The actions in this section are available to all player characters and NPCs. You do not need to have access to any particular ability to use them (other than the aim, focus, and feint actions, which are exploits which every character gets one of for free).
While characters typically have two actions to use in each turn, there are additional action types which can be taken:
Free actions use none of the character’s actions, and must be taken in the character’s turn. Only one free action is permitted to a character per round.
Reactions take place outside a character’s turn in response to a specified trigger. Many exploits provide reactions. Only one reaction is permitted to a character per round.
Bonus actions can be provided by spending a Luck die. Only one Luck die can be spent by a character in this way per turn. Bonus actions take place in the character’s own turn.
Even if a creature is able to use more than two actions in a turn, it cannot repeat a given action more than twice. For example, a creature with 3 actions can only move twice, not three times.
Each character (unless otherwise noted gets) 2 actions, 1 free action, and 1 reaction per turn.
A character can move up to her SPEED in squares. A diagonal square counts as 1 square but you cannot move diagonally round a 90-degree corner.
A character can also climb and jump to navigate scenery.
Climbing takes place at HALF SPEED; only one AGI check is needed per turn, at the most difficult part of the climb. A character's CLIMB SPEED is noted on his character sheet.
Jumping is “free” as part of the distance moved in a move action up as far as a character's horizontal and vertical jump scores, which are noted on his character sheet.
Difficult terrain halves ground movement rates.
If a character moves and takes an action, the action can take place at any point during that movement.
Falling causes 1d6 damage for every 10' fallen; this is not SOAKed. A fall results in the character falling prone unless they make an AGI check with a difficulty value equal to the number of feet fallen.
Using a non-primary movement mode such as climbing, swimming, or flying always requires an attribute check. A non-primary movement mode is one which is not designated as natural or primary. A creature with a primary movement mode does not need to make attribute checks to do so, and simply moves its SPEED in the designated manner.
Aiming, focusing, or feinting, all of which are universal exploits, cost one action, and grant +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming, focus, or feinting action. All characters get either Aim, Focus, or Feint for free.
Overwatch is a special type of action. When you choose to overwatch, you wait ready with a ranged weapon to fire on any targets which make themselves available. Usually this means targets which break cover and enter your line of sight.
You may only fire on a given target once during a turn when on overwatch, and may only fire when the target has zero cover. Your shot interrupts his turn at the earliest point possible.
The maximum number of targets you can fire upon during a turn when in overwatch is equal to your INTUITION attribute. Each subsequent target beyond the first takes a -1d6 penalty to hit.
Going into overwatch ends your turn.
You can lay down fire in a particular area in order to “cover” an ally's exposed movement or action which would normally attract overwatch attacks.
Unlike most attack types, suppressive fire is not target-dependent. It depends on your ally. You designate a specific ally as the beneficiary of your suppressive fire; this benefit last until your ally's next turn has ended. During that turn, you ally's actions gain the benefit of COVER, even when he or she is exposed. This means that your ally will automatically be immune to overwatch, and gains some protection from regular fire.
Some weapons, noted as “auto” in the equipment lists, are especially efficient at suppressive fire. These weapons gain your ally an additional 1d6 of cover.
Weapons with the Single trait cannot provide suppressive fire.