Action Action | Cost | Notes (*means trained only!) |
Activate an item | swift | light a lantern, ignite lightsaber |
Aid another | standard | attack vs Ref 10 to add +2 to ally’s next attack vs that target |
Aim | 2 swift | ignore target’s cover bonus to Ref on next attack; cannot use with area attack |
Anticipate enemy strategy | move | Knowledge (Tactics)* vs Will anticipate target’s next move |
Attack | standard | see Area Attack rules for area attacks |
Attack an object | standard | held/carried/worn=Ref 10 + size mod + Ref of holder (not counting armor bonus) |
Attack of opportunity | free | use with melee weapons or weapons with folded stock; cannot use if flat-footed |
Balance | half speed | move at half speed over narrow surface, Acrobatics DC 10-25 |
Brace | 2 swift | brace autofire-only weapon to take –2 attack penalty instead of –5 |
Breath Control, Use the Force* | | DC15 hold your breath for [2xCON score] rounds before Endurance check |
Change attitude | full-round | Persuasion –10 vs Will to improve hostile target’s attitude |
Charge | standard | move your speed (minimum 2sq) in straight line and gain +2 attack, –2 Ref |
Climb | move | Climb DC0-25 at ¼ speed; climb at ½ speed as full-round; DC+5 to double move |
Coup de grace | full-round | kills adjacent unconscious opponent |
Create a diversion to hide | standard | Deception vs Will to attempt Stealth check, must reach hiding place in a move action |
Cross difficult terrain | 1sq = 2sq | Acrobatics* DC15 to move at normal speed |
Delay | none | act on a later Initiative count; this reduced initiative is your new count |
Disarm | standard | –10 melee attack (–15 if 2-h); failure provokes attack; Acrobatics* DC20 to catch weapon |
Draw or holster weapon | move | draw & activate weapon if proficent; draw concealed weapon as standard action |
Drop an item | swif | t drop an item into your fighting space or adjacent square |
Escape from grapple | standard | Acrobatics vs Grapple; Acrobatics* vs Grapple10 to escape as move action |
Escape net | full-round | Acrobatics DC15; Acrobatics* DC25 to escape as standard action |
Extend or fold stock | move | stock folded = treat as pistol for proficiency & range; stock extended = treat as rifle |
Fall prone | swift | Acrobatics* DC15 to fall prone as free action; attacks vs prone: melee +5, ranged –5 |
Feint | standard | Deception vs Initiative to make target flat-footed vs next attack |
Fight defensively | standard | –5 attacks for +2 or +5 dodge to Ref; no attacks for +5 or +10 dodge to Ref |
First aid | full-round | Treat Injury DC15 (requires medpac) to heal hp=target level +1 over DC |
Full attack | full-round | make more than 1 attack; penalties stack and last until beginning of your next turn |
Grab | standard | –5 unarmed attack to grab max one size larger than self; break grab is standard |
Grapple | standard | unarmed attack (no damage) to grab; then make opposed grapple checks |
Group feint | full-round | Deception vs Will, opponents within 6sq; –5 penalty for each target after the first |
Jury-rig | full-round | Mechanics* DC25; move disabled mechanical/electronic device +2 CT & 1d8 hp |
Manipulate an item | move | pick up an item; to retrieve a stored item from a closed container is 2 move actions |
Move light object | move/standard | Use the Force* DC10 to move 5kg object 6sq; DC15 standard to make ranged attack, 1d6 dmg |
Move your speed | move | you can move through allies, enemies unconscious or 3x your size difference |
Nimble charge | | Acrobatics* DC25 to charge thru low objects half speed; DC35 difficult terrain normal speed |
Notice targets | reaction/standard | Perception vs Stealth to look for hidden enemies; swift action to retry failed check |
Ready an action | standard | take readied action (move/standard/swift) as a reaction to circumstances you specified |
Recharge shields | 3 swift | Mechanics* DC20 to restore 5 SR; 3 swifts can be spent across consecutive rounds |
Recover | 3 swift | move +1 CT (3 swift actions can be spread across consecutive rounds) |
Regulate power | 3 swift | Mechanics* DC20 to move vehicle +1 CT
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Reload | move | provokes an AoO |
Revive | full-round | Treat Injury* DC25 (requires medkit) to revive within 1 round of its death |
Run | full-round move | 4x speed in straight line (3x if wearing heavy armor or carrying heavy load) |
Second wind | swift | if reduced to ½ your max hp or less, heal ¼ your max hp or CON score once per day |
Sense surroundings | swift | Use the Force DC15 ignore cover & concealment to make Perception checks; DC20 total cover |
Snipe | standard | + move make ranged attack, then hide again (with –10 Stealth check penalty) to stay hidden |
Stand up from prone | move | Acrobatics* DC15 to stand up from prone as swift action |
Switch weapon mode | swift | switch to stun or autofire |
Tumble | part of move | Acrobatics* DC15 without provoking AoO; 1sq tumble = 2sq of movement |
Withdraw | move | withdraw at half your speed, treating first square as a non-threatened |