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== Move Actions ==
== Free Actions ==
A free action is anything that can be quickly done in less than a second if necessary or can be done while performing other actions. For example, dropping an object merely requires that a combatant let go of the object. This can be done in a split second, even if the object takes much longer to hit the floor. Or talking, which can be done while performing other actions. Free actions that are earned by Characters as they level are not unlimited use and are restricted to one Free action per Character's action in a Group's turn.
 
;Drop an Object: Anything that is not connected in any other way except by a single directly accessible method of release. Whether that is simply releasing your hold on the item, or it's on an easy-release clip. This also implies that it holds even in low or zero gravity. As long as the character does not care about the direction that the object is sent or the lack of motion of the object. For example, you may be very concerned about a grenade as it would simply float around you. You would need to throw the object, as you care about the direction. However, if you simply wanted to leave the grenade there and flee the area, then letting go of the grenade becomes a free action.
 
;Speak: Words should be limited to only a few seconds' worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more than ~3 seconds per round. Thus, your conversation during combat must be quick, and it is likely to take multiple turns to convey complex ideas. This is a role-playing game, and combat is supposed to be fast and intense. At least it should seem that way to your characters. Pausing for out-of-game player conversation is always a nice feature of a strategy game, but it can also be abused. GMs should ensure that players do not bring information from beyond the 4th wall into their characters' knowledge. In other words, knowledge gained from Player communication that is considered outside of the actual gameplay should never mix with in-game Character knowledge without time for the Characters to share that Knowledge.
 
: If you have your characters role-play a complex discussion in battle, it must take a Standard Action dedicated to the conversation. Like people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them, but they do not have to react unless they are hit, which breaks the conversation directly.
 
: It is up to the GM to enforce rules around speaking between players during combat. Just remember that role-playing is fun because it is a game of the imagination, and overcoming these imagined barriers can be both challenging and exciting. But for some people, having too many restrictions can ruin the fun. So the party as a whole should decide how to handle conversations between Characters in-game.
 
: One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be made at the same time someone moves, talks, or attacks with a single-handed weapon. You can role-play the hand singles or simply speak what you intend without it taking away from some words you can say.
 
;Going Prone: Simply going Prone or 'hitting the dirt' is a Free action as long as the Character is not in Low or Zero Gravity.
 
== Simple Actions ==
 
Simple Actions can often serve as placeholders for other actions as the Character levels up. For example, reloading is a Standard action unless the Player gains the [[Quick Reload]] feat. Bonus Actions are earned Simple Actions; they just add an additional option the Character can do if they haven't yet used their Simple Action after performing a Standard Action. There are many examples of when Simple actions can gain more utility.
 
;5-foot step: The 5-foot step is a Simple Move action that is also the declaration of the end of the Character's turn. It must be done as the last action in a Player's Turn for the Group they are in. If a 5ft step removes a Character from a Threat Range, then a Tactical Opportunity still applies. This 5ft step allows you to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.
 
;Draw Weapon Holster: If the Weapon is in a quick access slot or quick access item, such as a holster, then reading the weapon for us (as in drawing it) is a Simple Move Action. Simple Move Actions do not grant Bonus actions of any kind by default.
 
;Switching Positions: Standing up from a Sitting, Kneeing, Prone, or lying down position is considered a Simple action.
 
== Move Rules ==
Before getting into the specifics of different Move Actions, an overview of the Character Placement and Movement rules is necessary.
Before getting into the specifics of different Move Actions, an overview of the Character Placement and Movement rules is necessary.


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;Difficult Terrain: Terrain only affects how a character moves. GMs can use discretion on whether the terrain they describe/imagine has any credible effect on the character's movement. By default, all movement speed is reduced by half. However, in some cases, such as uneven Terrain, the GM may instead give a -X ft movement speed reduction. Difficult Terrain means a Character cannot '''Sprint''', '''Withdrawn''', '''[[Techniques#Combat_Techniques|Charge]]''', or '''[[Techniques#Combat_Techniques|Overrun]]''' without first rolling an Acrobatics skill check to make sure they do not trip. The DC should be 15 + Misc Mods. Failure usually means a character trips and falls, unable to complete their action, and becomes prone. Usually, about halfway through doing what they were trying to do.
;Difficult Terrain: Terrain only affects how a character moves. GMs can use discretion on whether the terrain they describe/imagine has any credible effect on the character's movement. By default, all movement speed is reduced by half. However, in some cases, such as uneven Terrain, the GM may instead give a -X ft movement speed reduction. Difficult Terrain means a Character cannot '''Sprint''', '''Withdrawn''', '''[[Techniques#Combat_Techniques|Charge]]''', or '''[[Techniques#Combat_Techniques|Overrun]]''' without first rolling an Acrobatics skill check to make sure they do not trip. The DC should be 15 + Misc Mods. Failure usually means a character trips and falls, unable to complete their action, and becomes prone. Usually, about halfway through doing what they were trying to do.


;Bonus Movement Sprint/Dash (Bonus Action): When committed to a Standard Move Action, the Character is granted a Bonus Move Action that can take the place of their Simple Action if they have yet to perform one. This allows the Character to move at the same speed as their Move Action. If they were running, then this is considered '''Sprinting'''. Bonus Movement can be granted on any Standard Move Action, even move actions (like reloading) that do not cause the Character to move. Then the Move Action speed is 0ft. This is a '''Dash'''. A '''Dash''' is considered a quick split-second movement of the Character's base Walk speed. It happens when the Character has a Bonus Move action, but their Character did not physically move during their Standard Move Action. A '''Dash'' allows the Character to move their Walk Speed, but it is implied that they do this quickly. '''Sprinting''' happens when the Character chooses to use their Bonus Move action after using the Standard Move Action. '''Dash''' happens when the Move Action doesn't have the Character's physical move location, like reloading or standing up from Prone.
;While [[Stealth#Moving_While_Stealthed|Stealthed]]: Moving at Run or faster while stealthed reduces the Character's Stealth by -(5 - 1/2 Character level). If this penalty is greater than the Stealth roll, then the Character is no longer stealthy. Moving through Difficult Terrain or Zero-G, this penalty is doubled.
 
== Move Actions ==
;Standard Move: The default move speed in combat is Run, which usually implies 30ft or 6 squares. Using the standard move action provides a bonus move action, which allows for options like Sprint and Dash. Normally, movement doesn't require a roll and is resolved before other actions, such as attacking. However, circumstances such as difficult terrain may require a roll to confirm success.
 
;Climb, Crawl, Swim: These are other move actions that require additional skill or simply hinder the speed at which you can move. The speed is reduced by half. This still grants the Bonus Move Action, which can increase your total movement per turn; however, a Character cannot Climb, Crawl, or Swim with a Bonus Action and stay Stealthed.
 
;Withdrawl: This is a special move action that doesn't grant a Bonus Move Action. It allows the combatant to carefully disengage from the enemy (s) without getting a [[Complete_Combat_Actions#Tactical_Opportunity|Tactical Opportunity]]. This cannot be done if the combatant is on difficult terrain or otherwise has their movement restricted, hindered, or penalized in any way.
 
;Reload: Loading a weapon with Ammo is a Standard Move action by default. However, it can change based on weapon specifications. A weapon specifies its Ammunition amount and its Reload Speed. This tells you how many times you can use the item before it needs to be reloaded. The [[Quick Reload]] feat can also be learned to change this from Standard to Simple.
 
;Move an object: Moving any object requires a Strength or Athletics check. Ability and Skill checks are considered part of Standard Use Item Actions; however, this involves moving objects and the Character around. This action counts as a Standard Move Action, but in case [[Combat#Order_Resolution|Order Resolution]] it resolves as a Use Item Action. If a character has a Strength of 3 or below, they are unable to even move. Strength can determine how much a character can lift over their head, to their waist, and drag on the ground. It also indicates how much weight a character can carry during a journey or adventure without becoming encumbered.
 
: Moving any medium-weight or heavier object starts out at 1/2 speed. If a Character chooses to use their Bonus Move Action to continue to move the object, they must roll another Strength/Athletics check to do so.
 
;Open a door slowly: Normally, opening an unlocked door is a Simple Action. However, doing it cautiously or slowly is considered a Standard Move Action. Standard Move Action's grant Bonus Move Action, and since the Character has not moved from their 5ft, instead manipulated the movement of the door, the Bonus Action is considered a '''Dash''' or a quick split-second movement of the Character's base Walk speed.
 
;Get Weapon/Item from Pack: If the Weapon is in the Backpack or container or some other not-so-easily-accessible space, then this is considered a Standard Move Action. This does grant a Bonus Move Action, but because the Character hasn't actually moved locations, only moved around in their 5ft square, the base movement starting speed is 0ft.


;Climb, Crawl, Swim (Standard): These are other move actions that require additional skill or simply hinder the speed at which you can move. The speed is reduced by half. This still grants the Bonus Move Action, which can increase your total movement per turn; however, a Character cannot Climb, Crawl, or Swim with a Bonus Action and stay Stealthed.
== Attack Rules ==
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The most standard Attack action is to use a Weapon to attempt to hit and damage a target. The device must first be ready and held by the Character for an Attack to start. A Character needs to make an '''Accuracy Check''' depending on the Weapon or type of Attack:


;Draw Weapon Holster/In Pack (Simple/Standard): If the Weapon is in a quick access slot or quick access item, such as a holster, then reading the weapon for us (as in drawing it) is a Simple Move Action. Simple Move Actions do not grant Bonus actions of any kind by default. If the Weapon is in the Backpack or container or some other not-so-easily-accessible space, then this is considered a Standard Move Action. This does grant a Bonus Move Action, but because the Character hasn't actually moved locations, only moved around in their 5ft square, the base movement starting speed is 0ft.
:;Melee Attack: <u>Accuracy Check:</u> d20 + Advantage Die + Strength Modifiers + Misc Mod.
:;Range Attack: <u>Accuracy Check:</u> d20 + Advantage Die + Dextarity Modifiers + Misc Mod.  


