acting character wins this opposed check, his opponent becomes flat-footed. If the character wins with a critical success, or the chosen opponent suffers a critical failure, the character gains a +2 bonus with his next attack made against the chosen opponent, or until the end of the following round (whichever comes first). Conversely, if the chosen opponent wins this opposed check, the character becomes flat-footed. If the opponent wins with a critical success, or the character suffers a critical failure, the opponent gains a +2 bonus with his next attack made against the character, or until the end of the following round (whichever comes first). Special Note: A combatant who has been targeted with 1 successful Feint in the current round cannot be targeted by another Feint action.

fIGHT dEfEnSIvEly

(TRICK)

1 Free Action • Error Range +0

At the start of his Initiative Count during any round, a character may choose to “fight defensively,” suffering a –4 penalty with all attack and skill checks for 1 full round, but gaining a +2 dodge bonus to Defense for the same period.

GRAPPlE

(ATTACK ACTION; PROFICIENCy)

1 Full Action • Error Range +0

An unarmed character, or a character holding a 1-handed weapon, , may wrestle with 1 adjacent opponent whose Size is up to 1 category bigger than his own. The character steps into the chosen opponent’s square and makes an Athletics (Str) check opposed by an Athletics (Str) check made by the chosen opponent. These checks possess the Armor Check Penalty and Grasp tags (see page 101). The bigger character gains a +4 bonus with this check per Size category of difference between them. If the character wins this opposed check, both combatants remain in the chosen opponent’s square, and the chosen opponent becomes held. If the character wins with a critical success, or the opponent suffers a critical failure, the combatants remain in the chosen opponent’s square, the chosen opponent becomes held, and the character immediately gains 1 Grapple benefit with no skill check (see right). Conversely, if the opponent wins this opposed check, the character is pushed back into his original square and becomes flat-footed. If the opponent wins with a critical success, or the character suffers a critical failure, the character is pushed back into his original square and becomes sprawled. So long as the chosen opponent remains held, the acting character remains vulnerable. Further, any combatant may move through adjacent squares without restriction. Finally, the only non-free action any Grapple participant may take is an opposed full-action Athletics (Str) check, which is subject to the same tags and modifiers as the check made to start a Grapple. The winner of this check gains 1 Grapple benefit (see right). If a participant wins with a critical success, or his opponent suffers a critical failure, he gains 2 Grapple benefits.

MulTIPlE GRAPPlERS

If two or more characters may act during the same Initiative Count, they may make a cooperative Athletics (Str) check to Grapple 1 opponent who is adjacent to each of them. Alternately, a character may join a Grapple already in progress. He simply moves into the target square with 1 full action. From then on, he is part of each cooperative Athletics check made as part of the Grapple. Finally, a character may join a Grapple already in progress, targeting one participant without helping another. In this case, Grapple actions are resolved in Initiative order. Up to 2 characters may Grapple 1 target whose Size category is smaller than their own, up to 4 characters may Grapple 1 target of the same Size, and up to 8 characters may Grapple 1 target whose Size category is 1 larger than their own. No character may hold more than 1 target at any time.

