We Aim to Misbehave!
Each character or NPC gets one turn to act each round. Turing this turn, the character has the chance to undertake certain activities, such as moving from place to place using skills, and attacking others. The activities he or she may perform are split into three categories: Incidentals, Maneuvers, and Actions.
Incidentals are minor activities that can be undertaken with extremely little time and effort.There is no hard limit to the number of incidentals a character can take during a turn, tho the GM may veto excessive numbers of them or decide they are complex enough to warrant counting as a maneuver. Examples include:
• Speaking to another character
• Dropping a held item
• Releasing someone the character is holding
• Minor movement (shifting position, peeking around a corner, looking behind a curtain, etc).
Maneuvers cover a wide range of activities, simple enough to not require a check but requiring an investment of time and effort.
A character may perform a free maneuver on his turn; he may also perform a second maneuver by voluntarily suffering 2 points of strain. A character may not perform more than 2 maneuvers per turn.
Types of maneuvers
A character can use the Aim maneuver to steady a weapon or line up a hit before attacking, granting one Boost die to his next combat check.
Performing the Assist maneuver allows an engaged ally to add a Boost die to his next check. Several characters can use the Assist maneuver to add more Boost dice to the engaged ally’s next check. The GM should use discretion when allowing players to assist one another; some actions simply do not benefit from assistance.
A character can take a maneuver to assume a guarded stance, helping him defend against Melee attacks. A character who performs this maneuver adds one Setback die to any combat checks he makes until the end of his next turn. However, he also adds one Setback die to any Melee or Brawl checks made against him until the end of his next turn.
Interact with the environment
This is a broad category of possible interactions, such as opening a blast door, flipping a table, pressing a button sequence on a control panel, or grabbing a stray blaster off the ground.
Taking cover: Ducking behind a door jamb, crouching behind crates, or peeking around a tree trunk; all of these and more allow a character to add a Setback die to any RAnged attacks made against him.
Managing items and equipment, such as drawing or loading a weapon or drawing something from a satchel is accomplished by this maneuver.
This maneuver allows a character to move within his environment.
• Change range increment. Performing this maneuver allows a character to move between short and medium range relative to another person or object. A character can also move between medium and long range by spending two maneuvers, or between long and extreme by spending 2 maneuvers. When covering long distances, maneuvers do not have to be spent on the same turn, but the character is not considered to be in the new range increment until all required maneuvers have been spent.
• Engage or Disengage from an opponent. If a target is already within short range of a character, the character may perform a maneuver to engage or disengage from that target.
• Move within short range. Performing this maneuver allows an unengaged character to move to another position that is currently within short range of him.
Drop prone / Stand from prone
Dropping prone and standing from prone each require a maneuver. Dropping prone allows a character to add one Setback die to all Ranged attacks against him, but also requires they add one Boost die to all Melee and Brawl attacks made against him.
During the character’s turn, they generally have the chance to perform one primary activity; this is the character’s action. A character may perform only one action during the turn.
Types of actions
Exchange an action for a maneuver
A character may exchange his action for another maneuver. A character may still not perform more than two maneuvers a turn.
Activate an ability
Certain abilities require an action to activate them. This uses the action for the turn.
Perform a skill check
Most activities during the turn require a skill check to resolve. Attacks are no exception, but these are unique enough to warrant their own section.
Perform a combat check
A player makes a combat check when he uses a combat skill to attack a target (referred to as the attack. A combat check follows the same rules and procedures for making a skill check, including assembling the dice pool. However there are several additional steps included in a combat check:
1. Declare the attack and select targets
The character chooses to make the attack. He selects what skill he will use to make the attack, and if that skill requires a weapon, what weapon he will be using. He then declares the target of the attack.
2. Assemble the dice pool
The character then assembles his dice pool based on the skill used, its characteristic, and any applicable talents and other abilities.
The difficulty of the check depends on whether the attack is a ranged attack (Ranged-light, Ranged-heavy, or Gunnery) or a melee attack (Melee or Brawl). Melee attack difficulties are always Average ( ).Ranged attack difficulties depend on the the range band the target occupies.
3. Pool results and deal damage
Once the player rolls the dice pool for his character, he evaluates the results. As with any skill check, the check must generate more successes than failures to succeed.
When making a combat check, after calculating overall success, each remaining success result adds +1 damage to a successful attack. If the attack affects multiple targets, the additional damage is added to each target.
4. Resolve Advantage and Triumph
As with any skill check, Advantage and Triumph can be spent by the activated character to gain incidental benefits effects on a combat check. There are specific options for spending Advantage and Triumph in combat, as seen here; these are not intended to be the only options available however. Players and GMs may invent other ways to spend them depending on the circumstances.