This is the list of actions a character may take in a single 1 second turn
Aim
Aim round 1: Add Accuracy bonus to ranged attack against same target
Aim round 2: +1 to acc
Aim round 3: +2 to acc
Additional Rounds only maintain your bonus, it does not increase past Acc +2.
Injury while aiming requires a Will roll or lose aim
Using an Active Defense spoils your aim
Can move one step
All-Out Attack
Melee Combat Options:
Determined: 1 attack at +4 to hit
Double: 2 attacks against the same foe with two weapons or one weapon that doesn’t require a ready action between attacks (off hand attacks are at -4 to hit)
Feint: Make one Feint and then one attack against the same foe
Strong: one ST based attack at +2 dmg -or- +1dmg/die (whichever is better)
Can move ½ speed, but only forward
No active defense at all
Ranged Combat Options:
Determined: Single attack at +1 to hit
Suppression Fire: Requires Rof5+, Apply Suppression fire
Can move ½ speed, but only forward
No active defense at all
All-Out Defense
Choose one:
Increased Active Defense, Dodge: +2 Dodge,
Can move ½ speed
Increased Active Defense, Parry: +2 Parry
Can move one space
Increased Active Defense, Block: +2 Block
Can move one space
Double Defense: Chose Two Defenses and apply them to the same Attack
Can move one space
Attack
Make an attack (armed, unarmed, melee, ranged)
Can move one space
Change Posture
One Maneuver to go from prone (face down) or lying (face up) position to Crawling, Kneeling, or Sitting
One maneuver to go from Crawling, Kneeling, or Sitting, to Standing
Can go from Kneeling to standing as a Step with another maneuver
Can move one space
Concentrate
Concentrate on an IQ based skill (Spell, Spotting, Investigating, Thinking)
If you use Active Defense, are Knocked down, or are Injured, make a Will -3 roll or lose concentration
Can move one step
Do Nothing
Does what it says on the tin
Allows Active Defense
*Stunned characters must take this maneuver,
Active defences while stunned at -4.
May attempt to recover at end of turn
Evaluate
Allows Active Defense
Evaluate target visible opponent in melee: +1 bonus / turn (max +3) on your next:
Attack, Feint, All-Out Attack, or Move and Attack against that opponent.
Can move one Step
Feint
Allows Active Defense
Roll your Melee Weapon Skill vs A target’s choice of (Melee Weapon Skill, Unarmed combat Skill, Cloak Skill, Shield Skill, or DX)
If you Succeed by more than your opponent succeeds, deduct your Margin of Success from your opponents defense.
Lasts one second, applied to your next Attack, or All-Out Attack (Double)
Can move one Step
Move
Move a number of spaces equal to your movement
Can Defend Normally
Move and Attack
Move a number of spaces equal to your movement
Can use Active Defense: Dodge or Block (Not Parry)
Make an attack during or after your movement:
Ranged attack with a -2 (or the weapon’s bulk, whichever is worse) penalty to hit
Melee attack with a - 4 penalty to it, Max adjusted skill 9
Ready / Interact
Can use Active Defense
Ready a Weapon before use
Pick up or draw an item, prepare it for use, regain control of an unwieldy weapon after swinging, or adjust the reach of a long weapon.
Complete physical actions other than fighting: opening or closing a door, picking a lock
Can move one Step
Wait
Specify an action and a trigger, if the trigger happens, the action happens, otherwise do nothing