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|Called Shot||Free Action|
A Called Shot is an attack that achieves a more potent effect at greater risk of failure. See the Called Shots section for details.
If using a Called Shot in conjunction with a Multi-Attack or Multi-Weapon Attack, you may choose which attacks are subject to the Called Shot penalty. The called shot effect applies only to attacks that take the appropriate penalty.
|Change Gun Mode||Simple Action|
A weapon with multiple gun modes can only be set to one at a time. This action switches the active mode of a weapon to any of the weapon’s allowed modes. Modifying a weapon’s choke setting is a separate action.
|Charge||Complex Action [Provokes]|
You move and make an attack. You can only perform this action when using a melee attack.
- Movement: You move as if you used the Run action, choosing to jog or sprint as normal. You must move at least 1 space and the last space you move must bring you closer to the target. Leaving a space adjacent to an enemy provokes opportunity attacks as normal.
- Attack: You attack a single target at the end of your movement. You can attack with multiple weapons, but only one attack per weapon and all weapon tests must affect the same target. Doing so still incurs standard penalties for multiple attacks.
- Bonus DV: Any melee attack you make with a charge gains a +1 bonus to base DV if you jogged or a +2 bonus to base DV if you sprinted.
- Attack Ends Charge: After resolving your charge attack, the action ends. Any remaining movement available is forfeit and you cannot Charge, Move, or Run until the start of your next turn.
|Detailed Observation||Simple Action|
This action is required to assess more information about a subject than simply location, size, and color. Detailed Observation is used to notice non-obvious details. This applies to both Insight and Perception skills.
|Fire Weapon||Simple or Complex Action [Provokes]|
The action needed to fire a chem-gun, firearm, or energy gun depends on its active gun mode. Firing a long burst in BF mode or a full burst in FA mode requires a Complex action. All other firing modes and bursts require a Simple action.
Weapons without gun modes have an attack frequency limited by the need to reload after every shot. Crossbows and slings may be fired as a Simple action. Firing a bow is a two-action process, requiring a Simple action to draw the string and a Free action to loose it.
Firing any ranged weapon provokes opportunity attacks from any enemy not targeted by the attack. Drawing a bow’s string always provokes from all enemies.
|Full Defense||Complex Action [Interrupt]|
Interrupt Trigger: You are targeted by an attack you can defend against. You must choose to use this action an an Interrupt before rolling your defense test against an attack.
You focus entirely on evading attacks. Each time you roll a defense test, you may add your Dodge or Gymnastics skill rating to your dice pool (even if it already incorporates the same skill rating). For attacks you can parry, you may instead add your active weapon’s skill rating instead of Dodge or Gymnastics. Your choice of skill rating need not be the same for all attacks while using Full Defense; you may choose a different skill for each attack that targets you.
Full Defense lasts until the end of your next turn. Spending a Free action during your turn while Full Defense is active extends its duration to the end of your turn on the following initiative pass. Until Full Defense ends, you cannot take Opportunity Attacks.
Blasts: If you activate or are using Full Defense when subject to a blast area effect, you may add your Gymnastics skill rating to your damage resistance test against the blast.
|Melee Attack||Simple Action|
Melee weapons require a Simple action to attack with. Special attacks, such as pinning in a grapple, may require a Complex action to perform.
Using Multi-Attack allows you to make multiple attacks in a single action, whether using multiple weapons, attacking with a weapon multiple times, or both. When making a Multi-Attack, resolve the following steps in order.
- Declare Number of Attacks: Before rolling any tests, you must declare how many weapons you will attack with and how many attacks you will make with each. You cannot make more than 3 attacks per weapon, regardless of how the weapon is used. Attacks that would normally require a Complex action to use—such as firing a full burst in FA mode—count as 2 attacks for purposes of this action. Note that this action does not allow you to use items in greater frequency than normally allowed. For example, you can’t use this action to fire a SS weapon more than once.
- Dice Penalty: All weapon tests you roll for this action take a dice penalty equal to the total number of attacks you are making.
