Combat is measured in turns. A turn is a few seconds, or as long as it takes everyone to complete a single action.
The Handler counts down by DEX for all characters, from highest to lowest. Each character acts when his or her number comes up. If DEX scores tie, the actions occur at the same time or the Handler can choose some tiebreaker.
During a turn, a combatant can attempt one of the following actions. An Agent can take only one action per turn. A weapon like a submachine gun or a rocket launcher might hit multiple targets, or one target multiple times, with a single roll, but it’s still just one action per turn. If this seems counterintuitive ("a good boxer can throw three jabs a second!") don’t think of every roll as a single action but as a few seconds of fighting or moving.
Aim
Sacrifice one turn to aim and gain a +20% to your attack next turn. Aiming requires no roll. After the next turn, or if your Agent suffers any damage before attempting it, the bonus is lost.
Attack
An "attack" encompasses anything from throwing a punch to firing an anti-tank rocket. The "standard" attack (ranged or hand-to-hand) is a skill test to see if your Agent hits a target, damage is inflicted based on the weapon used. Usually it’s Firearms for a gun, Athletics for a thrown weapon, Melee Weapons for a hand-to-hand weapon, or Unarmed Combat for a punch or kick.
The number of shots fired in a single firearm attack depends on the weapon used—a bolt-action rifle fires one shot while a semi-automatic pistol might fire two or three shots—but it’s always a single attack roll and a single damage roll.
Attacking with unarmed combat or a melee weapon (but not with a ranged weapon) also means your Agent is parrying and blocking.
Called Shot
A called shot is an attack to a particular body part (the head, the hand, the leg). A called shot allows your Agent to roll a grenade past cover to explode on the far side, or to shoot someone in the leg and avoid body armor. If the attack is automatic gunfire that can hit multiple targets, the called shot affects only the first target.
A called shot is more difficult than a standard attack, so it has a penalty:
PARTLY COVERED (−20%): The target is partially covered (half the body).
MOSTLY COVERED (−40%): The target is mostly covered (all but a limb or head).
Making a called shot with unarmed combat or a melee weapon (but not with a ranged weapon) also means your Agent is parrying and blocking.
Disarm
An attempt to knock an object from the target’s grasp using the Unarmed Combat skill. This is possible only if your Agent has both hands free and is in hand-to-hand range. If your roll succeeds, the target drops the object.
Attempting to disarm also means your Agent is parrying and blocking.
Dodge
This is a Dodge skill test to get out of the way of an attack (or a disarm or pin). This opposed test pits your Agent’s Dodge skill against the attack roll. If your roll overcomes the attack roll, your Agent avoids harm.
Escape
A roll to escape a pin. Roll either STR×5 or Unarmed Combat, whichever is better. This acts as a defense roll against the character pinning your Agent; it’s opposed by the pinning character’s attack roll against your Agent. If the pinning character is not attacking, the escape is opposed by either Unarmed Combat or STR×5 (whichever is better). If the escape roll succeeds, your Agent is no longer pinned—and the escape roll defends against other attacks until your Agent’s next action. If it fails, your Agent remains pinned and cannot defend against attacks.
Fight Back
If someone attacks your Agent with a melee weapon or unarmed combat (not a ranged attack or an explosive), your Agent can fight back with Unarmed Combat or Melee Weapons to block and counterattack.
Move
An action that moves your Agent a significant distance: 10 meters jogging, 20 meters running, or 30 meters sprinting (or you can move about 3 meters while performing some other action).
Usually moving requires no roll, but if Agents are running or sprinting, players may need to make a DEX×5 test to keep their footing. Fail, and your Agent falls prone and must spend a turn recovering.
If there’s cover at the end of your Agent’s movement, getting behind it provides protection. This can give your Agent armor against firearms and explosives—if the Agent is behind cover when the attack happens.
Pin
An attempt to immobilize a target, either on the ground or up against something, using Unarmed Combat. This is possible only if your Agent has both hands free and is in hand-to-hand range. If it succeeds, the target is pinned.
All unarmed or melee weapon attacks against a pinned target are at a +20% bonus. An Agent pinning a target can attack the pinned target in later turns.
A pinned target can attempt escape once per turn but nothing else.
Attempting to pin a target also means your Agent is parrying and blocking.
Wait
Agents can choose to wait to take any action after their DEX order comes up. At any time before your next turn, you can insert your Agent’s action before the next action in DEX order. Your Agent can’t wait until another character acts and then jump in before it’s resolved, but your Agent can jump in before the other character’s turn comes up.
Anything Else
Drink a test-tube full of a glowing liquid, throw open an unlocked door, hit ENTER on a keyboard, grab a rope, reload a gun, stand up from a prone position— anything that takes a moment’s concentration. The Handler decides whether it requires a stat or skill test.