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Comp Con

The document provides details on different actions that can be taken during combat in a mech-based roleplaying game. It lists both full actions and quick actions a player can take on their turn, such as attacking with weapons, using electronic warfare, healing systems, and moving or disengaging. It also covers free actions and reactions that can be performed.

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0% found this document useful (0 votes)
10 views

Comp Con

The document provides details on different actions that can be taken during combat in a mech-based roleplaying game. It lists both full actions and quick actions a player can take on their turn, such as attacking with weapons, using electronic warfare, healing systems, and moving or disengaging. It also covers free actions and reactions that can be performed.

Uploaded by

erasedata232
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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󰁍 󰁔 󰋜 󰂺 COMP/CON2.3.

21a ENCOUNTER TOOLKIT PILOT ROSTER 󰘥 󰇙

ACTION ECONOMY

PER TURN
Full Action or 2 Quick Actions Move Overcharge Reaction Free

󰫈 󰓡󰫅󰫅 󰁘   

Overcharging immediately allows you to make any quick action of your Attack with a single weapon. In addition to your primary attack, you may Attempt to knock down or knock back your target. On a success the
choice as a Free Action, even one you already made this turn. also attack with a different Auxiliary weapon on the same mount. target is knocked Prone and you may choose to knock them back one
space.

Attempt to grab on your target, potentially immobilizing it or riding it. Perform quick electronic warfare or systems-boosting activities. Enhance another character’s systems.

Perform a deep scan on an enemy Digitally mark a target Mount a direct electronic attack against a target

IMPAIR and SLOW a character until the end of their next turn. Eject from your mech, flying 6 spaces in the direction of your choice. As a last ditch measure, set your reactor to go critical and explode.

Shut down your mech as a desperate measure, to end system attacks, Attack with two weapons, or attack with a single superheavy weapon. Choose and perform two Quick Tech options, or perform a full tech
regain control of AI, and cool your mech. The mech is STUNNED until action. If you choose two Quick Tech options, you can choose the same
rebooted via the BOOT UP action. option multiple times.

Heal and cool down your mech, reload, or attempt to end conditions Disengage safely from a dangerous situation. Until the end of your Attack with a fist, rifle butt, or improvised weapon in melee.
affecting it. current turn, you ignore engagement and your movement does not
provoke reactions.

Fire up your mech from Shut Down. Get out of your mech. Brace your mech for impact, reducing damage at the cost of your next
turn’s actions.

Characters may perform any number of Free Actions on their turn.

Move your character up to its Speed in any direction. Take an extra movement of at least 1 space, up to your SPEED. Obscure the position of your mech, becoming HIDDEN and unable to
be identified, precisely located, or be targeted directly by attacks or
hostile actions

Look for a hidden target. Activate a system or piece of gear that uses a quick action. Ready a quick action for a specified trigger. Until the start of your next
turn, when it is triggered, you can take your prepared action as a
reaction.Your preparation counts as taking the action, so it follows all
usual restrictions on that action and on taking multiple actions.

Reload one weapon as a pilot. Activate a system or piece of gear that uses a full action. Get in to your mech.

Perform an activity with a clear goal that would take a skill check. Attack with one weapon as a pilot. Attempt to attack a mech on foot as a pilot.

Attack a close-by target attempting to move.

Try and stave off a reckoning or extend your window of opportunity. Investigate, do research, or keep an eye on something. Blow off some steam and generally get into trouble.

Make connections, ask for help, or drum up support. Tweak something or attempt to make something new. Practice, learn, meditate, or call on a teacher.

Start, run, or improve an organization. Gain rewards, opportunities, or resources. Try and get your hands on some gear or asset.

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