Combat Actions Menu
Basic Actions Edge Actions
Action Type When Reference Name Cost Action Reference
Activate/Deactivate Focus Free Own Turn SR6 40 Aimbot 6 Gunnery DC 177
Change Device Mode Free Own Turn SR6 41 Anticipation 4 Multi Rng Att SR6 47
Drop Object Free Own Turn SR6 41 Attack Run 4 Gunnery DC 177
Combat Actions Menu
Shift Perception Free Own Turn SR6 42 Big Speech 4 Influence SR6 47
Avoid Incoming Minor Own Turn SR6 41 Blinding Strike 4 Attack FS 92
Block Minor Anytime SR6 41* Bring the Drama 2 Con SR6 47
Call a Shot Minor Own Turn SR6 41 Called: Break Weapon 5 Attack FS 93
Command Drone Minor Own Turn SR6 41 Called: Disarm 5 Attack SR6 47
Command Spirit Minor Own Turn SR6 41 Called: Incapacitate 5 Attack FS 93
Dismiss Spirit Minor Own Turn SR6 41 Called: Vitals 5 Attack SR6 47
Dodge Minor Anytime SR6 41 * Charge 4 Melee Attack FS 93
Drop Prone Minor Own Turn SR6 41
Cover Fire 3 BF/FA Attack FS 93
Hit the Dirt Minor Anytime SR6 41
Crossfire 6 Defense Test DC 177
Intercept Minor Anytime SR6 41
Entanglement 3 Grapple FS 93
Move Minor Own Turn SR6 42
The Exit 6 Piloting DC 178
Multiple Attacks Minor Own Turn SR6 42
Fake Out 2 Attack FS 93
Pick up/Put down Object Minor Own Turn SR6 43
Fire From Cover 2 Ranged Attack SR6 47
Quick Draw Minor Own Turn SR6 42
Reload Smartgun Minor Own Turn SR6 42 Freerunning 2 Sprint FS 93
Stand Up Minor Own Turn SR6 42 Greaser 2 Act. Oil Slick DC 178
Take Aim Minor Own Turn SR6 42 Hamstring 3 Attack FS 93
Take Cover Minor Own Turn SR6 42 Imposing Stone 2 Intercept FS 94
Trip Minor Own Turn SR6 42 In the Zone 4 Piloting DC 178
Assist Major Anytime SR6 42 Intimidating Presence 2 Influence FS 94
Astral Projection Major Own Turn SR6 42 It’s a Dud! 5 Blast Attack SWC 144
Attack Major Own Turn SR6 42 Karmic Escape 2 Dodge FS 94
Banish Spirit Major Own Turn SR6 43 Knockout Blow 2 Melee Attack SR6 47
Cast Spell Major Own Turn SR6 43 Knuckle Breaker 4 Attack FS 94
Cleanse Major Own Turn SR6 43 Leaf on the Wind 3 Sprint FS 94
Counterspell Major Anytime SR6 43 Monkey Climb 2 Climb FS 94
Full Defense Major Anytime SR6 43 * Pickup 4 Piloting DC 178
Manifest Major Own Turn SR6 43 Pin 3 Projectile Attack FS 94
Observe in Detail Major Own Turn SR6 43 Playing Possum 3 Influence FS 94
Ready Weapon Major Own Turn SR6 43 Point Defense 5 Attack DC 178
Reload Weapon Major Own Turn SR6 44 Protect the Principal 2 Intercept FS 95
Rigger Jump In Major Own Turn SR6 44 The Rigger’s Advantage 1 Piloting/Defense DC 178
Sprint Major Own Turn SR6 44 Right Back At Ya 3 Avoid Inc. FS 95
Summon Spirit Major Own Turn SR6 44 Riposte 4 Block FS 95
Use Simple Device Major Own Turn SR6 44 Rolling Clouds 2 Falling FS 95
Use Skill Major Own Turn SR6 44
Rooted 2 Move FS 95
* This action has a special effect outlined in the You Can’t
Shank 1 Melee Attack SR6 48
Dodge Bullets rules on the other side of this document.
