Initiative
When combat begins, each participant rolls Initiative:
1d10 + Initiative Bonus
The combatant with the highest result acts first. Turns then proceed in descending order. This order remains fixed for the rest of the combat unless a rule specifically changes it.
If two or more combatants tie, player characters act before NPCs. Tied player characters decide their order among themselves. The GM decides the order of tied NPCs.
Initiative determines turn order during every pass. A combatant who keeps AP in reserve does not change position in the Initiative order. They simply act again when a later pass reaches their Initiative.
Seize the Moment
At the start of any round, before the first combatant acts, a character may spend 1 Grit to Seize the Moment.
That character acts at the top of the Initiative order for the current round. Their normal Initiative remains unchanged, and they return to their usual position at the start of the next round.
If several characters Seize the Moment during the same round, they act before all other combatants. Player characters decide their order among themselves. The GM decides the order of NPCs.
Group Initiative
The GM may use Group Initiative when several combatants are acting as a unit.
Make one Initiative roll for the entire group. All members act on that Initiative and may take their turns in any order when it is reached.
Group Initiative is useful for squads, groups of minor NPCs, vehicle crews, drones acting under the same controller, and similar coordinated groups.
Each member still tracks their own AP.
Action Points and Actions
Every combatant has a pool of Action Points (AP) representing how much they can accomplish during a round.
Characters have 3 AP by default. Traits, cyberware, magic, and other effects may increase or reduce this amount. At the start of each round, a combatant’s AP is restored to their maximum.
AP may be spent on attacks, special movement, equipment, abilities, environmental interactions, and other actions.
During their turn, a combatant may spend AP in any order, up to a maximum of 4 AP per turn. They do not need to spend all of their available AP and may keep any remaining AP for later passes or Interrupt Actions.
The 4 AP limit applies only during a combatant’s turn. AP spent on Interrupt Actions outside their turn does not count toward this limit.
Normal movement does not cost AP unless a rule states otherwise.
Free Actions
A Free Action costs no AP. Free Actions are simple actions requiring little time or attention, such as calling out a warning, dropping an item, making a gesture, or speaking a short phrase.
There is no strict limit to the number of Free Actions a character may take, but the GM may restrict excessive or unreasonable use.
Minor Actions
A Minor Action costs 1 AP.
Minor Actions are quick or supporting actions such as drawing a weapon, reloading, opening a door, interacting with an accessible device, or activating a minor ability.
Major Actions
A Major Action costs 2 AP.
Major Actions include attacks and other substantial actions that demand significant attention, such as hacking under pressure, using many magical abilities, performing emergency treatment, or forcing open a barrier.
Specific actions and abilities state their AP cost when it differs from these categories.