;Reload (Standard): Loading a weapon with Ammo is a Standard Move action by default. However, it can change based on weapon specifications. A weapon specifies its Ammunition amount and its Reload Speed. This tells you how many times you can use the item before it needs to be reloaded. The [[Quick Reload]] feat can also be learned to change this from Standard to Simple.
The value of the '''Accuracy Check''' is compared against the target's '''[[Armor Class|AC]]'''. This AC may change depending on the nature of the attack.
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;Switching Positions (Simple/Free): Simple going Prone or 'hitting the dirt' is a Free action as long as the Character is not in Low or Zero Gravity. But the opposite is not. Standing up from a Sitting, Kneeing, Prone, or lying down position is considered a Simple action.
:;Target AC: 10 + Armor Bonus + Dextarity Modifiers + Size Modifier + Natural Armor + Miscellaneous Modifiers
:;Touch AC: (This removes Armor and Natural Armor Bonuses) 10 + Dexterity Modifiers + Size Modifier + Miscellaneous Modifiers
:;[[Conditions#Flat_Footed|Flat-Footed]] AC: (This removes Dextarity Bonuses) 10 + Armor Bonus + Size Modifier + Natural Armor + Miscellaneous Modifiers


;Move a object (Standard Move/Use Item): Moving any object requires a Strength or Athletics check. Ability and Skill checks are considered part of Standard Use Item Actions; however, this involves moving objects and the Character around. This action counts as a Standard Move Action, but in case [[Combat#Order_Resolution|Order Resolution]] it resolves as a Use Item Action. If a character has a Strength of 3 or below, they are unable to even move. Strength can determine how much a character can lift over their head, to their waist, and drag on the ground. It also tells how much weight a character can pack and carry during a journey or adventure without becoming encumbered.  
Once a hit is confirmed, the '''Damage Die''' is rolled. The Damage Die is based on the Weapon's Level, which is between 1d2 and 2d12. The Weapon may also have Bonus Damage or some Bonus Effect that needs to be accounted for. If the weapon is Melee, you get to add your Strength Modifier to the total damage.  


: Moving any medium-weight or heavier object starts out at 1/2 speed. If a Character chooses too use their Bonus Move Action to continue too move the object they must roll another Strength/Atheltics check to do so.
:;Melee Attack Damage: <u>Damage Roll:</u> Weapon's Damage Die + Strength Mod + Misc Modifiers
:;Ranged Attack Damage: <u>Damage Roll:</u> Weapon's Damage Die + Misc Modifiers


;Open a door slowly (Standard): Normally, opening an unlocked door is a Simple Action. However, doing it with caution or doing it slowly is considered a Standard Move Action. Standard Move Action's grant Bonus Move Action, and since the Character has not moved from their 5ft, instead manipulated the movement of the door, the Bonus Action is considered a '''Dash''' or a quick split-second movement of the Character's base Walk speed.
; Accounting for Damage Reduction (DR): A target may have '''Damage Reduction''' also referred simply as '''DR'''. DR removes damage from the damage total, all the way down to zero if possible. DR usually states a damage type. The default damage type for weapons is Kinetic, but all DR must specify a type; if it doesn't, it is assumed to be (ALL). More about Damage Types [[Damage_Types_and_Attributes|here]]. So if a combatant rolls a successful attack against a target with a DR2 and the Player rolls a total of 10 for damage, then the target receives 8 damage. DR is always calculated at the very end after all damage has been totaled. DR stacks by half for Extra Damage. If a combatant gets off a 'Major Hit' with Extra Damage, then for every Extra Damage applied, the DR increases by 1/2 the starting DR, rounded up. If you take the previous example again, but say that the combatant had 1 Extra Damage and the Player still rolls a total of 10 damage against the target with DR2, then the total damage received would be 7. DR2 + (2 / 2).
 
;Minor Hit: An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as "1d6+1," still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.
 
;Major Hit without Extra Damage: An Accuracy Check that beats the AC of the target by 4 or more is considered a '''Major Hit'''. Another way to say this is that the Major Hit's '''Threshold''' is 4. If a Character gains a Major Hit, they may roll their Weapon's damage die twice and take the higher result. This doesn't include rolling Bonus Damage dice twice if the weapon has any.
 
;Major Hit with Extra Damage: As a Character levels up, they periodically gain an '''Extra Damage'''. This just means that the Character gets to roll their Weapon's Damage Die again when beating the '''Major Hit's Threshold'''. This acts as if the Character hit the target twice, allowing them to add two Weapon Damage totals together, including Bonus Damage. However, this doesn't include Bonus Effects such as trip, bleed, stunned, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target's AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent's AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon's damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon's damage dice 3 times.
 
;Critical Success: This is when a '''Natural Twenty''' is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. This includes dealing more damage with the rule: '''"Role twice and multiply the highest"'''. Ie: If the Weapon is a [[Laser_Pistol|Laser Pistol]] 1d8+1 (T) 20/x2, that means its damage die is a 1d8, and it is considered a critical hit only if the d20 lands on a 20, and the critical damage multiplier is x2. When the Critical happens, the Player rolls 1d8 twice, takes the higher of the two values, and multiplies it by 2. Then they would add the +1 bonus damage for the total.
 
:: '''Note:''': Some weapons allow the Critical Range to be adjusted, making it easier to achieve a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. An example of an Weapon that has both its Critical Range and Critical Multipler adjusted. [[Plasma_QCB#Micro_Plasma_Rapid_Pistol|Micro Plasma Rapid Pistol]] 2d10 (T) 19-20/x3.
 
;Critical Success with Major Hits: Major Hits without Extra Damage do not factor into Criticals. If the Character has Extra Damage when they roll a Critical, then consider the Major Damage threshold met for all Extra Damage. When using Extra Damage, the Critical only accounts for the first Damage roll. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for the next Extra Damage is also multiplied, and so on. If the Player fails to roll another critical, the rest of the Extra Damage rolls are normal and not multiplied. If the player rolls a natural 1, the Extra Damage is ignored.
 
;Critical Failure: A '''Critical Failure''' means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.


== Attack Actions ==
== Attack Actions ==
The most standard Attack action is to use a Weapon to attempt to hit and damage a target. The device must first be ready and held by the Character for an Attack to start. A Character needs too Accuracy check. The value of the roll is compared against the target's '''[[Armor Class|AC]]'''.
;Standard Attack: The follows the rules as discribed [[Complete_Combat_Actions#Attack_Rules|above]]. The Character must have a readied weapon, must have a target within range, and must not have more than 3 disadvantages to attacking the target. If all these conditions are met, then the Player rolls an Accuracy Check against the target's AC. If successful, then the damage dice is rolled, also taking into account if the Character has Extra Damage, or a critical success. Once the damage and side effects are determined, then the DR of the target is subtracted from the total damage. If the target has a special ability to react to the attack, they can do so after damage is applied. This grants a [[Complete_Combat_Actions#Bonus_Actions|Bonus Attack]] action as an option after the Standard Attack. Most Standard Attack actions do this unless specified otherwise.
 
;Touch Attack: This is a special version of the Standard Attack that is often mentioned. When doing a Touch Attack, simply ignore the Target's Armor when calculating their AC. All other rules are the same. Normally, a Touch Attack has no reach and implies that the Character is physically adjacent to the target. However, some attacks or special abilities will state 'Ranged Touch Attack', which effectively gives reach to the Touch. The reach range is specified. IE: Ranged (60ft) Touch Attack.
 
;Natural Attack: This is usually for Animal Companions, Monsters, or Characters with mutant abilities. This simply implies that the weapon of choice is physically part of the Character in a natural or innate way. '''All''' Natural Attacks can be used in Bonus Attacks or in special reactions, and if used as in the Standard action, they grant a Bonus Attack as per usual. They also do not necessarily have to follow the Weapon leveling rules.
 
;Throw an Object (Grenade): Throwing an object, any small and light object, like a grenade or similar explosive device, requires a particular set of rules. A list of grenades and explosives as well as rules for crafting and buying them, can be found [[Weapons#Explosives_.28Grenades.2FTraps.29|here]]. The target is considered a 5ft area, not a combatant.
 
:# Max range is determined by combining both Strength and Dexterity modifiers. Max throw-able range is '''30ft + 5ft per Str Mod and Dex Mod'''. The Character can choose how far they want to throw the object, just not any further than their max range.
:# Grenades do '''not''' explode on contact. Instead, they explode at the end of the target's turn. This gives the combatants within the '''Area of Effect''' (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.
:# A Character can attempt to 'cook' the grenade so that it goes off at the start of the target's turn instead of at the end. This is risky, however, and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmlessly explodes in the air, wasting the grenade and the turn. If the Player critically fails, then the grenade never leaves their hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and is affected without any saving throws.
:# Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left to right. Or rolled one at a time. In either case, the first die represents how accurate the throw is from left to right, while the second die represents whether the throw was too short or too long. A 4 through a 7 is a success, while a 3 is 5ft to the left. An 8 is 5ft to the right. This continues by 5ft increments. If either D10 lands on a Zero, it is an immediate success. This is the same for the second d10, except a 3 is 5ft too short, while 8 is 5ft too long. There is a [[Bazooka_Arm|Feat]] that can improve the chances.
 
;Attack Defensively: Your Character takes a defensive posture but still tries to deal damage against an opponent. This action can only be done with Melee combat or with Range combat while behind cover.


;Accuracy Check Value: Value = d20 + Advantage Die Roll + Strength Modifier(Melee) or Dexterity Modifier(Ranged) + Weapon Accuracy Bonus
: ('''Melee''') What you gain -
:# +1 AC to Character and all enemies get disadvantage when attempting to target your Character.


Once a hit is confirmed, the Damage Die is rolled. The Damage Die is based on the Weapon's Level, which is between 1d2 and 2d12. The Weapon may also have Bonus Damage or some Bonus Effect that needs to be accounted for. If the weapon is Melee, you get to add your Strength Modifier to the total damage.
: ('''Ranged''') What you gain - (only possible if benefiting from cover)
:# +2 AC to Character


;Minor Hit:  
: ('''Melee/Ranged''') Penlity -
:# All Advantages the Character gets on Accuracy and Damage rolls are halved, rounded down. The Character cannot benefit from Major Hits or Extra Damage.


;Extra Damage: This is a special feature provided by a Character's Path. As a Character levels up, they gain the ability to do more damage. Extra Damage just means that the Character gets to roll their Damage Die again, but not additional bonus effects. So the target cannot be stunned again or get even more on fire than they already were, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own AC value that the Player's Accuracy roll needs to beat. The first Extra Damage AC is equal to the Target's AC + 2. Every Extra Damage has to beat the previous value AC by more than 1. Example: The opponent's AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15 or 16, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 17+, then they get to roll the Weapon's damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 19+, then the Player can roll the Weapon's damage dice 3 times.  
;Attack Around a Corner/From Full Concealment: Your Character cannot currently see the enemy. But with a '''slight''' movement, ie: a small step, a lean, a peak, your Character has line of sight on the enemy. The most common example is a Character on the wall next to an open door. They know the enemy is within the room, but they would have to peek around the corner to see them. The rules are slightly different depending on Ranged vs Melee.  


