COMBAT ACTIONS

Every action, quick action, and reaction available in combat — costs, targets, and rules at a glance.

Action

Core Mechanic

The core action economy. Each creature has 2 Actions per turn and 1 Quick Action per round.

  • Each creature has 2 Actions per turn.
  • Actions can only be used during your turn, unless a specific ability says otherwise.
  • Movement is considered an Action, not a separate resource.
  • Some abilities, items, or effects may require both Actions to use.
  • Each creature has 1 Quick Action per round, usable at any time — even during another creature's turn.
  • Only abilities or effects specifically labelled Quick Action may be used this way.

Movement

Action

Move up to 30 feet in any direction, following terrain and Line of Sight rules.

  • Move up to 30 feet in any direction.
  • Difficult terrain halves movement distance.
  • You can move through allies but not through enemies unless an ability allows it.
  • If Prone, speed is reduced to 1/4 (7ft).
  • You may interrupt movement with other actions (e.g. move 15ft, take an action, then move 15ft more).
  • Moving adjacent to a hostile creature does not provoke automatic reactions unless specified.

Dodge

Action
TARGET Self

Enter a defensive stance — all attacks against you are made with Disadvantage until your next turn.

  • All Attack flips made against you are made with Disadvantage.
  • You gain Advantage on Dexterity-based saving throws (traps, explosions, grenades, AoE).
  • Dodge ends immediately if you become Stunned, Restrained, or Prone.
  • Also ends if your movement is reduced to 0 or you are otherwise incapacitated.
  • Effect lasts until the start of your next turn.

Grapple

Action
TARGET 1 creature within Melee RangeTEST Strength vs Strength / Dexterity (target's choice) — Duel Flip

Contest Strength to Restrain a target. On success, applies Grappled and Restrained.

  • On success: target becomes Grappled and Restrained.
  • Grappler gets +1 to hit the grappled target.
  • Grappler's movement speed is halved.
  • Target can only make attacks against the Grappler.
  • Target may break free with an Action (Strength or Dexterity check vs Grappler's last result). Cannot be re-Grappled for 1 turn.
  • A creature may only Grapple one target at a time unless a rule allows otherwise.

Hide

Action

Enter Stealth. Requires Cover, obscurement, or being outside all enemies' Line of Sight.

  • You must be in Cover, obscured, or outside direct Line of Sight of all enemies.
  • On success, you gain the benefits of Stealth.

Overwatch

Action
TARGET Declare a Trigger and a Response

Prepare to interrupt — declare a trigger condition and response, then react outside your turn when the condition is met.

  • Declare a Trigger: the condition you're watching for (e.g. 'When a creature moves within 5ft of me...').
  • Declare a Response: what you'll do — an Attack, Action, VoidCall, or Movement.
  • When the trigger occurs, interrupt and resolve your response immediately before the triggering action completes.
  • You may only use one Overwatch response per round.
  • Overwatch ends after being triggered or at the start of your next turn.
  • Cannot be used while Stunned, Prone, or Restrained.
  • You cannot change your trigger or response once declared.

Prone

Action

Drop to the ground voluntarily or by force. Reduces ranged hit chance against you but grants Advantage to melee attackers.

  • Ranged attacks against a Prone target suffer -1 to Hit.
  • Melee attacks against a Prone target gain Advantage to Hit.
  • A Prone creature's movement is reduced to 1/4 of normal speed.
  • An Action is required to stand up, ending the Prone condition.
  • A creature may be forced Prone by knockdowns, failed saves, or Take Cover.
  • Dropping Prone can be a defensive option when no Cover is available.

Push

Action
TARGET 1 creature within Melee RangeTEST Brute Force vs Resilience — Duel Flip

Shove a target 5 feet away. Target may choose to automatically fail.

  • If the pusher's result equals or exceeds the target's, the target is Pushed 5ft away from the pusher.
  • The target may choose to automatically fail this test if they want to be Pushed.

Revive

Action
TARGET 1 creature within Melee RangeTEST First Aid (tn8)

Stabilize a creature in the Grasping for Life state, restoring them to 1 Health.

  • Target must be in the Grasping for Life state.
  • On a successful First Aid check (tn8): target is restored to 1 Health (if not already higher).
  • On failure: target remains Grasping for Life but loses no additional turns toward death that round.
  • Can retry on subsequent turns if the target is still alive.

Take Cover

Quick Action

Quickly dash to the nearest Cover within 10ft, or drop Prone if none is available.

  • Move to the nearest available Cover within 10ft.
  • If no valid Cover is within 10ft, or you choose not to move, drop Prone instead.
  • Dropping Prone this way still gives ranged attack penalties (-1 to hit) but reduces mobility.
  • Useful when caught in suppressive fire, low on Health, or exposed on open ground.

Controlled Shot

Both Actions

Spend 2 Actions to halve the scatter distance when firing scatter weapons near allies.

  • Costs 2 Actions total to carefully aim before a ranged scatter attack.
  • Scatter distance is halved after all other modifiers are applied.
  • Example: Intelligence 2, D6 roll of 5 → ((5-1) × 5ft) = 20ft scatter → reduced to 10ft with Controlled Shot.
  • Best used when firing near allies or when the operator has lower Intelligence.
  • Particularly useful for Siege weapons, grenade launchers, artillery drones, and Void-rift projectors.
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