SR5:Combat Actions
Unclassified Actions
These actions are very simple activities that don't require the character to take or declare an action to perform.
Delaying Action
There are times when a player wants to see how others act and what happens before making his move; choosing to wait is called a Delayed Action. A Delayed Action must be declared during Step 3A of the Combat Turn Sequence (see Declare Actions). A player can declare a Delayed Action on any of his Initiative Passes and can continue to delay action until a later Initiative Pass. When the character decides to act, he replaces his normal Action Phase for that Initiative Pass with the Delayed Action and then acts on an Initiative Score lower than their own.
During the Declare Actions part of that Initiative Pass, the character must declare that he is intervening at a specific Initiative Score. He can make that declaration when it is time for players with that score to act. Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty. If multiple characters delay their actions until the same Initiative Score, they break the tie in the same manner as Initiative (p. 159).
Characters delaying an action in this manner keep their initial Initiative Score. If the character does not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the Initiative Pass.
Players can also decide to go after the last player’s Action Pass. As long as the character acts before that Initiative Pass ends and the next one begins, there is no problem. If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their Initiative Scores; the character with the highest score goes last. In the event of a tie the characters must either act simultaneously or continue delaying their actions into the next Initiative Pass.
A character can delay his action into the next Initiative Pass and be the first to act. He must still use his own Initiative Score to determine the Action Phases he has for the Combat Turn.
Walking
A character can move up to his Walking rate (Agility*2) per Combat Turn without taking any actions. Moving beyond this rate in a combat turn requires the character to Run or Sprint.
Free Actions
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are saying a word, dropping an object, gesturing, or walking.
A character may take one Free Action during his own Action Phase or at some later point in the Initiative Pass. A character may only take a Free Action prior to his first Action Phase in the Initiative Pass if they are not surprised. Only one Free Action is normally allowed per Initiative Pass, but multiple Free Actions could be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).
Free Actions generally require no Success Test, though special circumstances may warrant one.
Call a Shot
A character may call a shot (aim for a vulnerable portion of a target) with this Free Action; see Called Shots. This action must be combined with a Fire Weapon, Throw Weapon, or Melee Attack Action.
Change Linked Device Mode
A character may use a Free Action to activate, deactivate, or switch the mode on any device that he is linked to by a direct neural interface through either a wired or wireless link. This includes activating cyberware, changing a smartgun’s firing mode, changing a smartlinked shotgun’s choke, deactivating thermographic vision, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that it takes longer to interact with some devices, as noted in individual gear descriptions.
Deactivate Focus
You can deactivate a focus at any time with a Free Action.
Drop Object
A character may drop a held object as a Free Action. If he is holding an object in each hand, he may drop both objects as a single Free Action. At the gamemasters discretion, dropped items may suffer damage from being dropped if they are fragile or dropped in a hostile environment.
Drop Prone
A character may kneel or drop prone as a Free Action, as long as he is not surprised. A character who is surprised may not drop prone.
Eject Smartgun Clip
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip. It still takes a separate Simple Action to insert a new, fresh clip.
Gesture
A character may communicate with a few quick gestures as a Free Action. Characters unfamiliar with the gestures may make an Intuition (2) Test to determine what the gesture means.
Multiple Attacks
A character may use a Free Action to attack multiple targets in a single action (see Multiple Attacks, p. 196 Core) by splitting their dice pool. This action must be combined with a Fire Weapon Action, Throw Weapon Action, Melee Attack Action, Reckless Spellcasting, or Cast Spell Action.
Run
Running uses a Free Action and inflicts Running movement modifiers. Running is any movement that exceeds the character’s Walking Movement Rate in a single Combat Turn.
Speak/Text/Transmit Phrase
One short phrase of verbal communication is a Free Action. If the character wants to speak more, each additional phrase or sentence requires a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a single action during a 3-second Combat Turn. If the gamemaster and players prefer more elaborate communications, parameters should be laid out before the mission begins. Characters who are equipped to send text messages through a direct neural interface connection with their commlink may also send short messages as a Free Action.