- Resolve Each Attack: Resolve all your attacks in any desired order, choosing targets for each attack as you make them (you need not declare targets in advance). Any subject targeted by more than one of your attacks must roll a separate defense test against each one, but their defense frequency penalty does not increase between each attack; it only increments by 1 for the entire Multi-Attack action.
|Opportunity Attack||Simple Action [Interrupt]|
Trigger: An enemy leaves an adjacent space or performs any of the following actions while adjacent to you: picks up an object, puts down an object, reloads a weapon, stows an item, takes aim, or makes a ranged attack that doesn’t target you. Other actions may provoke opportunity attacks on a case-by-case basis, such as administering first aid.
You can make any single attack which targets the triggering enemy. You cannot use any attack that would normally be a Complex action and can only attack with a weapon you have readied and available for use. You cannot perform an Opportunity Attack more than once per character turn.
You actively quench damaging statuses or simply tough out debilitating ones. Roll a Body + Willpower test. All statuses ailing you with a decay duration have their current decay value reduced by the number of hits you score. Additionally, treat this roll as a status resistance test for purposes of all potency duration statuses.
Lastly, any cumulative thresholds for continued strenuous activity (such as running) are reduced by 1 regardless of the result of your test.
|Set Weapon Choke||Simple Action|
|Suppressive Fire||Complex Action|
You create a zone of impending danger, flooding the area with projectile attacks. This action discourages movement of all subjects in the targeted zone and makes them vulnerable to stray shots. For full rules, see the Suppressive Fire section. Suppressive Fire can only be performed with ranged attacks.
- Determine Area: You create a cone or line area effect extending to your weapon’s maximum range.
- Density: The number of projectiles launched. A cone area halves this value (round down).
- Pinning Test: You roll Intuition + your weapon skill rating and record your net hits. Attacking with less than a full burst increases the threshold. A cone imposes a -2 dice penalty.
Your one pinning test applies to all characters. Additionally, once per character turn, you roll a stray shot test if a defender enters or starts their turn in the suppressed area.
- Resist Pin: Defenders roll Willpower + Discipline with a threshold equal to your pinning test’s total hits. This test gains +1 dice per range increment of your weapon. The defender acts normally if they succeed. Failure requires the defender to seek cover or fall Prone and become Stuck until their next turn or until they are no longer subject to your suppressive fire. Defenders that fail when entering the area are instead incapable of entering the area (they aren’t Prone or Stuck).
- Stray Shot Test: You roll Edge + density opposed by the defender’s Edge + defense skill + cover bonus. The defender can use any defense skill normally appropriate for your weapon. Any modifiers for attacking with or defending against ranged weapons apply normally. This opposed test otherwise resolves like a normal weapon test, except it is always considered attacking through cover.
- Repeated Defense Tests: If the defender’s cover bonus against you changes, they must roll another defense test against your stray shot test (you do not roll a new test).
- Non-Penetrating Hits: Each hit that doesn’t penetrate decreases your density by 1 for the remainder of your suppressive fire.
|Take Aim||Simple Action [Provokes]|
You focus your weapon on a specific target. Choose one subject you can see (or accurately locate). Your next weapon test targeting that subject gains a +1 dice bonus. The effects of multiple Take Aim actions are cumulative up to a maximum bonus equal to your skill rating for the weapon you’re aiming with.
Taking any other action before attacking the target or Taking Aim against a different subject negates any existing weapon test bonus (you can’t Take Aim against more than one subject at a time). You also lose this bonus if you lose sight of the target and do not regain the ability to locate them before the end of your next turn.
In addition with the above benefits, each use of the Take Aim action also reduces your recoil penalty with all weapons by 1, regardless of whether you utilize the weapon test bonus or not.
Called Shots: You can Take Aim for a called shot, but you must declare the called shot before you Take Aim.
Burst Attacks, Multi-Attacks, and Multi-Weapon Attacks: After Taking Aim, if you make an attack that can affect multiple targets, you must roll your Take Aim bonus dice separately since the result of those dice (good or bad) does not apply to other targets. Additionally, the first attack you resolve must be against the Take Aim target or your Take Aim bonus is lost. If you are able to make additional weapon tests against the Take Aim target as part of the same attack action, only the first weapon test targeting them receives the Take Aim bonus dice.
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