Movement Actions

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Close Door Free Action [Provokes]

Unless it requires a test to move, closing a door is a Free action that provokes opportunity attacks.

Drop Held Object Non Action

You let go of a held object, which lands in your current space. The object takes damage as if it fell 1 space (resisted normally).

Drop Prone Free Action

You drop to one knee or lie on the ground, becoming Prone.

Fall Prone Non Action

You fall Prone, but take damage as if you fell 1 space (resisted normally).

Move Free Action [Provokes]

You move through contiguously adjacent spaces up to your speed. Leaving a space adjacent to an enemy provokes opportunity attacks from them. The maximum number of spaces you can move are based on your metatype and the type of movement you are using (see table). You may use more than one movement type per action, but each space you move counts against your limit for all movement types.
     If you use the Move action, you cannot use the Charge, Move, or Run actions until the start of your next turn.

Metatype Overland Speed Climb Speed Swim Speed
Dwarf 2 1 1
Elf 3 2 2
Human 3 2 2
Ork 3 2 2
Troll 4 3 3
Open Door Simple or Free Action [Provokes]

Most doors, particularly those that require turning a knob or unhinging a latch, require a Simple action that provokes opportunity attacks. Free-swinging doors that don’t require a test to open can be opened as a Free action that does not provoke opportunity attacks.
     Breaking Down a Door: You may forego skill tests to open locked doors, rolling a Strength + Body test as a Complex action that provokes opportunity attacks. This is treated as an attack with a base DV equal to either your Strength or Body rating, whichever is higher. Unless specially designed otherwise, your test targets the latch and hinges of a door, not the door itself. Object AV and resistance is based on the values for these objects instead of the door’s primary material. See the Attacking Objects section for details.
     Attempting to break down a door that opens toward you increases the test threshold by 3 and targets the door itself, not its hinge or latch components.

Pick Up Object Varies [Provokes]

By default, picking up any unattended object requires a Simple action that provokes opportunity attacks. If the object requires a test to lift or pick up, it is instead a Complex action.
     Objects within easy reach that don’t require a test to pick up can be obtained as a Free action that does not provoke opportunity attacks.

Put Down Object Simple Action [Provokes]

You place an object down or set it in a specific location, orientation, or arrangement in any space within your natural reach. This action provokes opportunity attacks. For simply letting go of an object, see the Drop Held Object action above.

Run Simple Action [Provokes]

You move at an increased rate of speed. When you take the Run action, you must choose whether to jog or sprint. Leaving any space adjacent to an enemy due to Running provokes opportunity attacks from that enemy. Moving through hostile terrain may require tests to avoid penalty and sprinting increases the threshold for such tests by 1.

  • Jog: The following table lists the default jog speed for characters by metatype and by type of movement. You may utilize more than one type of movement per Run action, but each space you move counts against your distance limit for all movement types.
  • Sprint: If you choose to sprint, you roll a test based on the type of movement you’re using (indicated on the table) and add any hits to your jog speed for that movement type. If combining movement types, roll a separate test for each type to determine your available speed for it. You cannot increase your jog speed by more than double its normal value.
  • Modifiers: You grant Advantage to melee attackers, but you gain a +2 dice bonus to defense tests against area effect and ranged attacks. You also suffer a -2 dice penalty to all tests except melee attacks and tests not subject to wound modifiers.
  • Once Per Initiative Pass: Once you use this action, you cannot use the Charge, Move, or Run actions until the start of your next turn.
  • Fatigue: You can’t run indefinitely. Every time you use the Run action, you must roll Body + Essence. This test is not subject to wound modifiers and has an initial threshold of 0. The threshold increases by 1 each time you sprint or glitch on this test, but decreases by 1 if you have not taken the Charge or Run actions since the start of your last turn. Failing this test deals 1 fatigue Light damage. A critical glitch also makes you Slowed with a decay equal to that test’s threshold.
Metatype Overland Speed Climb Speed Swim Speed
Dwarf 3 2 2
Elf 4 3 3
Human 4 3 3
Ork 4 3 3
Troll 5 4 4
(Sprint Bonus) Agility + Strength Strength + Climbing Strength + Swimming
Stand Up Simple Action

You can only use this action while Prone. Regardless of the nature of your Prone status, you are no longer Prone.

Stow Item Varies [Provokes]

Stowing an item into any container is a Simple action assuming no regard for organization. Attempting to keep the contents of a container organized or if you must divert your attention to stow the item, you must spend at least one Complex action.
     Storing an item into an empty, easy-reach container (such as holstering a gun) is a Free action.
     Regardless of the action needed to stow an item, you always provoke opportunity attacks.

Throw Object Simple Action [Provokes]

For throwing an object or weapon as an attack, see the Thrown Weapons skill. You may otherwise throw objects as a means to relocate them, but this provokes opportunity attacks. Attacking aside, you can throw an object in one of two ways: distance or precision.
     Object Damage: The object you throw takes falling damage when it lands. This damage is based on how far it falls or how far it travels laterally after reaching the peak of its trajectory (or from the highest point in its trajectory; use the greater distance to calculate falling damage). Catching the object can reduce the damage the object takes.

Distance Throw

To throw an object as far as you can, roll an Agility + Strength test with a threshold based on the object’s size and shape (see table). The object flies a number of increments equal to the number of net hits scored. Each increment of distance is a number of spaces equal to your Body rating + Strength rating – one-half the object’s weight (round down, minimum 1 space). Any quality of the object that increases this test’s threshold also decreases the distance increment by the threshold modifier.
     Altitude: The object flies in an arc, reaching its apex at the center of the distance thrown. Its altitude at that point is half the lateral distance achieved. You may reduce the number of distance increments the object flies laterally to add to its altitude, adding one-half a distance increment to this height for each increment you sacrifice.

Object Quality Threshold Object Quality Threshold
Fits in your hand +0 Aerodynamic -1
Fits in your palm +1 Spherical +0
Smaller than your finger +2 Non-aerodynamic +1
Larger than your hand +1 High drag +2
The size of your arm +2 Less than 1 kg +2
The size of your torso +3

Precision Throw

To throw an object to land in a specific space (or near a specific subject), you must perform a distance throw, adding +1 to the threshold for each distance increment the target space lies in (this increase to the threshold of that test does not affect the length of each distance increment). You may also take a -1 dice penalty to your test to make it easier for a target of your choosing to more easily catch the object (see the Catch Object action description above). Meeting the threshold means the object lands where you want it to. The object falls 1d6-2 (minimum 1) increments short on a failure or flies 1d6-2 (minimum 1) increments further if you glitch.

Withdraw Item Varies

Easy-reach items, such as a holstered weapon, can be drawn in hand as a Free action. Most other items stored in pouches or standard compartments require a Simple action to draw. Items stored in larger containers, such as backpacks or sacks, require a Complex action to draw.

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Movement Actions

Nymsilet Shadowrunners TheWaylander