;Critical Success/Failure: This is when a '''Natural Twenty''' is rolled. Natural Twenty means that the d20 landed on the number 20. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. This still means that the d20 landed on one of those numbers. A Critical success Damage Roll is different. There is a Critical Multiplier, and that determines how many extra times the Damage Die is rolled. The default value is x2 which means the Damage Die is Rolled twice. A Critical Failure means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.
: ('''Melee''') Attacking in this situation requires that the Character has a much better knowledge of the location of the target, either by already locating them before, or through help from a person who knows the location. In this case, the Melee attack is against a square space instead of an enemy combatant. The space needs to be within the melee reach of the Character from the corner of the door or other full cover. The Melee weapon cannot be affected by the 'Clunky' attribute. The Character takes 2x disadvantage to hit, and also takes 1AD of disadvantage on the damage roll. The Character cannot take advantage of Major Hits/Extra Damage.


;Critical Checks: The Critical modifier only applies for the first Damage Die roll. If a Character is a high enough level to have the Extra Damage trait and the Critical happened during a Full Round Attack action then each Extra Damage has to be '''Critical Checked'''. A Critical Check is just another Accuracy check done for each Extra Damage.
: ('''Range''') The Weapon cannot be affected by the 'Clunky' attribute. The Character takes 2x disadvantage to hit, and also takes 1AD of disadvantage on the damage roll. The Character cannot take advantage of Major Hits/Extra Damage.
:* If the check fails then the next damage die can still be rolled but it is not Critical. The Critical check stops and all other Extra Damage if any are also rolled as normal.
:* If the accuracy check succeeds then the Critical effect is also applied do that damage roll. Once that damage is rolled then continue to doing Critical Checks until all Extra Damage has been rolled.
:* If the next accuracy check is another Critical then the Critical 'explodes' and the Critical multiplier is increased by one and the effect is applied to that damage die roll. Afterward, if the Character still has more Extra Damage then the Critical check with the new multiplier. This effect can stack. There are some exceptions.
::* The multiplier can never go above x5.
::* A Critical in a Critical check is a 19-20 only. Meaning a weapon is a higher critical range such as 18-20 doesn't mean the Critical takes place if it rolls an 18. However, if an 18 is rolled and that isn't high enough to hit the enemy but it is supposed to count as a critical because of the weapon's crit range then even though the Critical Check isn't a Critical it still counts as a success.
::* There are [[Feats]] that can affect these rules. (TODO)
:* If the accuracy check is a critical failure then you do not roll for any more Extra Damage and stop critical checks and the attack action is finished. However, this doesn't negate any damage that has already been rolled that still hits the target.


==== Attack Actions in Detail ====
;Attack a Held Object: A Character can declare that they are attacking an item/object/weapon being held or otherwise on a living target. This immediately takes double disadvantage or -2AD. Otherwise, follow the [[Item Damage]] rules.


<div class="toccolours mw-collapsible mw-collapsed">
;Attack an Object: You can declare that you are attacking what appears to be an inanimate object. Such as a door or a wall. This attack can be a Melee/Combat Technique/Ranged. The Accuracy Check is unnecessary as long as the target is genuinely an inanimate object that will not move. Learn about Item damage [[Item Damage]]. Attacking a helpless Character is like hitting a [[Conditions#Flat_Footed|Flat Footed]], but instead of dealing damage to HP, it causes extra Constitution damage. To read more about this go [[Health_and_Injury#Zero_Hit_Points|here]].
'''Attack (Melee weapon)''' (Standard)
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:The Character preforms an attack with a melee weapon. The weapon would have to be drawn. And the character would have to hit a target that is within the melee '''Threat Range'''. By default the Threat Range is 5ft. Some Melee Weapons can have Reach which provides an additional range in 5ft increments. The Attack action is divided up into two steps. The '''Accuracy Check''' and the '''Damage Roll'''. The Damage Roll is only necessary when the Accuracy Check is successful
:# The Accuracy Check is: d20 + Advantage Bonus(If Applies) + Strength Modifier
:# The Damage Roll is: Weapon Damage Dice Type (dX) + Strength Modifier
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'''Attack (Range Weapon)''' (Standard)
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: The Character performs a Ranged Attack using a weapon such as a rail gun or particular laser. Or even a low tech weapon such as a bow and arrow/spear. The weapon should be drawn and ready. The Character will receive penalties in the form of Disadvantages for targeting opponents outside of the weapons predetermined range. 1 disadvantage per Range Increment.
:# The Accuracy Check is: d20 + Advantage Bonus(If Applies) + Dexterity Modifier
:# The Damage Roll is: Weapon Damage Dice Type (dX)
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<div class="toccolours mw-collapsible mw-collapsed">
'''Full Attack''' (Full Round)
<div class="mw-collapsible-content">
: If a Combatant has the Extra Attack or Extra Damage Talent or ability then they gain access to the Full Attack. A Full Attack is a Full Round action and the declaration of the end of your turn. However, this doesn't stop a Character from using there Bonus Attack. This action allows the Combatant access to there Extra Attacks and Extra Damage. Either Extra Attacks the Player can simply roll more Accuracy Checks and when appropriate Damage Rolls. Extra Attacks simply allow the Combatant the ability to do more Attack Actions in a single round. Extra Damage works differently. It simply allows the Player to roll extra Damage Rolls for each Extra Damage when successful.
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'''Bonus Attack/Off Hand Weapon''' (Simple Action)
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: Bonus Attacks are possible if the Character is able to wield an Offhand Weapon that they are proficient in. All Bonus Attacks are Simple Actions that can only be done after a Standard Attack Action. The Bonus Attack is '''special''' in that the Character can still perform a Bonus Attack after a Full Round Attack Action. However, under this special case, the Bonus Attack can only aim at the target of the Full Attack. Other actions that require a Full Round still block the Bonus Attack action. Bonus Attack cannot use Extra Damage.
:# The Weapon must be considered Light or Levels 0 thru 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.
:# The Character must be proficient in the weapon for it to be usable as an Off-Handed weapon.
:# By default a Character '''cannot''' gain any Advantage while using an Off-Handed Weapon, this includes the advantage from being proficient in the weapon. This can be changed with the [[Akimbo Specialist]] Feat.
:# If the Weapon is Melee then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the [[Niten Ichi]] Feat. If the weapon is already a d2 then the damage is just 1 each time.
:# If the Weapon is a Ranged weapon then by default the weapon has to take disadvantage when doing accuracy checks. This can be changed with the [[Gun-Fu]] Feat.
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'''Throw an Object(Grenade)''' (Full Round)
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: Throwing an object, any small and light object, like a grenade or similar explosive device requires a particular set of rules. A list of grenades and explosives as well as rules for crafting and buying them can be found [[Weapons#Explosives_.28Grenades.2FTraps.29|here]].


:# Throwing an object is considered a Full Round Action. This action cannot be followed up with a Bonus attack.
;Attacking a Helpless Oponent (Coup de grace): Pronounced "coo day grahs." The chance to fully finish off an opponent. This is only possible if the opponent has the condition [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Helpless]] or otherwise is completely unable to defend themselves in any capacity. If a Character has zero HP, and combat is over, then this is instant death; otherwise, the damage counts towards Constitution as noted  [[Health_and_Injury#Zero_Hit_Points|here]]. If the Character has HP remaining, this counts as an automatic Critical Success as if the Player rolled a natural d20 when dealing damage.
:# Max range is determined by combining both Strength and Dexterity modifiers. Max throw-able range is '''30ft + 5ft per Str Mod and Dex Mod'''. The Character can choose how far they want to throw the object just not any further then there max range.
:# Grenades do '''not''' explode on contact. Instead, they explode at the end of the targets turn. This gives the combatants within the '''Area of Effect''' (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.
:# A Character can attempt to 'cook' the grenade so that it goes off at the start of the targets turn instead of at the end. This is risky however and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmless explodes in the air wasting the grenade and the turn. If the Player critically fails then they grenade never leaves there hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and affect without any saving throws.
:# Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left too right. Or rolled one at a time. Either case the first die represents how accurate from left to right while the second die represents if the throw was too short or too long. A 3 through an 8 is a success while a 2 is 5ft to the left. A 9 is 5ft to the right. This continues by 5ft increments. This is the same for the second d10 except a 2 is 5ft too short while 9 is 5ft too long. There is a [[Bazooka_Arm|Feat]] that can improve the chances.
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'''Combat Technique''' (Full Round)
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: The Character performs a [[Techniques#Combat_Techniques|Combat Technique]]. These are special types of Melee Attacks that are more likely to cause a condition on another opponent then damage. Those Combat Technique require both the Attack and Move standard actions and thus this requires a Full Round action. Review the [[Technique]] page for the rules on specific Techniques.
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'''Class Specific Technique''' (Full Round)
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: These are Techniques that are specific to certain Advance Classes. By default all Techniques require a Full Round action. However some Techniques or special class abilities can adjust this rule. Please review the [[Techniques]] page for more information.
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'''Class Specific Attack Talent''' (Either Full Round or Standard)
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: Each Class has a set of Talents. Some Talents may inflict damage or otherwise affect target opponents. These are considered Attack Actions. If it doesn't specify the Talent is a Standard Attack Action.
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'''Attack an Object/Helpless Target''' (Standard)
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: You can declare that you are attacking what appears to be an inanimate object. Such as a door or a wall. This attack can be a Melee/Combat Technique/Ranged. The Accuracy Check is unnecessary so long as the target is genuinely an inanimate object that will not move at all. Items/Objects have Hardness ratings. Which is effectively there HP. To break the object, a Character must bring the object's hardness below zero.
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=== Full Round Actions ===
== Other Standard Actions ==


Below is a list of Full Round Actions that are not already listed in the Attack and Move sections above. Normally a Full Round action is also the declaration of the end of the Characters turn. In other words it is both the first and last thing the Character can do. Free Actions can act during a Full Round action but not before or after.
=== Technique/Talent/Abilities/Feats Rules ===


