Interrupt Actions allow a character to spend AP outside their turn in response to a specific trigger.

The character must have enough AP remaining to pay the Interrupt’s cost. Interrupt Actions are exempt from the 4 AP per turn limit, but still spend AP from the character’s normal pool.

Unless stated otherwise, an Interrupt resolves immediately when its trigger occurs, before the triggering action or effect finishes resolving.

Attack of Opportunity

Cost: 1 AP

When an opponent moves past you within melee range or moves out of melee range, you may make an immediate melee attack against them.

Attacks of Opportunity do not count toward the cumulative penalty for making multiple attacks during the same round.

Brace for Impact

Cost: 1 AP

Before making an Active Defense, add your Fortitude to the Success Target of that defense.

Counterstrike

Cost: 1 AP

When your Active Defense completely negates an opponent’s attack, gain +10 to your next attack against that opponent during your next turn.

If you do not make an attack against that opponent during your next turn, the bonus is lost.

Hit the Dirt

Cost: 1 AP

When you would be affected by Suppressive Fire, immediately become Prone to avoid the suppression.

Dive for Cover

Cost: 1 AP

When you would be affected by Suppressive Fire and suitable cover is within 2 meters, immediately move into that cover to avoid the suppression.

Evade

Cost: 1 AP

When you are aware of an incoming Area of Effect and able to move, make an Athletics test. For each positive Hit, immediately move up to 1 meter in any direction.

If this movement carries you completely outside the Area of Effect, you are not affected by it.

Otherwise, resolve the effect normally.

Throw It Back

Cost: 2 AP

When a grenade lands within 2 meters of you, you may immediately grab it and throw it back.

Make a normal Athletics test to throw the grenade, with a −10 penalty to the Success Target.

Picking up and throwing the grenade are both included in the Interrupt Action. Resolve the grenade’s new landing point normally from the result of the throw.