Types of Actions

Characters can choose between several different kinds of action, depending on what they want to achieve. On their turn, characters can make a standard move and take either two quick actions or one full action. The same action cannot be taken more than once per turn, except in certain cases (e.g., special actions like free actions and reactions)

Get 1: Move
Pick 1:

Action Resolution

If there's any uncertainty about when certain actions or effects take place or resolve, effects caused by other characters always resolve first during a character’s turn. For example, a character starts their turn in a zone created by another character that causes them to take damage – this resolves before any other effects take place. Otherwise, characters can always choose the resolution order of actions or effects that they take on their turn (for example if they have two effects that trigger at the start of their turn, they can choose which resolve first). If there’s any additional clarity needed, the GM adjudicates.

End of Turn

Effects and activities that take place at the end of a character’s turn occur after any standard moves and actions (including free actions and overcharge) have resolved, but before the next character starts their turn. If a character is using multiple effects that trigger at the end of their turn, their player chooses the order in which they trigger.

End of Next Turn

Effects that last until the end of a character’s next turn persist until the next turn they have in the turn order, not the current turn – even if it is their turn when they receive the effect.

Standard Move

Movement up to a character or Frame's maximum Speed.

Quick Action

Actions that take a few moments, such as quickly firing a weapon, activating a system, or moving further.

Full Action

Actions that require full attention (e.g. firing a barrage, performing field repairs on a mech)

Free Action

Free actions are special actions granted by character traits, like mech systems and talents. Characters can take free actions at any point during their turn, and they don’t count toward the number of quick or full actions they take. They can also be used to take actions more than once per turn. For example, if a character can boost as a free action, they can do so even if they have already used boost in the same turn.

Reaction

Reactions are special actions that can be made outside of the usual turn order as responses to incoming attacks, enemy movement, and other events. Each reaction can only be used a certain number of times per round, and a character can take only one reaction per turn (their turn or that of another character), but there is no limit to how many reactions can be taken, overall. Mechs have two default reactions, each of which can be taken once per round – brace and overwatch – but some systems and talents grant additional reactions. Unless specified, reactions resolve after the action that triggers them. Some resolve beforehand under specific triggers, such as when an attack is declared but before the roll is made – if so, the reaction will specify

Overcharge

Pilots can overcharge their mech, allowing them to make an additional quick action at the cost of heat.