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;Combat Technique: The Character performs a [[Techniques#Combat_Techniques|Combat Technique]]. These are special types of Melee Attacks that are more likely to cause a condition on another opponent than damage. Those Combat Techniques require extra time to perform, and thus, this does '''NOT''' grant a Bonus Attack action. Review the [[Techniques]] page for the rules on specific Techniques.
'''Coup de grace''' (Full Round)
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: Pronounced "coo day grahs." The chance to fully finish off an opponent. This is only possibly if the opponent as the condition [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Helpless]] or otherwise is completely unable to defend themselves in any capacity. Examples being knocked unconscious, having a strength of 0, or having an HP score of 0 or below. The character doing the Coup de Grace does not need to do an Attack roll they automatically hit and score a critical hit. If the defender survives the damage, (there HP doesn't go below the negative there Constitution Score) the opponent must make a Constitution save, with advantage for every Extra Attack/Damage the Character has, against a DC = Damage dealt or Die. 
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'''Stabilizing Dying Character''' (Full Round)
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: Characters can die once there Constitution Score hits zero, more on Death [[Health_and_Injury|Here]]. While there health is at Zero or below they are considered '''Dying''. In this state they loose health every turn until dead. At which point a Medic can do no more for the character. However, if the Character is not died yet there is still hope. If a Character hits 0 they start to bleed out. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Treat Injury skill. If successful the character gains a single point of HP and any ill effects that may cause the person to instantly go back to 0 has been removed. However any Constitution damage still is temporarily in affect.  
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=== Simple Actions ===
;Class Specific Technique: Techniques specific to certain advanced classes. By default, all Techniques require extra time to perform, and thus, this does '''NOT''' grant a Bonus Attack action. However, some Techniques or special class abilities can adjust this rule. Please review the [[Techniques]] page for more information.
Below is a list of Simple Actions that are not already listed in the Attack and Move sections above. Simple Actions can be done before or after a Standard Action. In some cases a Simple Action is a declaration of the end of the turn for the Character.


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;Class Specific Talent/Trick/Ability: Both Classes and Paths can provide Talents, Tricks, or Abilities. These phrases can often be used interchangeably. Some Talents may inflict damage or otherwise affect target opponents in different ways. By default, they do not provide an Attack Bonus Action unless specified otherwise. Also, by default, they are all considered Standard Actions, again, unless specified otherwise.
'''5-foot step''' (Simple)
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: The 5 Footstep is a Simple Move action that is also the declaration of the end the Characters turn. This cannot be done after a Full Round Action. No other Action including a Free Action (other than speech) can be done after the 5ft step is done. If a 5ft step removes a Character from a Threat Range then a Tactical Opportunity still applies. This 5ft step is used to be able to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.  
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=== Free Actions ===
=== Use Item/Skills Rules ===
A free action is anything that can be quickly done in less then a second if necessary or be done while performing other actions. For example dropping an object merely requires that a combatant lets go of the object this can be done in a split second even if the object takes much longer to hit the floor. Or talking which can be done in the middle of performing other actions.


Free actions can add up. A Character can only have 1 Free action per turn. However, if the Character chooses to do 2 Free Actions, it takes up a Simple action as well. If they choose to perform 3 Free actions, then it requires a Standard Action, and 4 requires a Full Round.
;Use Item: The Item in question needs to already be in one's hand (s) to use. Pulling an item from a quick-access pouch or utility belt is a Simple Action, but if it is not located in an easy-to-access slot, then it is considered a Standard Move action to dig it out of whatever pack contains it. The Item may have specific rules for its use in Combat. The default rules are that it takes a Standard Action and does not grant any bonus actions. Items that, when used, deal damage to one or more enemies or affect them in any way are considered an Attack Action instead. Deploying shields, using a scanner, or some other device is a Standard Action with no Bonus Actions.


Below are the actions mentioned in the table shown previously explained in more detail.
;Preform Skill: Many Skills have uses in combat. Some skills are required to overcome an obstacle. For example, Acrobatics is still often used as a Free Action to determine whether the Player can maintain balance while riding in a moving vehicle or Sprint across Difficult Terrain. However, there are also skills like [[Diplomacy]] or [[Intimidate|Intimidation]] that can be used as Standard Actions to attempt to end combat peacefully. Please review the rules for [[Skills]] to learn more about their possible uses in combat. All Skill uses by default do not provide any Bonus Actions.
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'''Drop an object''' (Free)
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:This is simple. Simply let go of whatever the Player is having his character hold onto. Anything that is not connected in any other way except by a single directly accessible method of release. Wither that is simply releasing your hold on the item, or it's on an easy release clip. A player can perform this free action more than once in turn without it being considered more than a single free action. However, that only works if the character can let go of all the objects simultaneously.  


:This also implies even in low or zero gravity. As long as the character does not care the direction that the object is sent or the lack of motion of the object. For example, you may be very concerned about a grenade as it would simply float around you. You would require throwing the object as you care about the direction. However, if you simply wanted to leave the grenade there and flee the area then letting go of the grenade becomes a free action. 
;'''Stabilizing Dying Character''': This is considered a Skill check. Characters can die once their Constitution Score hits zero, more on Death [[Health_and_Injury|Here]]. While their health is at zero or below, they are considered dying. In this state, they lose health every turn until dead. At which point, a Medic can do no more for the character. However, if the character has not died yet, there is still hope. If a Character hits 0, they start to bleed out. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Treat Injury skill. If successful, the character gains a single point of HP, and any ill effects that may cause the person to instantly go back to 0 have been removed. However, any constitutional damage is still temporarily in effect.
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'''Speak''' (Free)
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:This may seem like a simple action, and indeed it is, however, there is a lot of stipulation around this. It can be done as a free action during your turn and overlaps all Standard, Simple, Full Round actions. The one rule is your words are limited to only a few seconds worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more than ~3 seconds per round. Thus your conversation during the combat must be quick and is likely to take multi turns to convey any complex ideas. This is a role-playing game and combat is suppose to be fast and intense. At least it should seam that way too your characters. Pausing for out of the game player conversation is always a nice feature of a strategy game but also can be abused. GM's should make sure that the players are not bringing information from '''beyond the 4th wall''' into there characters knowledge. In other words, knowledge gained from Player communication that is considered outside of the actual gameplay should never mix with in-game Character knowledge without time for the Characters to share that Knowledge.


:If you have your characters role-play a complex discussion in battle it must take Full Round actions dedicated to the conversation. Like to people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them, but they do not have to react unless they are hit which breaks the conversation directly.
== Bonus Actions ==


:Of course how much this rule is followed is dependent on how well the GM enforces it and how much fun the group would fine that enforcement to be. Just remember that roll-playing is fun because it is a game of the imagination and having to overcome these imagined barriers can be challenging and exciting. But for some people, it can ruin the fun to have too many restrictions. So the party as a whole should deice how to handle conversations between Characters in-game.
Bonus Actions are usually earned through performing a successful Standard Action and are meant to represent the Character taking advantage of the momentum of their success to follow through with another of the same action. A Bonus Action is an earned Simple Action option the Player can choose from. Just because a Bonus Action was earned doesn't mean the Player can pick to have the Character perform a different Simple Action. Also, remember that a Character can only perform 1 Simple Action per turn. So this is only possible if the Character hasn't already performed a Simple Action.


:One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be made at the same time someone moves, talks, attacks with a single-handed weapon. You can role-play the hand singles or simply speak what you intend without it taking away from some words you can say. However, communication via hand gestures is limited to one gesture per round.
;Bonus Attack Off-Handed/Main Weapon (from Standard Attack): Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. The Character must have a qualified weapon to benefit from a Bonus Attack Action.
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=== Varies Action Types ===
<u>'''Off-Handed Weapon''' Qualifying Rules</u>: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.
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# The Character must be considered proficient in the weapon's use.
'''Use a skill''' (Full Round or Free)
# The Weapon cannot have the 'Two-Handed' or 'Clunky' attributes, nor be considered 'Heavy', nor can the main hand weapon. If the Main Hand Weapon cannot also qualify as an off-handed weapon, then the Character cannot wield both at the same time.
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:# The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.
: Many Skills have uses in combat. Some skills are required to overcome an obstacle. For example, the Acrobatics still is often used as a Free Action to determine if the Player is able to keep balanced while riding in a moving vehicle or able to Sprint across Difficult Terrain. However there are also skills like Diplomacy or Intimidation that can be used as Full Round actions to attempt to end combat peacefully. Please review the rules for [[Skills]] to learn more about there possible in combat uses.
<u>'''Off-Handed Weapon''' Bonus Attack Rules</u>:
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# Holding a qualified Off-Handed weapon automatically grants a Bonus Attack on Standard Attack Actions, even if the Standard Attack fails. Unlike when holding a main weapon.
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# An Off-Handed/Bonus Attack by default cannot benefit from Extra Damage. (Only Feats, Techniques, or Talents may adjust this)
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# By default, a Character '''cannot''' gain any Advantage while using an Off-Handed Weapon, this includes the advantage from being proficient in the weapon. This can be changed with the [[Akimbo Specialist]] Feat.
'''Use a Feat''' (Full Round)
# If the Weapon is Melee, then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the [[Niten Ichi]] Feat. If the weapon is already a d2 then the damage is just 1 each time.
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# If the Weapon is a ranged weapon, then by default, the weapon has to take disadvantage when doing accuracy checks. This can be changed with the [[Gun-Fu]] Feat.
: Feats normally do not require some type of check as well as a Full Round action. Please review [[Feats]] for more information.
# All Bonus Damage, including Bonus Damage Die for a Weapon, is reduced by 1/2. Ie: 1d8(K) + 1d4(T) + 2 weapon all the damage provided after the primary Weapon Die (1d8(K)) is halved, rounded down.
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# An Off-Handed/Bonus Attack cannot benefit from extra effects on a Weapon, such as Trip, for example.
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'''Use a Talent''' (Full Round most of the time.)
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: Many Classes have special Talents that can be used in combat to add extra damage or add some special affect. Each Talent will have its own rules on how this works within combat. The default is that a Talent takes a Full Round action.
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'''Perform a Technique''' (Full Round most of the time.)
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: To learn about how to perform Techniques review the [[Techniques]] page. There are two main types of Techniques. Combat Techniques which all Characters can do and Class Specific Techniques which only Characters that have levels in certain Advance Classes can preform. By default performing a Technique requires a Full Round action and the declaration of the end of the Characters turn. However some Advance Classes have Talents that can change a Technique into a Standard Action or even Simple Action.
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=== Other Actions and Situations ===
While in combat or even outside of combat there can be countless special situations or actions that can happen where there may be exceptions to the rules. Below is a list of actions or situations that require additional explaining.


