Comp Con
Comp Con
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.
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.
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.