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== Full Round Actions ==
== Bonus Actions
 
=== Full Round 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 Character's 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.
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 Character's 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.

Revision as of 03:10, 20 March 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

Simple Actions

Move Actions

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.
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.
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.
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.
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.
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.
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 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.
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.
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.

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 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 + Dextarity 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
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.
Extra Damage (Major Hit)
An Accuracy Check that beats the AC of the target by 2 or more is considered a Major Hit. However, a Character cannot take advantage of this until they have earned at least one Extra Damage or has some other special Talent/Ability. 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, 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 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.
Critical Success/Failure
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. If the Character has Extra Damage, then all that is successful as well. 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. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. This multiplier determines how many extra times the Damage Die is rolled. A x2 multiplier means the Damage Die is rolled twice. When using Extra Damage, the Critical only accounts for the Damage Die of the Normal Hit. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, or even if they roll a 1, nothing negative happens, and the rest of the Extra Damage is rolled as normal. 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.


Bonus Attack/Off Hand Weapon (Bonus Action)
Bonus Attacks are possible if the Character is able to wield an Offhand Weapon that they are proficient in. The target of the Bonus Action has to be the same as the Standard Attack action if there was a Target or unless a Feat or Ability says othewise.
  1. 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.
  2. The Character must be proficient in the weapon for it to be usable as an Off-Handed weapon.
  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.
Throw an Object (Grenade) (Standard Action)
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. 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.
Combat Technique (Standard Action)
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 (Standard Action)
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 Attack Talent/Trick/Ability (Standard Action)
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.
Attack an Object (Standard Action)
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) (Standard Action)
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.


Full Round 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 Character's 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.

Stabilizing Dying Character (Full Round)

Characters can die once there Constitution Score hits zero, more on Death 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.

Simple Actions

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.

5-foot step (Simple)

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.

Free Actions

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.

Below are the actions mentioned in the table shown previously explained in more detail.

Drop an object (Free)

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.

Speak (Free)

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.
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.
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.

Varies Action Types

Use a skill (Full Round or Free)

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.

Use a Feat (Full Round)

Feats normally do not require some type of check as well as a Full Round action. Please review Feats for more information.

Use a Talent (Full Round most of the time.)

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.

Perform a Technique (Full Round most of the time.)

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.

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.

Delay/Ready (Sacrifice Turn)

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.
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.

Traps/Mines (Full Round or Free)

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.

Cover (Full Round or Free)

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.
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.

Other Common Actions

Reloading

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.

Talents/Specials

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.

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.

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.

If the Character is holding a Ranged weapon this still counts but there Threat Range is only 5ft.

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.