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<u>'''Main Weapon''' Qualifying Rules</u>: If the Character is not holding an Off-Handed weapon or they wish to use their main weapon instead, then the main weapon must qualify for Bonus Attacks.
'''Delay/Ready''' (Sacrifice Turn)
# The Character must be considered proficient in the weapon's use.
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# Ranged weapons must have a speed of Manual or Faster.
: To delay or ready an action is considered the same thing just two different ways to describe what is in affect the same set of rules. The Character can ready an action under a specific set of requirements. For example, They can ready to fire their pistol when the enemy comes around the corner. So the Character sacrifices there turn and is unable to do any actions until the next turn. If the enemy comes around the corner, then the Character gets an instant action and can use that time to open fire. If the enemy is performing an action that requires rolling and will be affected by the instant action, then an Initiative check is rolled to determine who goes first.  
# Melee weapon cannot be size Gigantic or have the Clunky attribute.
<u>'''Main Weapon''' Bonus Attack Rules</u>:
# This is earned only when the Standard Action attack succeeds. (Unless specified otherwise by Technique or Talent etc..)
# The weapon must target the same opponent.
# This is treated as an Off-Handed weapon attack in terms of penalties. However, this '''doesn't''' benefit from Two Weapon Fighting Feats.


: An example of a special Ready action is [[Weapons#Advance_Weapon_Creation|Suppression Fire]] which is a Weapon Bonus Ability.


: Delayed actions can be useful because they allow for more cooperation between Character actions.
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'''Traps/Mines''' (Full Round or Free)
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: Mines are just a buried trap. Traps can be encounter in and out of combat. Traps have a Perception DC as well as a Disable Device DC. If a Character isn't actively looking for a Trap, then their Passive Perception is used instead of the actual Skill check. If they succeed at seeing a Trap, they can choose to disable it with a Disable Device check. A critical failure of the check will detonate the Trap. A failure just means that the Trap is still hot. They can attempt again within 20 minutes. However in combat, if a Trap is detected the Character can still attempt to Disable it, but they cannot Take 20. Instead, it takes a Full Round action, and they have a disadvantage. If they fail by more then 5 against the DC then the Trap detonates. If it fails but only by 5 or less, then they have to wait for 1 round before trying again.
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'''Cover''' (Full Round or Free)
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: The cover provides a disadvantage for accuracy checks done by enemy combatants. There is Partial Cover which provides x1 disadvantage. Heavy Cover provides x2 disadvantage. Full cover means that the enemy is 'hidden' and cannot be directly shot at. In this case, grenades are useful. However, if the weapon has AP damage or if the wall/barrier is weak, then  Ranged weapons can fire through them. Then a percentile is rolled, or a single d10. If 6 or higher then the weapon connects while 5 or lower means a miss. If the weapon connects an Accuracy check with x1 disadvantage is rolled to make sure that the weapon didn't glance their armor.


: There are also things that disrupt the line of sight or otherwise blind the enemy. Things like flood lights or a smoke grenade. This acts like Partial Cover while thick fog can cause Full Cover.
;Bonus Movement Sprint/Dash (from Standard Move): When committed to a Standard Move Action, the Character is granted a Bonus Move Action that can take the place of their Simple Action if they have yet to perform one. This allows the Character to move at the same speed as their Move Action. If they were running, then this is considered '''Sprinting'''. If the Character didn't physically move location, then the Move Action speed is 0ft, and the Bonus Movement speed for this is their Walk speed; this is called a Dash. A Dash is considered a quick split-second movement of the Character's base Walk speed. A '''Dash''' allows the Character to move their Walk Speed, but it is implied that they do this quickly. '''Sprinting''' happens when the Character chooses to use their Bonus Move action after using the Standard Move Action to Walk/Run. '''Dash''' happens when the Move Action doesn't have the Character's physical move location, like reloading or standing up from Prone.


: There is gear that allows Characters too do things like, see through walls, gain night vision, or infra-red vision. These things can remove the negative effects of cover in some cases.
* A Bonus Move Action can only happen if the Character is still able to move either in the same direction or a turn no greater than 90 degrees. If the Character is stopped short by the end of a hallway, then if their only direction is back the way they came, they will have to completely turn around, stopping all their momentum, which is what a Sprint/Dash is meant to represent.
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=== Other Common Actions ===
* Sprint/Dashing in '''Difficult Terrain''' requires an Acrobatics Check (Or just a Dexterity check if no ranks in Acrobatics) with a DC15 + X. X should be up to the GM's discretion on how difficult the terrain actually is. A failure on this check means the Character can only move 5ft. A Critical Failure could imply they trip and fall.


==== Reloading ====
=== Other Earned Bonus Actions ===
Does what is says exactly. The player will need to reload ranged weapons from time to time. Each weapon has an Ammo attribute that tells the Player how many rounds the weapon can be fired before it needs to reload. By default, reloading a Weapon takes a '''Standard Action'''. However, a variety of things including Feats, Talents, and weapon upgrades can bring the reloading of a weapon to a Simple Action or even a Free Action.


Be aware of how often you need to reload the weapon as well as the time it takes to reload it. Some Weapons even require Full Round Actions to reload. So just because it does a lot of damage doesn't mean it is the obvious choice. A Pro tip is that dropping something a Character is holding is considered a Free Action and some weapons can be quickly drawn as a Simple Action allowing you to quickly switch from an empty high powered weapon to a smaller but a fully loaded weapon.
Many Characters, as they level up, earn Talents or learn Techniques and/or Tricks that give them more choices in Bonbus Action. They can also learn more ways to earn a Bonus Action. This improves a Character's Action economy per turn and shows how a Character is progressing. Just like with Simple Actions, Bonus Actions are a placeholder for gaining new abilities and choices for what to do in Combat. A Player should keep an eye out for these powerful abilities as they level their Character.


==== Talents/Specials ====
== Other Actions and Situations ==
While in combat or even outside of combat, countless special situations or actions may arise, where there may be exceptions to the rules. Below is a list of actions or situations that require additional explanation.


Character's as they level up gain Talents and even [[Techniques]] in some cases. Techniques are similar to spells in Fantasy RPGs. These abilities often allow the Character to do actions in combat. By default, these actions count as Full Round Actions unless specified otherwise. It is important to know the different abilities your character has.
=== Cover ===
 
Taking cover, or setting up a position of fire, normally takes a Standard Move Action. If the Character is already in Cover, maintaining that cover is considered a Free Move Action. This is important because the Character briefly exposes themselves while firing from cover. If they are blocked from taking free movement actions or otherwise restricted, the cover no longer counts if they perform a Simple/Standard action that requires physical movement.
 
The cover provides a disadvantage for accuracy checks done by enemy combatants. There is Partial Cover, which provides x1 disadvantage. Heavy Cover provides x2 disadvantage. Full cover means that the enemy is 'hidden' and cannot be directly shot at. In this case, grenades are useful. However, if a ranged weapon has AP damage, then it can fire through the barrier. Then a percentile is rolled, or a single d10 is rolled. If 6 or higher, the weapon connects; 5 or lower is a miss. If the weapon connects, an Accuracy check with x1 disadvantage is rolled to make sure that the weapon didn't glance their armor.
 
There are also things that disrupt the line of sight or otherwise blind the enemy. Things like flood lights or a smoke grenade. This acts like Partial Cover, while thick fog can cause Full Cover.
 
There is a gear that allows characters to do things like see through walls, gain night vision, or infrared vision. These things can remove the negative effects of cover in some cases.
 
=== Delay/Ready ===
 
To delay or ready an action implies the same thing, and the words can be used interchangeably in the combat rules. The Character can ready an action under specific requirements. For example, they can be ready to fire their pistol when the enemy comes around the corner. So the Character sacrifices their turn and cannot take any actions until the next turn. If the enemy comes around the corner, then the Character gets an instant action that resolves immediately. If the enemy is performing an action that requires rolling and will be affected by the instant action, then an Initiative check is rolled to determine who goes first.  
 
An example of a special Ready action is [[Weapons#Advance_Weapon_Creation|Suppression Fire]], which is a Weapon Bonus Ability.
 
Delayed actions can be useful because they allow for more cooperation between Character actions.
 
=== Flanking ===
 
A Character can flank an opponent to gain a single Advantage on accuracy checks. To do this, the Character must attack an opponent who is also being attacked by another enemy, and that enemy must be opposite of the Character or on the other side so that if a line were drawn between the Character attempting to flank the other opponent in combat, the line would intersect the opponent.  


=== Tactical Opportunity ===
=== Tactical Opportunity ===


In some games Character's actions to lead to something called Attacks of Opportunity. In this game, these are called '''Tactical Opportunity'''. A Tactical Opportunity temporarily gives an opponent an Advantage to both Accuracy Checks and Damage Die.  
A '''Tactical Opportunity''' temporarily gives an opponent an Advantage to both Accuracy Checks and Damage Die. Gaining Advantage to Damage Die just means the Advantage Die is rolled as a situational bonus to the Weapon's damage inflicted on the target.
 
;Moving out of Threat Range: The way a Character can cause this unfortunate circumstance is to move out of a Character's melee '''Threat Range''', which includes reach. If a Character were to move out of or through an enemy's threat range (without attacking first), this creates a Tactical Opportunity temporarily for that enemy against the Character for one round.
 
;Attacking at Point Blank range: If a Character is using a Ranged weapon and targeting an adjacent enemy target or has adjacent enemy targets, then all adjacent enemies have a Tactical Opportunity counter for one round against the Character. The [[Feats|feat]] [[Point_Blank_Shot|Point Blank Shot]] negates this.
 
;Performing a Technique/Tricks: If a Character performs a Technique adjacent to or within melee threat range of enemies that are not the target of the Technique, those enemies gain a Tactical Opportunity. This does not count for the Basic or Advanced Combat Techniques, but only to Class-specific Techniques or Psionic powers. All class-specific Tricks and Talents are treated like performing Techniques in the context of earning Tactical Opportunity.


The way a Character can cause this misfortunate circumstance is to move out of a Character's melee '''Threat Range'''. By default most Melee weapons have a '''Reach''' of 5ft, in other words, the Character can attack anything standing adjacent to them and this is their Threat Range. If a Character was to move out of or through an enemies threat range this creates a Tactical Opportunity temporarily for one round.  
;Negating TC with a Withdrawal: A Player can commit to the Withdraw action. This allows the Character to move at their Run speed for the terrain they are in, but negates any Tactical Opportunities that are caused by movement. This cannot be done in difficult terrain and does not earn a Bonus Action.