GRAPPlE BEnEfITS

Break Pin: A pinned participant breaks free or helps another character pinned in the Grapple break free. The character who breaks free is still held.
Disarm: The participant forces 1 held or pinned opponent to drop 1 weapon to the ground in the Grapple square. Draw Weapon/Item: The participant draws one 1-handed weapon or object. If he already holds a weapon or object, it lands on the ground in the Grapple square.
Escape Hold: A held participant escapes or helps another character held in the Grapple escape. The character who escapes must immediately take 1 Standard Move action of 5 ft. or more, up to his Speed. Thereafter, if no characters remain held in the Grapple, all characters except the holding participant — or the leader of a multiple-character hold — must exit the square in Initiative order. If and when all adjacent squares are occupied, remaining participants remain in the Grapple square until one frees up, at which point they exit in Initiative order. This has no effect upon the square’s occupants, except that they’re considered adjacent to one another.
Injure Opponent: The participant inflicts his standard unarmed damage, or his standard damage with a 1-handed weapon he holds, upon 1 held or pinned opponent. If the participant wishes to convert t this damage from lethal to subdual or vice-versa, he suffers the attack check penalty with the opposed Athletics check.
Grapple Second Opponent: The participant whose current opponent is held (not pinned) may move into an adjacent square containing 1 opponent and target him with a standard Grapple action. A participant suffers a –4 penalty with all Athletics checks when attempting to Grapple a second opponent, and while he holds 2 opponents. A participant may not Grapple more than 2 opponents at a time.
Manipulate Opponent’s Gear: The participant may Ready, activate, deactivate, or otherwise use 1 piece of his opponent’s non-weapon gear that is not concealed, covered, or stashed. If the participant unbuckles his opponent’s armor, the armor’s DR is reduced to 1/2 standard (rounded down) until the opponent spends 1 half action outside a Grapple to adjust it.
Move: If all opponents involved in the Grapple are held or pinned, the participant may take 1 bonus 5-ft.step, bringing the held or pinned opponents with him. If all opponents involved in the Grapple are pinned, the participant may take 1 Standard Move action, bringing the held or pinned opponents with him.
Mute: The participant cups one of his hands over his opponent's mouth as a free action. This renders the opponent mute, but also inflicts a –2 penalty upon all the participant’s subsequent Athletics checks during the same Grapple action, or until the opponent wins an Athletics check as part of the Grapple (at which time the opponent loses the mute condition as well).
Pin: The participant’s held opponent becomes pinned. Sprawl Opponent: The participant forces 1 held or pinned opponent to become sprawled in the Grapple square. The held opponent suffers 1d4 subdual damage + the participant’s Strength modifier in the process. The participant becomes prone as a result of this Grapple benefit.
Throw: A holding participant may throw the held or pinned character into an unoccupied adjacent square, inflicting his standard unarmed damage + an additional amount of damage equal to his Strength bonus (minimum +1). The formerly held or pinned character becomes sprawled and is no longer held or pinned.
Use Opponent’s Weapon: The participant uses a 1-handed weapon carried by a pinned opponent to inflict damage upon its wielder. If the participant wishes to convert this damage from lethal to subdual or vice-versa, he suffers the attack check penalty with the opposed Athletics check.

JOInT ACTIOn

(INITIATIVE ACTION)

1 Full Action • Error Range +1

The character may choose a number of willing teammates and allies up to his Cha modifier + 1 (minimum 1), and then make a Tactics (Int) check (DC equal to the number of teammates included × 10). This check possesses the Disposition, Hearing, and Language tags (see page 101). With success, during the following round, the character and each chosen teammate and ally may act on the character’s Initiative Count, in any order they wish (ignoring their actual Initiative Counts). If any attack or skill check made as part of a Joint Action fails, the Joint Action immediately ends and all subsequent actions by all involved characters are lost.
Each character retains his actual Initiative Count, acting accordingly during later rounds.

Example: Kevin and his 3 buddies raid a Happy Campers Serenity Stronghold. He wants to stage a Joint Action during which he throws through a fragmentation grenade through a door immediately after one of his partners kicks it open. His Charisma is only 13, so he may only include 2 of his 3 buddies in a Joint Action. He makes a Tactics (Int) check, scoring a 19 — more than enough to set the Joint Action up (1 partner = DC 10). During the following round, both Kevin and his chosen buddy act during his Initiative Count, performing their actions as scheduled. If Kevin’s buddy fails to Kick the door open, Kevin may not throw his grenade in the room beyond (not only because the door isn’t open, but because the Joint Action falls apart).

kICk

(ATTACK ACTION)

1 Half Action • Error Range +0

The character may voluntarily reduce his Initiative Count by 2 to make this unarmed attack against 1 opponent within his Reach. With a hit, he inflicts his standard unarmed damage, applying his Strength modifier (if positive) to the damage twice.

Example, if Kevin has a Strength of 15 and hits with a Kick action, he inflicts 1d6 + 4 lethal damage (1d6 + (2 × his Strength bonus)). A character may take this action even if his hands are full or tied. The Kick action is an unarmed attack but not a Standard Attack. Class, feat, and other abilities which affect Standard Attacks do not apply to Kick actions.

PRESS

(INITIATIVE ACTION)

1 Free Action • Error Range +0

A character with an Initiative Count of 25 or higher may voluntarily reduce his Initiative Count by 20 to gain 1 additional half action during g the current round. He takes the bonus half action immediately, but his standard actions — as well as any final attacks and other actions to which he’s entitled — happen at his revised Initiative Count.

