The actions available on your turn (Chapter 10). Costs are in Action Points; most still need rules text.

The Additional Info notes group actions into these categories: Attack, Spell, Support, Item/Equipment, Guard, Objective, Analyze, Skill, Other. That list adds Objective and renames Defense to Guard.

Attack

Cast a Spell

See Spellcasting.

Movement actions

ActionCost
Standard Movement[1AP]
Charge[2AP]
Disengage[1AP]
Hide[1AP]
Prone / Get Up[1AP]
Hide / Take Cover[1AP]

Support

  • Aid Another
  • Hinder

Items and equipment

  • Switch Items (not written yet)

Defense (Guard)

  • Guard / Defensive Stance [3AP]
    • Gain [damage mitigation or resistance] to all damage types.
    • +2 bonus to checks.
    • You can give an adjacent creature light cover.
  • Dodge
  • Brace

Objective

Not written yet. A new category in the Additional Info notes.

Analyze

Skill

Other

  • Disarm
  • Leave Scene. If you aren’t restrained or incapacitated, you can choose the Leave Scene action. You spend all your Action Points evading and doing everything necessary to leave the scene. The action happens at the beginning of the round, and everyone in the area becomes aware that you’re trying to leave. If the round ends and you’re conscious, not incapacitated, and able to move on your own, you leave the scene.
  • Feint
  • Trample
  • Trip
  • Breach. Instead of dealing damage, you reduce the target’s DV by 1 until the start of its turn.

Positioning options (Additional Info notes)

  • Retreating Step. Uses your movement action. Take a 5- or 10-foot step that doesn’t provoke an attack of opportunity from one creature.
  • Reposition (movement action). Get up and move up to 5 feet.
  • Good Positioning. Use all of your movement to get the best angle possible on your opponent: +5 to attack and damage on the first attack on your turn.
  • Brave. Gain a bonus to AC (DV) and lower your place in the initiative order.

Do the new movement options replace Disengage and Get Up?

Retreating Step (uses your movement action) overlaps Disengage [1AP], and Reposition (get up and move 5 feet) overlaps Prone / Get Up [1AP]. Decide whether they replace, upgrade or sit alongside the Chapter 10 actions.

Action timing

  • Leading action: must be the first action on your turn.
  • Following action: can’t be the first action on your turn.

Other activity on your turn

  • Free actions
  • Movement and position: movement options, breaking up your movement
  • Conditions

Duplicates

Hide appears twice in the movement list (as “Hide” and “Hide/Take Cover”).