Simple Actions
A Simple Action is one step more complicated than a Free Action and requires more concentration to attempt.
Activate Focus
A character may activate a focus they are carrying with a Simple Action.
Call Spirit
This action is used to call a spirit that has already been summoned and placed on standby.
Change Device Mode
A character may use a Simple Action to activate, deactivate, or change the mode on any device with a simple switch, a virtual button, or a command from a commlink or other control device through either a wired or wireless link. This includes changing a gun’s firing mode, changing a shotgun’s choke, changing vision systems, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on. It takes longer to interact with some devices; check individual gear descriptions.
Change Gun Mode
A character holding a ready firearm can change its firing mode via a Simple Action. If the weapon is a properly linked smartgun, it costs only a Free Action to change the mode with a Change Linked Device Mode action. This includes changing a shotgun’s choke if the gun does not have a smartgun link.
Command Spirit
Issuing a command to a single spirit or group of spirits under a summoner’s control is a Simple Action.
Dismiss Spirit
This is the action of freeing a spirit from the summoner’s control. It does not immediately send the spirit back to its home plane but instead frees it to do as it chooses.
Fire Bow
Firing a single arrow from a loaded bow is a Simple Action. To nock a single arrow, the character must use the Reload Weapon Simple Action.
Fire Semi-Auto, Single Shot, Burst Fire, or Full-Auto
A character may fire a readied firearm in Semi-Automatic, Single Shot, Burst Fire, or Fully-Auto mode via a Simple Action, but may not take any other attack actions in the same Action Phase. If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action; the off-hand modifier applies. When taken as Simple Actions, Burst Fire fires 3 bullets, while Full-Auto fires 6 bullets.
Insert Clip
A character may insert a fresh clip into a ready firearm by taking a Simple Action, but only if he has first removed the previous clip (see Remove Clip, p. 166 Core).
Observe in Detail
A character may make a detailed observation by taking a Simple Action. This allows a Perception Test (see Using Perception, p. 135).
Note that characters should always be able to observe what is immediately obvious (gamemaster’s discretion, keeping in mind any perception enhancements the character may have) without having to spend a Simple Action and make a Perception Test. For example, a character might automatically be aware that someone is running toward him with something in hand; however, the gamemaster may decide that the character cannot tell if it is a friend or foe or what is in their hand without taking an Observe in Detail action.
Pick Up/Put Down Object
A character may pick up an object within reach or put down one that he was holding as a Simple Action. This action means care is taken to put the object down or pick it up. Just dropping an object is a Free Action, but items that get dropped are more likely to be damaged than items that are set down.
Quick Draw
A character may attempt to quick-draw a pistol, pistol-sized weapon, or small throwing weapon and immediately fire it by using a Quick Draw Simple Action. For the character to successfully draw the weapon, the player must make a (Weapon Skill) + Reaction [Physical] (3) Test. If the weapon is held in a quick-draw holster, reduce the threshold to 2; or by 1 for a concealed quick-draw holster. If the test is successful, the character draws the weapon and fires as a single Simple Action. If the test fails, he clears the gun but cannot fire with the same action. If he glitches, the gun is stuck in the holster or dropped, and no more actions are allowed. On a critical glitch, a drawn blade may be fumbled out of the character’s reach or a pistol accidentally fired while still in the holster; the gamemaster decides the exact nature of the screw-up.
Only properly holstered weapons can be quickdrawn. They do not have to be in a quick-draw holster, but they do need to be in a holster or sheath or on a proper sling to be quick-drawn. Two weapons may be quick-drawn and fired simultaneously, but the (Weapon Skill) + Reaction dice pool is split, and off-hand penalties apply.
Ready Weapon
A character may ready a weapon by spending a Simple Action. The weapon may be a firearm, melee weapon, throwing weapon, ranged weapon, or mounted or vehicular weapon. Readying entails drawing a firearm from a holster, drawing a throwing or melee weapon from a sheath, picking up any kind of weapon, or generally preparing any kind of weapon for use. A weapon must be ready before it can be used. Weapons not held in a traditional holster may require a Complex Action to ready at the gamemaster’s discretion.