Example: Kevin has an Initiative Count of 30. He takes aPress action and gains 1 half action at Initiative Count 30. His standard full, half, and free actions, however, occur at Initiative Count 10. Special Note: Each character may onlyPress once per round.

PuMMEl

(ATTACK ACTION)

1 Full Action • Error Range +0

The character may attempt to beat 1 adjacent opponent into submission. He makes an unarmed Standard Attack check against the chosen opponent and with a hit, he inflicts double the standard subdual damage. Further, the DC of any Fortitude save the opponent makes to avoid being knocked out by this attack is increased by the character’s Strength modifier (minimum +1). Special Note: This action may never inflict lethal damage.

REAdy

(INITIATIVE ACTION)

1 Full Action • Error Range +0

When a character takes a Ready action, he must decide upon two things — 1 half action that he will take later during the current round and a trigger that will cause him to take the action.

Example: Kevin decides to take a Standard Attack action with his pistol at the first person to come around a corner in his line of sight.

The trigger may involve a person attempting or completing a task, or an event as it occurs. In the first case, the character may specifically state that he wishes to intercede when the person attempts the task, allowing him to take the Ready action before the person acts.

Example: Gary takes a Ready action to activate a shaped charge placed on a control panel if anyone attempts toPress its “missile launch” button. His action occurs as, and before, anyone moves to do so.

When the character cannot react to a person attempting a task, his action may only follow the task’s completion.

Example: Returning to the first example in this section, Kevin must obviously wait until someone comes around the corner before he can shoot, so the GC determines that Kevin’s action may only follow, not precede, the triggering action.

If a Ready action’s trigger occurs at an Initiative Count lower than that of the character, the character’s Initiative Count is immediately reduced to the current Initiative Count; otherwise, the character’s Initiative Count remains unchanged.
Should the character decide to cancel his action when the trigger occurs, he must make a Reflex save (DC 15). With failure, the character must go through with his declared action, regardless of the consequences. Whether the character succeeds with this save or not, his Ready action ends and his Initiative Count is reduced as standard.

Example: One of Kevin’s allies comes around the corner, on Initiative Count 14. Kevin doesn’t want to shoot his ally, so he makes a Reflex save, scoring a 22. He manages to keep from shooting his ally, but his Initiative Count still drops to 14 and his Ready action ends. No character who comes around the corner later during the same round triggers Kevin’s attack.

Finally, if a character’s Ready trigger doesn’t occur during the current round, he loses the chance to act during the current round, his Initiative Count remains unchanged, and his Ready action remains active until the start of his Initiative Count during the following round.

Example: No one comes around the corner, so Kevin’s Initiative Count remains unchanged at 22. He loses his chance to act during this round, but if anyone comes around the corner before Initiative Count 22 during the following round, Kevin’s Ready action is activated.

Should the character decide to end his Ready action between the start of the following round and his Initiative Count during that round, he must make the Reflex save as standard.

REfRESH

(INITIATIVE ACTION)

1 Full Round • Error Range +0

When not suffering from any condition, a character may forfeit his chance to act during the current round hoping that he will remain unmolested and recover some vitality or wound points. Unless the character is targeted by 1 or more attacks before the start of his Initiative Count during the following round, he may at that point spend and roll 1 Action Die, gaining the following benefits.

  • If a standard character, his accumulated damage decreases by the action die’s result.
  • If a special character, he adds the action die’s result to his vitality points, or recovers 2 wound points.

If the character is targeted by 1 or more attacks during this period (whether the attacks are successful or not), he may not spend the Action Die to heal, and still loses his chance to act. A character may not spend more than 1 Action Die to heal per Refresh action.

REGROuP

(INITIATIVE ACTION)

1 Full Round • Error Range +0

When not suffering from any condition, a character may increase his Initiative Count by 5 + his Intelligence bonus (if any). When combined with all other Initiative Count modifiers during the current round, this may not increase the character’s Initiative Count by more than 10 (see page 324).

RElOAd

(MOVEMENT ACTION; INCIDENTAL, PROFICIENCy)

1 Half Action • Error Range +0

The character may replenish one weapon’s ammunition. This action completely reloads a belt-, drum-, or magazine-fed weapon , or up to 3 shots in a single-fed weapon.

