j. Turn Actions

Turn Actions

Turn Actions

This is a complete list of all actions that a character may take during their turn.

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Ranged Weapon Attack Actions

  • Ranged Weapon attack actions are sorted by weapon type.
  • Unique weapons may have their own stats; these will be noted on the items themselves.
  • For a more comprehensive list, refer to the WEAPONPEDIA.



Type AP Cost Damage Roll Attributes Effects Notes
Shotguns 4AP 3D8 (Sliding Scale) For every 3 tiles distance from your target, subtract 1D20 from your damage roll.
Light (Intermediate) Rifles 4AP 3D4 Varies
Heavy (Full Power) Rifles 6AP 2D8
Automatic Rifles 4AP 3D4 Armor-Piercing
Submachine Guns 6AP 1D10 (+1 to hit)
Light Pistols 3AP 1D6
Heavy Pistols 3AP 1D8 (Chance of) STUNNED
Revolvers 3AP 1D10 (Chance of) STUNNED
Short Crossbows 2AP 1D6 Instant kills upon engagement will not alert the enemy.
Crossbows 4AP 2D8 Armor-Piercing BLEEDING Instant kills upon engagement will not alert the enemy.
Long Crossbows 6AP 2D6 Armor-Piercing BLEEDING Instant kills upon engagement will not alert the enemy.
Special & Heavy Weapons Varies Varies Varies Varies Refer to the WEAPONPEDIA for all Special & Heavy Weapon details.



Melee Weapon Attack Actions

  • Melee Weapon attack actions are sorted by weapon type.
  • All Melee Weapons have a range of 1 tile unless otherwise specified.
  • Unique weapons may have their own stats; these will be noted on the items themselves.
  • For a more comprehensive list, refer to the WEAPONPEDIA.



Type AP Cost Damage Roll Attributes Effects Notes
Unarmed Melee Varies Varies Varies Varies Refer to the WEAPONPEDIA for all Unarmed Melee details.
Two-Handed Bladed Melee 4AP 1D6+2 Armor-Piercing BLEEDING
One-Handed Bladed Melee 3AP 1D6 Armor-Piercing BLEEDING
Two-Handed Blunt Melee 5AP 1D8+2 (Chance of) STUNNED
One-Handed Blunt Melee 4AP 1D8 (Chance of) STUNNED
Spears 3AP 1D8+1 (Chance of) BLEEDING Spears have a range of 2 tiles.
Improvised Melee Varies Varies Varies Varies Refer to the WEAPONPEDIA for all Improvised Melee details.



Universal Combat Actions

  • Universal Combat Actions are actions that can be utilized by all characters in combat scenarios.
  • Characters may have their own unique abilities in addition to this list.



Name AP Cost Description Notes
Aim 2AP Aim your weapon for a +2 boost on your next roll to hit. Aiming can be done with any ranged weapon (guns, bows, etc.)
Hunker Down 2AP Hunker in place for a -1 penalty against all rolls to hit you. Hunker Down stacks with cover bonuses and ends the character's current turn.
Overwatch 2AP Ready yourself for a reaction shot on anything that moves within range, with a -2 penalty to hit. Going into Overwatch ends the character's current turn.
Put Yourself Out 6AP Cures the BURNING status effect. Requires a D20 die roll. If failed, remain BURNING.
Escape 6AP Cures the BOUND status effect, or allows you to escape a trap. Requires individual or contesting D20 die roll, depending on the situation.
Let Them Loose 2AP Let your animal follower loose to assist you in combat. See FOLLOWER SYSTEM for more details.
Call Them Back 2AP Call your animal follower back from combat. See FOLLOWER SYSTEM for more details.



Miscellaneous Actions

  • Miscellaneous Actions are minor actions that can be performed alone or in addition to a normal action.
  • Characters with the Dextrous trait receive one free Miscellaneous Actions per combat scenario.



Name AP Cost Cooldown Description Notes
Movement Move from your current tile. You can move a maximum of 6 tiles in a single turn.
Reload 2AP Reload your gun to full capacity. Characters must have the required ammo in their inventory in order to Reload their gun.
Sprint 2-Turn Cooldown Run from your current tile. Sprinting doubles your movement speed, allowing you to move a maximum of 12 tiles in a single turn.
Use a Medical Item 2AP Restore a set amount of HP, heal a heavy or minor wound, or cure a status effect by using a medical item. See HEALTH SYSTEM for medical item descriptions.
Use a Throwable 2AP Effects vary depending on throwable used. See WEAPONPEDIA for throwables.
World Interaction 1AP Open a door, move an item, or do a somersault; the opportunities are endless. World Interactions are very simple actions; what constitutes a World Interaction is up to GM discretion.



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Last Updated: June 10, 2024

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