Combat Actions
Combat Actions
During your turn you have three types of actions. A main action, a bonus action and a move action. You can do any action in any order. You must meet the requirements to perform certain actions. (Full, Semi auto requires a gun with more then one attack like a sub-machine gun.). A Full move action uses all of your maximum movement. A Half move action uses half of your maximum movement. Any of these actions last until the end of your next turn unless specified otherwise.
NOTE* Anything in the Attack Actions is considered a Combat action.
Attack Actions
Action Type DescriptionAll Out Attack Action +4 to hit on all melee/unarmed this round, you do not gain your agility to AC until the start of your next turn
Charge Bonus Must move 10ft, +7 to next non-ranged attack this turn
Defensive Stance Action Enemies -10 to hit, you cannot attack
Feint Bonus Deception check, on success, your next attack gains +5 to hit
Full Auto Burst Action +10 to hit, -2 attack this round. Stacks for every -1 attack you take.
Grapple Action Make a Athletics skill check, on success, target is grappled
Guarded Attack Action -10 to hit, double agility bonus until the start of your next turn.
Knock-Down Bonus Athletics skill check to knock someone prone
Overwatch Action Shoot targets coming into a set kill zone 20ft radius at a point within range of your ranged weapon, target does not get their AC.
Semi-Auto Burst Action +5 to hit, - 1 attack this round.
Standard Attack Action Make one melee or ranged attack.
Suppressing Fire Action Force opponents to take cover if possible, -20 to hit, target gets -20 on next detection
V.A.T.S. Bonus You gain a +5 to hit and can choose the location of the attack. (Requires Pip-Boy & Action Points)
Move Actions
Action Type DescriptionDisengage Action Athletics check to break Grapple
Jump/Leap Half Leap or Jump up to your Strength
Long Jump/Leap Action Move at least 10ft, Leap or Jump up to twice your Strength
Manoeuvre Bonus Athletics skill check, on success, move target 5ft in open space
Move Full Move up to your maximum movement
Run Action Double your Movement, enemies get -10 to hit
Stand/Mount Half Stand up or mount a riding animal.
Slide/Dive Half Slide prone to any space within 5ft. You become prone.
Tactical Advance Bonus Move from cover to cover, gaining Benefit of cover throughout
Miscellaneous Actions
Action Type DescriptionAim Bonus/Action +3/+5 bonus to hit, on your next attack. Can only be used once before next attack.
Block Action Add hal your Strength to your AC until the start of your turn
Delay Bonus Choose a Bonus Action, Before your next turn take that Bonus Action.
Dodge Action Deception skill check to avoid next ranged attack.
Hold Breath Bonus Using a sniper rifle with a scope you gain +10 to hit. for 1 round
Hold Action Bonus Declare trigger, once triggered, Take your Action
Interact Obj Bonus Manipulate an objects such as doors, boxs, widows etc..
Parry Action Athletics skill check to negate a melee/unarmed hit.
Power Armor Action Enter or exit Power Armor
Ready Bonus Swap or draw a weapon.
Reload Action Reload a ranged weapon.
Use Skill Action You may use a Skill.