If the Character is holding a Ranged weapon this still counts but there Threat Range is only 5ft.
=== Traps/Mines in Combat ===


A Player can commit to the '''Withdraw''' action which is a Full Round Action. This allows the Character to move at normal speed for the terrain they are in but negates this effect. However, this is a Full Round Action and they cannot move faster.
Traps can be encountered in and out of combat. In combat, if a Trap is detected, the Character can still attempt to [[Disable_Device|Disable]] it, but they cannot Take 20. Instead, it takes '''both''' a '''Simple''' and a '''Standard''' action together, and they have disadvantage. If they fail by more than 5 against the DC, then the Trap detonates. If it fails by 5 or fewer, they have to wait 1 round before trying again.

Latest revision as of 22:43, 7 May 2026

Table: Example List of Actions
Free Actions
Drop an object
Speak
Drop prone
Simple Actions
5-foot step
Draw/Holster Weapon
Picking up an Item (at feat)
Get Item in Quick Access Slot
Open Unlocked Door
Standard Move Actions
Move (Walk/Run)
Climb, Crawl, Swim (Half Speed)
Reload Weapon
Switch Weapons
Standard Attack Actions
Attack (Melee Weapon)
Attack (Ranged)
Attack with Item
Standard Technique Actions
Perform any Technique
Perform Class/Path Trick/Talent
Utilize/Perform Feat
Standard Item Use Actions
Use Item (not targeting enemy)
Use a Skill
Bonus Actions
Bonus Move (via Standard Move)
Bonus Attack (via Standard Attack)

For an overview of Ground Combat and its Phases, go to the Combat page. This page lists all the default and/or common Actions that can be performed during the Action Phase of Combat.

Each round represents roughly 3 seconds of in-game time. The table below helps break down the Action Types that are part of the Action Phase.

Table: Time and actions in a round of combat.
---- Time (~3 seconds) ----
ACTIONS
Simple
Action
Standard Action
(Move/Attack/Technique/Use Item Action)
Simple/Bonus
Action
Free Action

Free Actions

A free action is anything that can be quickly done in less than a second if necessary or can be done while performing other actions. For example, dropping an object merely requires that a combatant let go of the object. This can be done in a split second, even if the object takes much longer to hit the floor. Or talking, which can be done while performing other actions. Free actions that are earned by Characters as they level are not unlimited use and are restricted to one Free action per Character's action in a Group's turn.

Drop an Object
Anything that is not connected in any other way except by a single directly accessible method of release. Whether that is simply releasing your hold on the item, or it's on an easy-release clip. This also implies that it holds even in low or zero gravity. As long as the character does not care about the direction that the object is sent or the lack of motion of the object. For example, you may be very concerned about a grenade as it would simply float around you. You would need to throw the object, as you care about the direction. However, if you simply wanted to leave the grenade there and flee the area, then letting go of the grenade becomes a free action.
Speak
Words should be limited to only a few seconds' worth of speech per turn. You can even reply out of your turn. Just your words should not add up to more than ~3 seconds per round. Thus, your conversation during combat must be quick, and it is likely to take multiple turns to convey complex ideas. This is a role-playing game, and combat is supposed to be fast and intense. At least it should seem that way to your characters. Pausing for out-of-game player conversation is always a nice feature of a strategy game, but it can also be abused. GMs should ensure that players do not bring information from beyond the 4th wall into their characters' knowledge. In other words, knowledge gained from Player communication that is considered outside of the actual gameplay should never mix with in-game Character knowledge without time for the Characters to share that Knowledge.
If you have your characters role-play a complex discussion in battle, it must take a Standard Action dedicated to the conversation. Like people behind a barrier talking about how ridiculous the battle is and what to do about it. People may still shoot at them, but they do not have to react unless they are hit, which breaks the conversation directly.
It is up to the GM to enforce rules around speaking between players during combat. Just remember that role-playing is fun because it is a game of the imagination, and overcoming these imagined barriers can be both challenging and exciting. But for some people, having too many restrictions can ruin the fun. So the party as a whole should decide how to handle conversations between Characters in-game.
One way to get around this to some degree is to declare that your statement is wrapped up in a gesture. A simple (Attack here, defend that) gesture can be made at the same time someone moves, talks, or attacks with a single-handed weapon. You can role-play the hand singles or simply speak what you intend without it taking away from some words you can say.
Going Prone
Simply going Prone or 'hitting the dirt' is a Free action as long as the Character is not in Low or Zero Gravity.

Simple Actions

Simple Actions can often serve as placeholders for other actions as the Character levels up. For example, reloading is a Standard action unless the Player gains the Quick Reload feat. Bonus Actions are earned Simple Actions; they just add an additional option the Character can do if they haven't yet used their Simple Action after performing a Standard Action. There are many examples of when Simple actions can gain more utility.

5-foot step
The 5-foot step is a Simple Move action that is also the declaration of the end of the Character's turn. It must be done as the last action in a Player's Turn for the Group they are in. If a 5ft step removes a Character from a Threat Range, then a Tactical Opportunity still applies. This 5ft step allows you to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.
Draw Weapon Holster
If the Weapon is in a quick access slot or quick access item, such as a holster, then reading the weapon for us (as in drawing it) is a Simple Move Action. Simple Move Actions do not grant Bonus actions of any kind by default.
Switching Positions
Standing up from a Sitting, Kneeing, Prone, or lying down position is considered a Simple action.

Move Rules

Before getting into the specifics of different Move Actions, an overview of the Character Placement and Movement rules is necessary.

Character Placement
Future Path uses squares to help visualize combatants' locations and who they can see and hit. You do not need a square mat to play, as some groups prefer to imagine the whole thing and may feel that visual aids hamper their imagination. However, it is also nice for at least the GM to have some scratch graph paper to help ensure that the rules are followed.
Each square is considered 5ft. Each player, Medium or smaller, occupies at least 1 square as their personal space. A combatant cannot move through an enemy's square, unless they attempt an Overrun or if the combatant is considered helpless. Each combatant has a 5ft melee attack radius known as the Threat Range. Basically, every square adjacent to them. Diagonal squares are considered adjacent.
When moving, a character can move in any of the eight directions. Forward, Backwards, Left, Right, as well as the diagonal directions. There is also up and down, and so on, for flying or ships in space.
Movement
A character has a certain amount of range they can run during combat. The default range is set by their Species, but the most common speed is a Base Speed (Walk) of 15ft. The 3 speeds of movement in combat is Walk/Run x2/Sprint x4. By default, while in the Combat Character's move at Run speed. Speed is always calculated in increments of 5ft. Each square is 5ft. So 30ft of movement means 6 squares in any direction, including diagonal. You also do not have to have things line up perfectly. For example, a wall can end in the middle of a square, so that the distance between walls in a corridor is 2.5 squares. The half square is still a valid space.
Difficult Terrain
Terrain only affects how a character moves. GMs can use discretion on whether the terrain they describe/imagine has any credible effect on the character's movement. By default, all movement speed is reduced by half. However, in some cases, such as uneven Terrain, the GM may instead give a -X ft movement speed reduction. Difficult Terrain means a Character cannot Sprint, Withdrawn, Charge, or Overrun without first rolling an Acrobatics skill check to make sure they do not trip. The DC should be 15 + Misc Mods. Failure usually means a character trips and falls, unable to complete their action, and becomes prone. Usually, about halfway through doing what they were trying to do.
While Stealthed
Moving at Run or faster while stealthed reduces the Character's Stealth by -(5 - 1/2 Character level). If this penalty is greater than the Stealth roll, then the Character is no longer stealthy. Moving through Difficult Terrain or Zero-G, this penalty is doubled.

Move Actions

Standard Move
The default move speed in combat is Run, which usually implies 30ft or 6 squares. Using the standard move action provides a bonus move action, which allows for options like Sprint and Dash. Normally, movement doesn't require a roll and is resolved before other actions, such as attacking. However, circumstances such as difficult terrain may require a roll to confirm success.
Climb, Crawl, Swim
These are other move actions that require additional skill or simply hinder the speed at which you can move. The speed is reduced by half. This still grants the Bonus Move Action, which can increase your total movement per turn; however, a Character cannot Climb, Crawl, or Swim with a Bonus Action and stay Stealthed.
Withdrawl
This is a special move action that doesn't grant a Bonus Move Action. It allows the combatant to carefully disengage from the enemy (s) without getting a Tactical Opportunity. This cannot be done if the combatant is on difficult terrain or otherwise has their movement restricted, hindered, or penalized in any way.
Reload
Loading a weapon with Ammo is a Standard Move action by default. However, it can change based on weapon specifications. A weapon specifies its Ammunition amount and its Reload Speed. This tells you how many times you can use the item before it needs to be reloaded. The Quick Reload feat can also be learned to change this from Standard to Simple.
Move an object
Moving any object requires a Strength or Athletics check. Ability and Skill checks are considered part of Standard Use Item Actions; however, this involves moving objects and the Character around. This action counts as a Standard Move Action, but in case Order Resolution it resolves as a Use Item Action. If a character has a Strength of 3 or below, they are unable to even move. Strength can determine how much a character can lift over their head, to their waist, and drag on the ground. It also indicates how much weight a character can carry during a journey or adventure without becoming encumbered.
Moving any medium-weight or heavier object starts out at 1/2 speed. If a Character chooses to use their Bonus Move Action to continue to move the object, they must roll another Strength/Athletics check to do so.
Open a door slowly
Normally, opening an unlocked door is a Simple Action. However, doing it cautiously or slowly is considered a Standard Move Action. Standard Move Action's grant Bonus Move Action, and since the Character has not moved from their 5ft, instead manipulated the movement of the door, the Bonus Action is considered a Dash or a quick split-second movement of the Character's base Walk speed.
Get Weapon/Item from Pack
If the Weapon is in the Backpack or container or some other not-so-easily-accessible space, then this is considered a Standard Move Action. This does grant a Bonus Move Action, but because the Character hasn't actually moved locations, only moved around in their 5ft square, the base movement starting speed is 0ft.

Attack Rules

The most standard Attack action is to use a Weapon to attempt to hit and damage a target. The device must first be ready and held by the Character for an Attack to start. A Character needs to make an Accuracy Check depending on the Weapon or type of Attack:

Melee Attack
Accuracy Check: d20 + Advantage Die + Strength Modifiers + Misc Mod.
Range Attack
Accuracy Check: d20 + Advantage Die + Dextarity Modifiers + Misc Mod.