A character can ready a number of small throwing weapons, such as throwing knives or shuriken, equal to one-half his Agility (round up) per Ready Weapon action.
Reckless Spellcasting
A spellcaster may use a Simple Action to cast a spell more quickly, but at the cost of higher Drain. See Step 4: Cast Spell, p. 281.
Remove Clip
A character may remove a clip from a ready firearm by taking a Simple Action (see Insert Clip, p. 165, and also Reload Weapons, p. 163). It takes another Simple Action to grab a fresh clip and slam it into the weapon.
Shift Perception
A character capable of Astral Perception may shift perception to or from Astral Space as a Simple Action.
Stand Up
Using a Simple Action, a character who is lying down or prone may stand up. If the character is wounded and attempting to stand, he must succeed in a Body + Willpower (2) Test to do so (wound modifiers apply to this test).
Take Aim
A character may take aim with a ready firearm, bow, or throwing weapon as a Simple Action. Take Aim actions are cumulative, but the benefits are lost if the character takes any other kind of action—including a Free Action-at any time before attacking. Take Aim actions may be extended over multiple Action Phases and Combat Turns. The maximum bonus a character may gain from sequential Take Aim actions, either to her limit or her dice pool, is equal to one-half the character’s Willpower, rounded up.
Each Take Aim action applies a +1 dice pool modifier or +1 Accuracy increase to the Attack Test.
If the character is using image magnification or a targeting scope, Take Aim must be used to line up the shot in order to receive the bonus from the item. In this case the first action of Take Aim does not provide any additional bonus beyond enabling the function of the modification.
Take Cover
A character may use this Simple Action to gain a cover bonus to their defense test, as long as she is not surprised (see Surprise, p. 192). A character who is surprised may not take cover.
Throw Weapon
A character may throw a ready throwing weapon (see Ready Weapon) by taking a Simple Action. The character may not take any other attack actions in the same Action Phase. Multiple readied throwing weapons can be thrown at a target within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196).
Use Simple Device
A character can use any simple device with a Simple Action. Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or tapping a single icon.
Complex Actions
A Complex Action requires intense concentration and/or finesse. Only one Complex Action is possible per Action Phase. A character may also take a Free Action in the same Action Phase as a Complex Action
Astral Projection
A character capable of Astral Projection may shift their consciousness to the astral plane as a Complex Action (see p. 313).
Banish Spirit
A character may enter into a Banishing contest with a spirit as a Complex Action.
Cast Spell
A character may cast a spell as a Complex Action.
Fire Full-Auto Weapons
A character may fire a readied firearm in Full-Auto fire mode via a Complex Action (see Firearms, p. 424). If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196). Off-hand modifier applies (see Attacker Using Off-Hand Weapon, p. 178). When fired as a Complex Action, Full-Auto uses 10 bullets. Remember the effects of cumulative recoil when using these fire modes. And good fragging luck!
Fire Long Burst or Semi-Auto Burst
A character may fire a readied firearm in Long Burst or Semi-Auto Burst via a Complex Action (see Firearms, p. 424). A character may attack multiple targets within Short or Medium range by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 196). If a character has one weapon in each hand, he may fire once with each weapon by adding a Multiple Attacks Free Action (see Multiple Attacks, p. 167). Off-hand modifier applies (see Attacker Using Off-Hand Weapon, p. 178). Remember the effects of cumulative recoil when using these fire modes.
Fire Mounted or Vehicle Weapon
Fire a previously readied mounted or vehicle weapon by taking a Complex Action (see Vehicle Combat, p. 198).
Load and Fire Bow
With this action a character can load and fire a bow with a single Complex Action. The two activities can be reversed, Fire and Load Bow, if the bow had been readied using a Simple Action already.
Melee Attack
A character may make a melee attack by taking a Complex Action (see Melee Combat, p. 184). A character may also attack multiple targets within melee range by adding a Multiple Attacks Free Action.
