COMBAT ACTIONS
Every action, quick action, and reaction available in combat — costs, targets, and rules at a glance.
Action
Core MechanicThe 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
ActionMove 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
ActionEnter 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
ActionContest 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
ActionEnter 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
ActionPrepare 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
ActionDrop 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
ActionShove 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
ActionStabilize 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 ActionQuickly 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 ActionsSpend 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.