Run

(MOVEMENT ACTION)

1 Full Action • Error Range +1

If wearing full armor, the character may move up to 3 × his Speed in feet; otherwise, he may move up to 4 × his Speed in feet. The character may only Run in a straight line. Further, he becomes flat-footed.

STAnd Off

(INITIATIVE ACTION — 1 SHOT PER ATTACK)

1 Free Action • Error Range +0

When an opponent within melee or CQB Range attacks a special character, but before the attack check is made, the target character Further, if any participant in a Stand Off suffers 1 or more points of damage, the Stand Off immediately ends and all participants re-enter combat per the standard rules. Finally, at the start of each round, before any other actions are taken, the participants make an opposed Resolve (Wis) check. These checks possess the Vision tag (see page 101). The winner is unaffected, but each other participant suffers an amount of stress damage equal to 1d6 + the winner’s Wisdom modifier (minimum 1 point of stress damage). If this causes any participant’s stress damage to exceed one or more of his stress thresholds, he cracks and must immediately decide whether to surrender or be attacked.

  • If he surrenders, he may perform no action without first receiving permission or an order from the winner of the Resolve check that cracked him.
  • If he chooses to be attacked, the strike comes from the nearest opponent in the Stand Off. It automatically hits and drops a special character’s wound points to –1, or automatically kills a standard character.

Any character may choose to surrender before making each round’s Resolve check, after which he may perform no action without first receiving permission or an order from an opponent in the Stand Off.
If not interrupted by damage inflicted to 1 or more participants, a Stand Off continues until only 1 participant remains.

EnTERInG A STAnd Off

As a half action, any character within CQB range of a Stand Off in progress may enter it, choosing 1 weapon or unarmed attack to level at involved opponents. From that point on, the newcomer becomes part of a group on one side of the Stand Off. His side makes team Resolve checks using the highest bonus among them so long as 2 or more characters remain in his group.

STAnd uP

(MOVEMENT ACTION)

1 Half Action • Error Range +0

The character rises from the crouched, prone, or sprawled position and becomes flat-footed.

STAndARd ATTACk

(ATTACK ACTION — 1 SHOT — SINGLE-SHOT MODE)

1 Half Action • Error Range +0

The character may make 1 attack against 1 target of his choice.

STAndARd MOvE

(MOVEMENT ACTION)

1 Half Action • Error Range +0

The character may move up to his Speed in feet, in any direction.

STRAfE

(ATTACK ACTION — 3 SHOTS PER SQUARE — FULL AUTO MODE)

1 Full Action • Error Range +2

A character whose firearm still has 9 or more shots remaining may spread a stream of ammunition across several targets. The character chooses a number of adjacent 5-ft. squares up to 1/3 the ammunition remaining in his weapon (rounded down, maximum m 10 squares). He may not skip any squares across the target area, nor may he target any square more than once or target any square directly behind another square already being strafed. The character makes 1 attack check. with which all recoil penalties are doubled. This one result is compared to the Defense of each opponent standing in a target square, from one end of the adjacent square chain to the other. Each target opponent — or target square, if the weapon attacks squares and not occupants — gains a cumulative +2 bonus to Defense (i.e. the first target gains a +2 bonus to Defense, the second target gains a +4 bonus to Defense, the third target gains a +6 bonus to Defense, and so on). Each target hit suffers the attack’s standard damage. With a critical hit, the damage is only applied to the wound points of one opponent of the character’s choice (if any additional opponents are hit, damage is applied to each as a standard hit). Special Note: When the character uses a Strafe action to target more than 1 square occupied by the same opponent, each occupied square is handled as a separate target. The standard bonus to Defense applies, and damage is inflicted for each successful hit.

 

SuPPRESSIvE fIRE

(ATTACK ACTION — 5+ SHOTS)

1 Full Action • Error Range +1

The character may train his firearm on 1 square within his maximum range and fire 5 “warning shots” into it. For 1 full round, the character gains 1 final attack against each opponent who moves through the target square, firing 1 additional shot for each (if the character runs out of ammunition, he may make no further final attacks). Each final attack must be made with the same firearm used to take the Suppressive Fire action. When making each final attack, the character suffers a –4 penalty and may not benefit from Aim action bonuses.
Additionally, each opponent who moves through the target square suffers a –4 penalty with all attack and skill checks made until the start of the character’s Initiative Count during the following round.
Special Note: This action may not target an occupied square.