Reload Firearm
Weapons that are belt fed (belt), break action (b), cylinder (cy), drum (d), internal magazine (m), muzzle loaders, or use a speed loader are reloaded using a Complex Action.
Rigger Jump In
A character with a control rig and rigger adapted vehicle may jump in to control the vehicle with a Complex Action.
Sprint
Sprinting allows a character to increase his Running rate by using a Complex Action and making a Running Test (see Movement, p. 161).
Summoning
A character may summon a spirit to assist them with a Complex Action.
Use Skill
A character may use an appropriate skill by taking a Complex Action.
Intervention Actions
There are times when a character is permitted to take an action outside his allotted Action Phase. Such rare instances are called Interrupt Actions and are clearly identified in the rules. When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0 with their actions). The Initiative Score reduction occurs at the time of the Interrupt Action. A character may only take an Interrupt Action prior to their first Action Phase if they are not surprised.
Block
- -5 Initiative Score
A character may choose to use her own unarmed combat skill to block incoming melee attacks as an Interrupt Action. By decreasing her Initiative Score, the defending character can add her Unarmed Combat skill to their defense test. This is a one-time add, unlike going on Full Defense which lasts for an entire Combat Turn.
Dodge
- -5 Initiative Score
A character may choose to use her own skill to dodge incoming attacks as an Interrupt Action. By decreasing her Initiative Score, the defending character can add her Gymnastics skill to the defense test. This is a one-time add, unlike going on Full Defense which lasts for an entire Combat Turn.
Full Defense
- –10 Initiative Score
A character may choose to focus on deliberately avoiding incoming attacks as an Interrupt Action. This action adds the character’s Willpower to their Defense tests for the entire Combat Turn. Full Defense actions may be taken at any time, even before the character’s Action Phase as an Interrupt Action, as long as the character is not surprised. Characters may only go on Full Defense if they have enough Initiative Score left in that Combat Turn. The bonus gained in this manner is kept until the end of the Combat Turn so a character can choose to fight defensively early in the round by decreasing her Initiative Score to increase her defense. This bonus is also cumulative with other Interrupt Actions.
Hit the Dirt
- –5 Initiative Score
A character who has already used their Free Action may choose to drop prone when caught by suppressive fire using this action. The defending character doesn’t need to make the Reaction + Edge test but is considered prone on their next Action Phase. If the suppressive fire continues, the defending character needs to use a Stand Up Simple Action to get back up, risking getting shot, or fight from the ground. If the suppressive fire has stopped the prone character still needs to use a Stand Up Simple Action to get back up.
Intercept
- –5 Initiative Score
A character may take an Interrupt Action to intercept an opponent who attempts to move past him within 1 meter (+1 meter per point of Reach) or break out of melee combat with them. The Intercept Action allows a character to make a melee attack out of turn. If the character does not have enough Initiative Score left that Action Phase, he cannot intercept.
If the opponent has a melee weapon ready, he uses his normal melee weapon skill rating; otherwise, he uses the Unarmed Combat skill. If the character is wielding a firearm they may choose to use the weapon as a club and attack with the Club skill. This attack follows all of the normal rules for Melee Combat.
If, after their Resistance Test, the character attempting to pass takes damage equal to their Body, he is intercepted and cannot continue his movement.
Prone combatants cannot intercept.
With a little room to move, agile characters can avoid the Interception attempts of their opponents without engaging in combat. Using a Complex Action with their movement, they can make an Agility + Gymnastics [Physical] Test. Each hit above the threshold allows the character to move past one opponent.
Parry
- –5 Initiative Score
A character may choose to use his own melee weapon skill to deflect incoming melee attacks as an Interrupt Action. By decreasing his Initiative Score, the defending character can add his melee weapon skill to their defense test. This is a one-time add, unlike going on Full Defense, which lasts for an entire Combat Turn. Bonus die, such as die from a relevant weapon foci, can be added to this test.