Post by Vault Boy on Jun 20, 2012 16:15:55 GMT -5
Actions:
Fire Arm Actions-
Single Shot 3AP: Fire your gun a single time.
Semi Auto *2AP: When a weapon has the Semi Auto ability, you may take any number of additional shots after a Single Shot is performed. They must be done right after the Single shot; you cannot perform any other actions while using this Ability.
Burst FireX 3AP: +10 To Combat Roll, you fire X bullets, doing an extra hit of Damage for every DoS, up to a maximum of X Hits.
Full AutoX 5AP: +40 To Combat Roll, you fire X bullets, doing an extra hit of Damage for every DoS, up to a maximum of X Hits.
Sustained Fire All-AP: Spray and Pray on an enemy position, using up 3 Full Auto Attack worth of ammo and attacking 3 times, with no bonus; Once on Your Turn, once on your enemy's and once more at the beginning of your next turn.
Called Shot +1AP: By adding once AP to a Standard Attack's Cost, you can make a Called Shot and aim at a specific part of an enemy. (Will Be Detailed in The Next Section)
Steady Shot *AP: Choosing not to move for a round will add a +10 Bonus To Your Attack Roll.
Aimed Shot +2AP: Making any Action an Aimed Shot will add +20 to your Combat Roll. You cannot move Before an Aimed Shot, but you can after.
Reload Small/Normal/Average/Large/Massive Weapon 1/2/3/4/5 AP: Reload an empty weapon.
Hand To Hand Actions-
1-Handed Attack 3AP: Attack With a One Handed Melee Weapon.
2-Handed Attack 4AP: Attack with a Two Handed Melee Weapon.
Punch 3AP: Attack with your Bare hands or a Normal Fist Weapon.
Weapon Punch 4AP: Attack with the aid of fist weapons such as Power Fists and Blade Gauntlets.
Power Attack x2AP: Turn a Standard Attack into a power attack by Doubling the used AP, with a chance for x2 Damage and to break an enemy's guard.
Combination Attack -1AP: You may continue Attacking after a Standard Attack at the Standard Attack's Base Cost -1AP. Can be done as much as you wish, but only After a Standard Attack.
Defend 2AP: Prepare to block an enemy's close range attack.
Parry *AP: Make a standard attack in an attempt to catch your opponent off balance if they attack you in close quarters.
Throwing Weapon Actions:
Throw 3AP: Throw a weapon at someone.
Ready Grenade 1AP: Pull The Pin on a Grenade to Arm It.
Cook Grenade All AP: Hold Prepare to Throw grenade at the beginning of your next turn, which will make it explode instantly on impact, not giving your target a chance to Dodge. This will leave you vulnerable.
Movement Actions:
Move 1AP: Move closer to an enemy.
Sprint 3AP: Move 4x normal speed to a position. Usually used to get into cover.
Pop In/Out of Cover 1AP: Pop into or out of the protection of your cover. You must do this to Attack, and if you do not pop back in, you will lose your protection.
Charge All-AP: Sprint Towards an Enemy with a Melee Weapon and Use A Power Attack with a -20 Penalty.
Other Actions:
Search Pack 2AP: Search Your Belongings for an Item.
Use Item 2AP: Use an item. It's effects will activate in the Next Round.
Switch Weapons 4AP: Change your Current Weapon.
Fire Arm Actions-
Single Shot 3AP: Fire your gun a single time.
Semi Auto *2AP: When a weapon has the Semi Auto ability, you may take any number of additional shots after a Single Shot is performed. They must be done right after the Single shot; you cannot perform any other actions while using this Ability.
Burst FireX 3AP: +10 To Combat Roll, you fire X bullets, doing an extra hit of Damage for every DoS, up to a maximum of X Hits.
Full AutoX 5AP: +40 To Combat Roll, you fire X bullets, doing an extra hit of Damage for every DoS, up to a maximum of X Hits.
Sustained Fire All-AP: Spray and Pray on an enemy position, using up 3 Full Auto Attack worth of ammo and attacking 3 times, with no bonus; Once on Your Turn, once on your enemy's and once more at the beginning of your next turn.
Called Shot +1AP: By adding once AP to a Standard Attack's Cost, you can make a Called Shot and aim at a specific part of an enemy. (Will Be Detailed in The Next Section)
Steady Shot *AP: Choosing not to move for a round will add a +10 Bonus To Your Attack Roll.
Aimed Shot +2AP: Making any Action an Aimed Shot will add +20 to your Combat Roll. You cannot move Before an Aimed Shot, but you can after.
Reload Small/Normal/Average/Large/Massive Weapon 1/2/3/4/5 AP: Reload an empty weapon.
Hand To Hand Actions-
1-Handed Attack 3AP: Attack With a One Handed Melee Weapon.
2-Handed Attack 4AP: Attack with a Two Handed Melee Weapon.
Punch 3AP: Attack with your Bare hands or a Normal Fist Weapon.
Weapon Punch 4AP: Attack with the aid of fist weapons such as Power Fists and Blade Gauntlets.
Power Attack x2AP: Turn a Standard Attack into a power attack by Doubling the used AP, with a chance for x2 Damage and to break an enemy's guard.
Combination Attack -1AP: You may continue Attacking after a Standard Attack at the Standard Attack's Base Cost -1AP. Can be done as much as you wish, but only After a Standard Attack.
Defend 2AP: Prepare to block an enemy's close range attack.
Parry *AP: Make a standard attack in an attempt to catch your opponent off balance if they attack you in close quarters.
Throwing Weapon Actions:
Throw 3AP: Throw a weapon at someone.
Ready Grenade 1AP: Pull The Pin on a Grenade to Arm It.
Cook Grenade All AP: Hold Prepare to Throw grenade at the beginning of your next turn, which will make it explode instantly on impact, not giving your target a chance to Dodge. This will leave you vulnerable.
Movement Actions:
Move 1AP: Move closer to an enemy.
Sprint 3AP: Move 4x normal speed to a position. Usually used to get into cover.
Pop In/Out of Cover 1AP: Pop into or out of the protection of your cover. You must do this to Attack, and if you do not pop back in, you will lose your protection.
Charge All-AP: Sprint Towards an Enemy with a Melee Weapon and Use A Power Attack with a -20 Penalty.
Other Actions:
Search Pack 2AP: Search Your Belongings for an Item.
Use Item 2AP: Use an item. It's effects will activate in the Next Round.
Switch Weapons 4AP: Change your Current Weapon.