TAunT

(ATTACK ACTION)

1 Half Action • Error Range +0

The character may attempt to goad 1 opponent within CQB Range into attacking him. He makes a Manipulate (Cha) check opposed by a Sense Motive (Wis) check made by his chosen target. Both of these checks possess the Hearing and Language tags (see page 101).
If the character wins this opposed check, the chosen opponent must attack the character with his next available action (unless he physically can’t, in which case nothing happens). If the character wins with a critical success, or the opponent suffers a critical failure, the opponent becomes enraged for 2d4 rounds.
Conversely, if the opponent wins this opposed check, he gains a +1 bonus with his next attack check against the character. If he wins with a critical success, or the character suffers a critical failure, the opponent gains a +2 bonus with his next attack check against the character. In both cases, this effect lasts until used, or until the end of the current combat (whichever comes first).

THREATEn

(ATTACK ACTION)

1 Half Action • Error Range +0

The character may attempt to humiliate 1 opponent within CQB Range who has lost 5 or more vitality points, or 1 or more wound points, to one of his attacks. The character makes an Intimidate (Wis) check opposed by a Resolve (Wis) check made by his chosen target. Both of these checks possess the Hearing and Language tags (see page 101).
If the character wins this opposed check, he inflicts 1d4+1 stress damage. If he wins with a critical success, or the opponent suffers a critical failure, the opponent becomes frightened for 2d4 rounds. If the opponent wins this opposed check, he gains a +1 bonus with his next attack check against the character. If he wins with a critical failure, or the character suffers a critical failure, the opponent gains a +2 bonus with his next attack check against the character. In both cases, this effect lasts until used, or until the end of the current combat (whichever comes first).

TIRE

(MOVEMENT ACTION)

1 Half Action • Error Range +1

The character may target 1 adjacent opponent with rapid jabs and swings not intended to hit, but to force the opponent onto the defensive. The character makes a Resolve (Con) check opposed by a Resolve (Con) check made by his chosen opponent. These checks possess the Armor Check Penalty tag (see page 101).
If the character wins this opposed check, he inflicts 1d4+1 subdual damage. If he wins with a critical success, or the opponent suffers a critical failure, the character inflicts 2d4+2 subdual damage. If the opponent wins this opposed check, the character becomes flat-footed. If the opponent wins with a critical success, or the character suffers a critical failure, the character suffers 1d4+1 subdual damage.

TOTAl dEfEnSE

(MOVEMENT ACTION)

1 Full Action • Error Range +0

The character may focus exclusively on defending himself from harm. He may take 1 Standard Move action and gains a +4 dodge bonus to Defense for 1 full round.

TRIP

(ATTACK ACTION)

1 Half Action • Error Range +1

The character may try to Trip 1 adjacent opponent whose Size is up to 1 category bigger than his own. He makes an Acrobatics (Dex) check opposed by an Acrobatics (Dex) check made by his chosen opponent. Both of these checks possess the Armor Check Penalty tag (see page 101). The bigger character gains a +4 bonus with this check per Size category of difference between them. If the character wins this opposed check, the chosen opponent becomes sprawled. If the character wins with a critical success, or the opponent suffers a critical failure, the opponent becomes sprawled and the character gains 1 final attack against him, with which he suffers a –4 penalty.
If the opponent wins this opposed check, the character becomes flat-footed. If the opponent wins with a critical success, or the character suffers a critical failure, the chosen opponent may, as a free action, take a Trip action against the character. If the character scores a critical success with this second Trip action, or the opponent suffers a critical failure, the opponent becomes flat-footed — this does not prompt a third Trip action.

wITHdRAw

(MOVEMENT ACTION)

1 Full Action • Error Range +0

The character may break away from any number of adjacent opponents, so long as his first 5-ft. move does not leave him adjacent to 1 or more opponents (if the character is located between two opponents, he may take this action so long as his first 10 ft. move does not leave him adjacent to 1 or more opponents). When taking a Withdraw action, the character may move up to twice his Speed in any direction.