The value of the Accuracy Check is compared against the target's AC. This AC may change depending on the nature of the attack.

Target AC
10 + Armor Bonus + Dextarity Modifiers + Size Modifier + Natural Armor + Miscellaneous Modifiers
Touch AC
(This removes Armor and Natural Armor Bonuses) 10 + Dexterity Modifiers + Size Modifier + Miscellaneous Modifiers
Flat-Footed AC
(This removes Dextarity Bonuses) 10 + Armor Bonus + Size Modifier + Natural Armor + Miscellaneous Modifiers

Once a hit is confirmed, the Damage Die is rolled. The Damage Die is based on the Weapon's Level, which is between 1d2 and 2d12. The Weapon may also have Bonus Damage or some Bonus Effect that needs to be accounted for. If the weapon is Melee, you get to add your Strength Modifier to the total damage.

Melee Attack Damage
Damage Roll: Weapon's Damage Die + Strength Mod + Misc Modifiers
Ranged Attack Damage
Damage Roll: Weapon's Damage Die + Misc Modifiers
Accounting for Damage Reduction (DR)
A target may have Damage Reduction also referred simply as DR. DR removes damage from the damage total, all the way down to zero if possible. DR usually states a damage type. The default damage type for weapons is Kinetic, but all DR must specify a type; if it doesn't, it is assumed to be (ALL). More about Damage Types here. So if a combatant rolls a successful attack against a target with a DR2 and the Player rolls a total of 10 for damage, then the target receives 8 damage. DR is always calculated at the very end after all damage has been totaled. DR stacks by half for Extra Damage. If a combatant gets off a 'Major Hit' with Extra Damage, then for every Extra Damage applied, the DR increases by 1/2 the starting DR, rounded up. If you take the previous example again, but say that the combatant had 1 Extra Damage and the Player still rolls a total of 10 damage against the target with DR2, then the total damage received would be 7. DR2 + (2 / 2).
Minor Hit
An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as "1d6+1," still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.
Major Hit without Extra Damage
An Accuracy Check that beats the AC of the target by 4 or more is considered a Major Hit. Another way to say this is that the Major Hit's Threshold is 4. If a Character gains a Major Hit, they may roll their Weapon's damage die twice and take the higher result. This doesn't include rolling Bonus Damage dice twice if the weapon has any.
Major Hit with Extra Damage
As a Character levels up, they periodically gain an Extra Damage. This just means that the Character gets to roll their Weapon's Damage Die again when beating the Major Hit's Threshold. This acts as if the Character hit the target twice, allowing them to add two Weapon Damage totals together, including Bonus Damage. However, this doesn't include Bonus Effects such as trip, bleed, stunned, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target's AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent's AC is 15, and the Hero is a Strong Hero level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon's damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon's damage dice 3 times.
Critical Success
This is when a Natural Twenty is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. This includes dealing more damage with the rule: "Role twice and multiply the highest". Ie: If the Weapon is a Laser Pistol 1d8+1 (T) 20/x2, that means its damage die is a 1d8, and it is considered a critical hit only if the d20 lands on a 20, and the critical damage multiplier is x2. When the Critical happens, the Player rolls 1d8 twice, takes the higher of the two values, and multiplies it by 2. Then they would add the +1 bonus damage for the total.
Note:: Some weapons allow the Critical Range to be adjusted, making it easier to achieve a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. An example of an Weapon that has both its Critical Range and Critical Multipler adjusted. Micro Plasma Rapid Pistol 2d10 (T) 19-20/x3.
Critical Success with Major Hits
Major Hits without Extra Damage do not factor into Criticals. If the Character has Extra Damage when they roll a Critical, then consider the Major Damage threshold met for all Extra Damage. When using Extra Damage, the Critical only accounts for the first Damage roll. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for the next Extra Damage is also multiplied, and so on. If the Player fails to roll another critical, the rest of the Extra Damage rolls are normal and not multiplied. If the player rolls a natural 1, the Extra Damage is ignored.
Critical Failure
A Critical Failure means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.

Attack Actions

Standard Attack
The follows the rules as discribed above. The Character must have a readied weapon, must have a target within range, and must not have more than 3 disadvantages to attacking the target. If all these conditions are met, then the Player rolls an Accuracy Check against the target's AC. If successful, then the damage dice is rolled, also taking into account if the Character has Extra Damage, or a critical success. Once the damage and side effects are determined, then the DR of the target is subtracted from the total damage. If the target has a special ability to react to the attack, they can do so after damage is applied. This grants a Bonus Attack action as an option after the Standard Attack. Most Standard Attack actions do this unless specified otherwise.
Touch Attack
This is a special version of the Standard Attack that is often mentioned. When doing a Touch Attack, simply ignore the Target's Armor when calculating their AC. All other rules are the same. Normally, a Touch Attack has no reach and implies that the Character is physically adjacent to the target. However, some attacks or special abilities will state 'Ranged Touch Attack', which effectively gives reach to the Touch. The reach range is specified. IE: Ranged (60ft) Touch Attack.
Natural Attack
This is usually for Animal Companions, Monsters, or Characters with mutant abilities. This simply implies that the weapon of choice is physically part of the Character in a natural or innate way. All Natural Attacks can be used in Bonus Attacks or in special reactions, and if used as in the Standard action, they grant a Bonus Attack as per usual. They also do not necessarily have to follow the Weapon leveling rules.
Throw an Object (Grenade)
Throwing an object, any small and light object, like a grenade or similar explosive device, requires a particular set of rules. A list of grenades and explosives as well as rules for crafting and buying them, can be found here. The target is considered a 5ft area, not a combatant.
  1. Max range is determined by combining both Strength and Dexterity modifiers. Max throw-able range is 30ft + 5ft per Str Mod and Dex Mod. The Character can choose how far they want to throw the object, just not any further than their max range.
  2. Grenades do not explode on contact. Instead, they explode at the end of the target's turn. This gives the combatants within the Area of Effect (or AoE), the choice of accepting the damage or moving away from it. This is a useful tactical move as it can force a target or targets to move out of cover and thus not attack for a round.
  3. A Character can attempt to 'cook' the grenade so that it goes off at the start of the target's turn instead of at the end. This is risky, however, and requires a Wisdom check DC25 + Misc mods. The source of the miscellaneous modifier is up to the GM. If it fails, then the grenade harmlessly explodes in the air, wasting the grenade and the turn. If the Player critically fails, then the grenade never leaves their hand, and the explosion goes off with full effect. The Character holding the grenade takes max damage and is affected without any saving throws.
  4. Grenade throws are calculated with two d10s. The 2d10 can be rolled all at once and read from top to bottom or left to right. Or rolled one at a time. In either case, the first die represents how accurate the throw is from left to right, while the second die represents whether the throw was too short or too long. A 4 through a 7 is a success, while a 3 is 5ft to the left. An 8 is 5ft to the right. This continues by 5ft increments. If either D10 lands on a Zero, it is an immediate success. This is the same for the second d10, except a 3 is 5ft too short, while 8 is 5ft too long. There is a Feat that can improve the chances.
Attack Defensively
Your Character takes a defensive posture but still tries to deal damage against an opponent. This action can only be done with Melee combat or with Range combat while behind cover.
(Melee) What you gain -
  1. +1 AC to Character and all enemies get disadvantage when attempting to target your Character.
(Ranged) What you gain - (only possible if benefiting from cover)
  1. +2 AC to Character
(Melee/Ranged) Penlity -
  1. All Advantages the Character gets on Accuracy and Damage rolls are halved, rounded down. The Character cannot benefit from Major Hits or Extra Damage.
Attack Around a Corner/From Full Concealment
Your Character cannot currently see the enemy. But with a slight movement, ie: a small step, a lean, a peak, your Character has line of sight on the enemy. The most common example is a Character on the wall next to an open door. They know the enemy is within the room, but they would have to peek around the corner to see them. The rules are slightly different depending on Ranged vs Melee.
(Melee) Attacking in this situation requires that the Character has a much better knowledge of the location of the target, either by already locating them before, or through help from a person who knows the location. In this case, the Melee attack is against a square space instead of an enemy combatant. The space needs to be within the melee reach of the Character from the corner of the door or other full cover. The Melee weapon cannot be affected by the 'Clunky' attribute. The Character takes 2x disadvantage to hit, and also takes 1AD of disadvantage on the damage roll. The Character cannot take advantage of Major Hits/Extra Damage.
(Range) The Weapon cannot be affected by the 'Clunky' attribute. The Character takes 2x disadvantage to hit, and also takes 1AD of disadvantage on the damage roll. The Character cannot take advantage of Major Hits/Extra Damage.
Attack a Held Object
A Character can declare that they are attacking an item/object/weapon being held or otherwise on a living target. This immediately takes double disadvantage or -2AD. Otherwise, follow the Item Damage rules.
Attack an Object
You can declare that you are attacking what appears to be an inanimate object. Such as a door or a wall. This attack can be a Melee/Combat Technique/Ranged. The Accuracy Check is unnecessary as long as the target is genuinely an inanimate object that will not move. Learn about Item damage Item Damage. Attacking a helpless Character is like hitting a Flat Footed, but instead of dealing damage to HP, it causes extra Constitution damage. To read more about this go here.
Attacking a Helpless Oponent (Coup de grace)
Pronounced "coo day grahs." The chance to fully finish off an opponent. This is only possible if the opponent has the condition Helpless or otherwise is completely unable to defend themselves in any capacity. If a Character has zero HP, and combat is over, then this is instant death; otherwise, the damage counts towards Constitution as noted here. If the Character has HP remaining, this counts as an automatic Critical Success as if the Player rolled a natural d20 when dealing damage.

Other Standard Actions

Technique/Talent/Abilities/Feats Rules

Combat Technique
The Character performs a Combat Technique. These are special types of Melee Attacks that are more likely to cause a condition on another opponent than damage. Those Combat Techniques require extra time to perform, and thus, this does NOT grant a Bonus Attack action. Review the Techniques page for the rules on specific Techniques.
Class Specific Technique
Techniques specific to certain advanced classes. By default, all Techniques require extra time to perform, and thus, this does NOT grant a Bonus Attack action. However, some Techniques or special class abilities can adjust this rule. Please review the Techniques page for more information.
Class Specific Talent/Trick/Ability
Both Classes and Paths can provide Talents, Tricks, or Abilities. These phrases can often be used interchangeably. Some Talents may inflict damage or otherwise affect target opponents in different ways. By default, they do not provide an Attack Bonus Action unless specified otherwise. Also, by default, they are all considered Standard Actions, again, unless specified otherwise.

