Combat Actions
Move : Action Move up to as many m/yds as your MOVE STAT x 2 each Turn (or squares equal to your MOVE STAT).
Attack : Make a Melee or Ranged Attack.
Choke : Choke an opponent you have Grabbed.
Equip/Drop Shield : Equipping and dropping a Shield takes an Action. See Using Shields later in this section on pg. 183.
Get into a Vehicle : Get into a Vehicle. See Vehicle Combat later in this section on pg. 189.
Get Up : Get up after being Prone. While Prone, until you use this Action, you cannot use a Move Action.
Grab : Grab and hold an opponent or take away an object they are holding.
Hold : Action Hold an Action until later in the Initiative Queue. You must choose a specified event to trigger the Action or a specific number in the Initiative Queue when the action occurs as well as what the Action is, and what its intended target is.
Human Shield : Equip an opponent you have Grabbed as a Human Shield.
Reload : Fully reload and replace a weapon's magazine with a single ammunition type.
Run : Take an additional Move Action, but only if you have already taken a Move Action this Turn.
Start a Vehicle : Start a Vehicle to gain its MOVE and jump to the top of the Initiative Queue.
Stabilize : Stabilize a target to begin the natural healing process or pull them out of the Mortally Wounded Wound State to save their life.
Throw : Throw a grabbed opponent to the ground or throw an object.
Use NET Actions : Perform multiple NET Actions inside the NET. See Netrunning Section for how to use NET Actions on pg. 197.
Use an Object : Manipulate an object in a way that doesn't require a Skill. Drawing an easily accessible weapon into a free hand or dropping a held weapon (not a shield) onto the floor does not require this Action but stowing a held weapon on your person does.
Use a Skill : Use one of your Skills to accomplish a quick task. A longer task will require multiple Actions over the course of multiple turns, rolling only when the full time has been paid for in 3-second increments.
Vehicle Maneuver : Use your Action while driving to focus entirely on making a dangerous Maneuver.
Ranged Combat is resolved:
Attacker's REF + Relevant Weapon Skill + 1d10
vs Defender's DV Determined by Range to Target and Weapon
or Defender's DEX + Evasion Skill + 1d10*
*A Defender with a REF 8 or higher can choose to attempt to dodge a Ranged
Attack instead of using the range table to determine the DV
Ranged DVs Based on Range
Weapon Type | Pistol | SMG | Shotgun | A.R. | Sniper
|
0 to 6m | 13 | 15 | 13 | 17 | 30
|
7 to 12m | 15 | 13 | 15 | 16 | 25
|
13 to 25m | 20 | 15 | 20 | 15 | 25
|
26 to 50m | 25 | 20 | 25 | 13 | 20
|
51 to 100m | 30 | 25 | 30 | 15 | 15
|
101 to 200m | 30 | 25 | 35 | 20 | 16 |
Autofire: Uses 10 rounds, if your weapon doesn't have at least 10 rounds you cant use autofire. If you hit, roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum denoted by the weapon's Autofire (3 for SMGS, 4 for Assault Rifles).