Special Attack Actions

Any character can also perform one of the following special actions that provide bonuses and penalties when attacking:


You look down the weapon’s sights, paying attention to who cross it. This makes your shots more precise, but slows you down as you take your time to align the enemy with your crosshairs and as you fire slowly to ensure each shot hits.

• The weapon’s Critical Threat Range is increased by 1 (Example: A critical of 20/x2 would be changed to 19-20/x2).

• Focusing the field of vision in the weapon’s sights provides a +5 bonus to Perception check in a 60-ft cone. However, checks to see something outside that cone receive a -5 penalty instead.

• A character can move while using this Special Action, but their speed is reduced by half (rounded down to the nearest multiple of 5).

• Aiming requires 1 attack action for all ranged weapons, except Sniper Rifles which require 2 attack actions. Ending this special action requires only a free action.


When using the Aiming action, you may use the Overwatch special action by spending an attack action. Overwatch allows you to maintain the Aiming action as well as increase the critical threat range of your next shot by 1. A visible target or targeted square must be selected when taking the Overwatch action, if you lose sight of either, you lose the bonus gained from this special action. When the shot is fired the target or targeted square must be in the weapon’s first range increment. Sniper rifles or weapons with scope attachments are an exception to this rule and and can be used with the Overwatch action even while using range increments beyond the first. You can spend multiple actions to maintain Overwatch. For each additional action, spent in Overwatch, without firing, you increase the critical threat range of the shot by an additional 1, to a maximum of your Intelligence modifier x3. This attack must be made in the following available action after the Overwatch actions are spent.

Covering Fire

You shoot multiple times in a wide angle, trying to force your enemies into cover. If effective, your team can move about in relative safety. A character fires in a cone area of up to the range increment score of his weapon (meaning that if the weapon’s range increment is, say 30 ft, the character will cover a 30ft cone).

Enemies that move inside the area, can be attacked by covering fire at a -4 penalty. However, the character is limited in how many times they can hit a specific target (because the character is spraying bullets into an area, they aren’t really targeting enemies). An enemy can only be hit once for each attack action made.

So, for example, if the character decides to make a Full-Auto Fire with a Covering Fire special action, they can hit an inividual target once during the attack action at a 1x recoil penalty, another target at a 2x recoil penalty and one more target at a 3x recoil penalty. Resolve attacks separately for affected targets.

Characters that use a Rapid Fire or Full-Auto Fire action must make the maximum number of attacks, even if there are no targets within the affected area (spending the equivalent ammo).

After the first attack action, enemies within the affected area can make a Reflex save DC 15 to take cover behind something within 1/2 their movement speed, or reduce their profile. Those that fail the Reflex save cannot react and can be attacked by the covering fire.

If Total Cover is possible it is taken (thus losing line of sight and avoiding being targeted) but otherwise the closest cover is taken. If no cover is within range the character may choose between going prone or crouching. Enemies that move inside the affected area afterwards, take an attack of opportunity without a saving throw.

Note: Characters that react do so after the first attack action without knowing if there will be a second or third attack action. This Covering Fire requires a full round action. All penalties apply normally, with the exception of penalties for changing targets. In addition, this special action carries the following penalties and benefits:

  • Can only be used by Semi-Auto or Automatic weapons.
  • When using Covering Fire, the character does not suffer the penalties from Changing Targets.

Suppressive Fire

If a ranged weapon has at least a semi-automatic rate of fire, a character may attempt to suppress their enemies. Suppressive Fire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Advanced Firearms Proficiency feat, they take a –4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area takes a -4 to Perception checks, attack roles, and must make a Reflex save (DC 15) or take the weapon’s damage. If the creatures in the area are affected by the fire, on their next turn they can only move half their normal speed or take an attack of opportunity from the suppressing creature if there is enough ammo to do so. Suppressive Fire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it.


A character ducking behind Massive Cover (see Cover) can use this special action to attacks targets and squares against which they have Massive Cover. This special action is used in combination with any other attack action (such as Full-Auto Fire) or special attack action (such as Covering Fire).

The character can opt to make a Perception check and see where each enemy is and their general movement direction (this requires one action unless the character has the Quick Recon feat which reduces this to 1 free action). Doing so allows them to target creatures normally but with a 20% miss chance. If the character does not see where each enemy is, they will truly fire blindly and 1/2 of their total shots will target empty squares. The remaining half targets enemies normally, but the attacks carry a 50% miss chance. When using an action along with Blind-Fire, the character cannot gain benefits to attack from cover or Aiming but neither do they gain the penalties from Changing Targets.

This action is mostly useful for situations where a character wants to shoot and maybe suppress the enemy while remaining safely behind cover where enemies cannot attack him.


This special action allows a character to move up to twice his speed, in a straight line (no turns are allowed) and perform one melee attack against a target. Thus, to make a Charge, the character always needs to designate a target. He must also be able to reach the target with the Charge.

Difficult Terrain or Obstacles make it impossible to use this special action.

A charging character gains a +2 bonus to melee attack and damage rolls and a -2 Defense penalty because charging makes a character move in the exact same way with little regards to Defense. Any bonus to Defense from movement also apply.

A Charge requires a full-round action to use. However, in the surprise round, a character can still make a Charge, using the surprise round’s action. You must move before your attack, otherwise you cannot perform a Charge. You must also have a clear path toward the opponent and nothing can hinder your movement (such as difficult terrain or obstacles).

Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t Charge). Second, if any line from your starting space to the ending space passes through a square that blocks movement (such as a wall), slows movement (such as difficult terrain), or contains a creature (even an ally), you can’t Charge. (Helpless creatures don’t stop a Charge). If you don’t have line of sight to the opponent at the start of your turn, you can’t Charge that opponent. You can’t take a 5-ft step during a round in which you have made or are about to make a Charge.

\\\\\\\\\\\\Edit\\\\\\\\\\\\\Two-Weapon Combat

Wielding two weapons can provide the character with far greater firepower. However, it also makes it much more difficult to hit the targets. Using two weapons, that is the Two-Weapon combat style, carries the following restrictions and benefits:

• Characters can wield 2 pistols and/or submachine guns but take an extra -8 penalty to all attack rolls with those weapons.

• You can attack with both weapons, and use any attack action they allow, at the same time. Meaning that if you use one weapon to make a Full-Auto Fire (thus consuming your entire round), you can use the other to make any type of attack action that consumes 1 action, 2 actions or a full-round action. Make separate attack actions for each weapon. When you decide to attack with a weapon, you must also decide if you are going to use the other weapon to attack or not.

  • Only handguns and light melee weapons can be dual wielded.

• An attack action is required to reload both weapons.

• A character cannot use the Aiming action when wielding two weapons (regardless of whether he fires with both weapons or not).

Draw or Holster a Weapon

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires one movement action (an attack action can be substituted). This action also applies to weapon-like objects carried in easy reach, such as small blades. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item, requiring an attack action. (Drawing weapon magazines for use with a ranged weapon requires no action at all).

Drop an Item

Dropping an item in your space or into an adjacent square requires no action at all.

Special Attack Actions

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