Use Item/Skills Rules

Use Item
The Item in question needs to already be in one's hand (s) to use. Pulling an item from a quick-access pouch or utility belt is a Simple Action, but if it is not located in an easy-to-access slot, then it is considered a Standard Move action to dig it out of whatever pack contains it. The Item may have specific rules for its use in Combat. The default rules are that it takes a Standard Action and does not grant any bonus actions. Items that, when used, deal damage to one or more enemies or affect them in any way are considered an Attack Action instead. Deploying shields, using a scanner, or some other device is a Standard Action with no Bonus Actions.
Preform Skill
Many Skills have uses in combat. Some skills are required to overcome an obstacle. For example, Acrobatics is still often used as a Free Action to determine whether the Player can maintain balance while riding in a moving vehicle or Sprint across Difficult Terrain. However, there are also skills like Diplomacy or Intimidation that can be used as Standard Actions to attempt to end combat peacefully. Please review the rules for Skills to learn more about their possible uses in combat. All Skill uses by default do not provide any Bonus Actions.
Stabilizing Dying Character
This is considered a Skill check. Characters can die once their Constitution Score hits zero, more on Death Here. While their health is at zero or below, they are considered dying. In this state, they lose health every turn until dead. At which point, a Medic can do no more for the character. However, if the character has not died yet, there is still hope. If a Character hits 0, they start to bleed out. A character can attempt to stabilize a dying character. This requires a field medical kit and at least a single rank in the Treat Injury skill. If successful, the character gains a single point of HP, and any ill effects that may cause the person to instantly go back to 0 have been removed. However, any constitutional damage is still temporarily in effect.

Bonus Actions

Bonus Actions are usually earned through performing a successful Standard Action and are meant to represent the Character taking advantage of the momentum of their success to follow through with another of the same action. A Bonus Action is an earned Simple Action option the Player can choose from. Just because a Bonus Action was earned doesn't mean the Player can pick to have the Character perform a different Simple Action. Also, remember that a Character can only perform 1 Simple Action per turn. So this is only possible if the Character hasn't already performed a Simple Action.

Bonus Attack Off-Handed/Main Weapon (from Standard Attack)
Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. The Character must have a qualified weapon to benefit from a Bonus Attack Action.

Off-Handed Weapon Qualifying Rules: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.

  1. The Character must be considered proficient in the weapon's use.
  2. The Weapon cannot have the 'Two-Handed' or 'Clunky' attributes, nor be considered 'Heavy', nor can the main hand weapon. If the Main Hand Weapon cannot also qualify as an off-handed weapon, then the Character cannot wield both at the same time.
  1. The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.

Off-Handed Weapon Bonus Attack Rules:

  1. Holding a qualified Off-Handed weapon automatically grants a Bonus Attack on Standard Attack Actions, even if the Standard Attack fails. Unlike when holding a main weapon.
  2. An Off-Handed/Bonus Attack by default cannot benefit from Extra Damage. (Only Feats, Techniques, or Talents may adjust this)
  3. By default, a Character cannot gain any Advantage while using an Off-Handed Weapon, this includes the advantage from being proficient in the weapon. This can be changed with the Akimbo Specialist Feat.
  4. If the Weapon is Melee, then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the Niten Ichi Feat. If the weapon is already a d2 then the damage is just 1 each time.
  5. If the Weapon is a ranged weapon, then by default, the weapon has to take disadvantage when doing accuracy checks. This can be changed with the Gun-Fu Feat.
  6. All Bonus Damage, including Bonus Damage Die for a Weapon, is reduced by 1/2. Ie: 1d8(K) + 1d4(T) + 2 weapon all the damage provided after the primary Weapon Die (1d8(K)) is halved, rounded down.
  7. An Off-Handed/Bonus Attack cannot benefit from extra effects on a Weapon, such as Trip, for example.


Main Weapon Qualifying Rules: If the Character is not holding an Off-Handed weapon or they wish to use their main weapon instead, then the main weapon must qualify for Bonus Attacks.

  1. The Character must be considered proficient in the weapon's use.
  2. Ranged weapons must have a speed of Manual or Faster.
  3. Melee weapon cannot be size Gigantic or have the Clunky attribute.

Main Weapon Bonus Attack Rules:

  1. This is earned only when the Standard Action attack succeeds. (Unless specified otherwise by Technique or Talent etc..)
  2. The weapon must target the same opponent.
  3. This is treated as an Off-Handed weapon attack in terms of penalties. However, this doesn't benefit from Two Weapon Fighting Feats.


Bonus Movement Sprint/Dash (from Standard Move)
When committed to a Standard Move Action, the Character is granted a Bonus Move Action that can take the place of their Simple Action if they have yet to perform one. This allows the Character to move at the same speed as their Move Action. If they were running, then this is considered Sprinting. If the Character didn't physically move location, then the Move Action speed is 0ft, and the Bonus Movement speed for this is their Walk speed; this is called a Dash. A Dash is considered a quick split-second movement of the Character's base Walk speed. A Dash allows the Character to move their Walk Speed, but it is implied that they do this quickly. Sprinting happens when the Character chooses to use their Bonus Move action after using the Standard Move Action to Walk/Run. Dash happens when the Move Action doesn't have the Character's physical move location, like reloading or standing up from Prone.
  • A Bonus Move Action can only happen if the Character is still able to move either in the same direction or a turn no greater than 90 degrees. If the Character is stopped short by the end of a hallway, then if their only direction is back the way they came, they will have to completely turn around, stopping all their momentum, which is what a Sprint/Dash is meant to represent.
  • Sprint/Dashing in Difficult Terrain requires an Acrobatics Check (Or just a Dexterity check if no ranks in Acrobatics) with a DC15 + X. X should be up to the GM's discretion on how difficult the terrain actually is. A failure on this check means the Character can only move 5ft. A Critical Failure could imply they trip and fall.

Other Earned Bonus Actions

Many Characters, as they level up, earn Talents or learn Techniques and/or Tricks that give them more choices in Bonbus Action. They can also learn more ways to earn a Bonus Action. This improves a Character's Action economy per turn and shows how a Character is progressing. Just like with Simple Actions, Bonus Actions are a placeholder for gaining new abilities and choices for what to do in Combat. A Player should keep an eye out for these powerful abilities as they level their Character.

Other Actions and Situations

While in combat or even outside of combat, countless special situations or actions may arise, where there may be exceptions to the rules. Below is a list of actions or situations that require additional explanation.

Cover

Taking cover, or setting up a position of fire, normally takes a Standard Move Action. If the Character is already in Cover, maintaining that cover is considered a Free Move Action. This is important because the Character briefly exposes themselves while firing from cover. If they are blocked from taking free movement actions or otherwise restricted, the cover no longer counts if they perform a Simple/Standard action that requires physical movement.

The cover provides a disadvantage for accuracy checks done by enemy combatants. There is Partial Cover, which provides x1 disadvantage. Heavy Cover provides x2 disadvantage. Full cover means that the enemy is 'hidden' and cannot be directly shot at. In this case, grenades are useful. However, if a ranged weapon has AP damage, then it can fire through the barrier. Then a percentile is rolled, or a single d10 is rolled. If 6 or higher, the weapon connects; 5 or lower is a miss. If the weapon connects, an Accuracy check with x1 disadvantage is rolled to make sure that the weapon didn't glance their armor.

There are also things that disrupt the line of sight or otherwise blind the enemy. Things like flood lights or a smoke grenade. This acts like Partial Cover, while thick fog can cause Full Cover.

There is a gear that allows characters to do things like see through walls, gain night vision, or infrared vision. These things can remove the negative effects of cover in some cases.

Delay/Ready

To delay or ready an action implies the same thing, and the words can be used interchangeably in the combat rules. The Character can ready an action under specific requirements. For example, they can be ready to fire their pistol when the enemy comes around the corner. So the Character sacrifices their turn and cannot take any actions until the next turn. If the enemy comes around the corner, then the Character gets an instant action that resolves immediately. If the enemy is performing an action that requires rolling and will be affected by the instant action, then an Initiative check is rolled to determine who goes first.

An example of a special Ready action is Suppression Fire, which is a Weapon Bonus Ability.

Delayed actions can be useful because they allow for more cooperation between Character actions.

Flanking

A Character can flank an opponent to gain a single Advantage on accuracy checks. To do this, the Character must attack an opponent who is also being attacked by another enemy, and that enemy must be opposite of the Character or on the other side so that if a line were drawn between the Character attempting to flank the other opponent in combat, the line would intersect the opponent.

Tactical Opportunity

A Tactical Opportunity temporarily gives an opponent an Advantage to both Accuracy Checks and Damage Die. Gaining Advantage to Damage Die just means the Advantage Die is rolled as a situational bonus to the Weapon's damage inflicted on the target.

Moving out of Threat Range
The way a Character can cause this unfortunate circumstance is to move out of a Character's melee Threat Range, which includes reach. If a Character were to move out of or through an enemy's threat range (without attacking first), this creates a Tactical Opportunity temporarily for that enemy against the Character for one round.
Attacking at Point Blank range
If a Character is using a Ranged weapon and targeting an adjacent enemy target or has adjacent enemy targets, then all adjacent enemies have a Tactical Opportunity counter for one round against the Character. The feat Point Blank Shot negates this.
Performing a Technique/Tricks
If a Character performs a Technique adjacent to or within melee threat range of enemies that are not the target of the Technique, those enemies gain a Tactical Opportunity. This does not count for the Basic or Advanced Combat Techniques, but only to Class-specific Techniques or Psionic powers. All class-specific Tricks and Talents are treated like performing Techniques in the context of earning Tactical Opportunity.
Negating TC with a Withdrawal
A Player can commit to the Withdraw action. This allows the Character to move at their Run speed for the terrain they are in, but negates any Tactical Opportunities that are caused by movement. This cannot be done in difficult terrain and does not earn a Bonus Action.

Traps/Mines in Combat

Traps can be encountered in and out of combat. In combat, if a Trap is detected, the Character can still attempt to Disable it, but they cannot Take 20. Instead, it takes both a Simple and a Standard action together, and they have disadvantage. If they fail by more than 5 against the DC, then the Trap detonates. If it fails by 5 or fewer, they have to wait 1 round before trying again.