Shotgun Choke 2(1) Shotgun Att SWC 144
On each round, a character receives one Major Silent Takedown PR* Melee Attack SWC 144
Action and a number of Minor Actions equal to Smokescreen 1-4 Activate Smoke DC 178
one plus the number of initiative dice they have at Sucker Punch 2 Melee Attack FS 95
the beginning of the round. Sudden Insight 1 Any SR6 48
Tactical Roll 1 Hit the Dirt SR6 48
During a character’s turn they may take a single Taunt 1 Influence FS 95
Free Action at no cost to their action economy. Threatening Edge 1 Block FS 95
Throat Strike 2 Melee Attack FS 96
Each additional Free Action, or each Free Action
Through and Through Bod** Gun Attack SWC 144
performed out of the actor’s initiative order
Throw Person 4 Grapple FS 96
functions as a Minor Action.
Thunder Palm 2 Attack FS 96
Tuck and Roll 1 Going Prone FS 96
At any time, a player may spend four Minor
Tumble 1 Melee Attack SR6 48
Actions to gain a single Major Action. Additionally, Weapon Flash 2 Quick Draw FS 96
the player may spend a Major Action to gain a Weapon Spread 1 - FS 96
single Minor Action. Wrest 2 Block SR6 48
Yielding Force 3 Trip FS 96
Anytime actions may be used by characters who * Threshold is the Professional Rating of the Target
have not yet acted in an encounter, provided they ** Threshold is the Body Rating of the Target
are aware the encounter is happening.
Combat Cheat Sheet
Edge Boosts Status Effects (pp. 52-53)
Boost When? Cost Reference Status Effect
Reroll One Die Post 1 SR6 46 Blinded (1,2,3) (-3,-6,Fail) penalty to vision tests
Boost Initiative Any 1 SR6 46 Burning # Resist # physical damage each round
+1 to Single Die Any 2 SR6 46 Chilled -4 Initiative Score, -1 to DP
Combat Cheat Sheet
Give Ally 2 Edge Any 2 SR6 46 Confused # # as penalty to dice pool on any actions
Negate 1 Edge Pre 2 SR6 46 Corrosive # Resist # physical damage each round
Buy 1 Automatic Hit Any 3 SR6 47 +1 bonus to DR / level, do not gain Edge
Cover (1,2,3,4)
when attacking from cover
Heal 1 Stun Any 3 SR6 47
Dazed -4 Initiative Score, cannot gain/spend Edge
Add Edge to Dice Pool Pre 4 SR6 47
Deafened (1,2,3) (-3,-6,Fail) penalty to hearing tests
Heal 1 Physical Any 4 SR6 47
Disabled (1,2,3) Increase action cost of actions
Reroll Failed Dice Post 4 SR6 47 Fatigued (1,2,3) (-2,-4,-6) dice pool penalty, -5m movement
I Saw It in a Trid Once Pre 4 FS 96 Frightened -4 DP for actions vs or defending from source
Evasive Action Rigging 4 DC 177 Hazed Cannot astrally project, manifest, or return
Count 2s as Glitch Pre 5 SR6 47 Hobbled All movement is halved.
Create Special Effect Any 5 SR6 47 Immobilized -3 AR, -3 dice pool penalty on all attacks
Recover Any 5 FS 96 Invisible # Perception (#) required to see character
Use an Edge Action Pre 1-5 SR6 47 Muted Cannot speak.
Double Down Pre/Post 2, 4, 6 DC 177 Nauseated Body + Will (2) each round or no action
Smackdown Any Burn 1 SR6 48 Off Balance Cannot gain/spend Edge on physical tests
Not Dead Yet Any Burn 1 SR6 48 Panicked Cannot act except to avoid cause of effect
Wild Die Any – SR6 48 Petrified Cannot take action, +10 Armor Rating
Resist damage each round, # decreases by 1
Damage Types (p. 109) Poisoned #
each round
Type Effect -4 dice pool penalty to melee or bow attacks,
Electricity If damaging, apply Zapped status for 2 rounds Prone
+2 AR for firearms
Chemical Add Corrosive status, can damage armor Silent # Perception (#) required to hear character
Cold Add Chilled status for 3 rounds, can damage armor -10 Defense Rating, no physical actions
Fire If damaging, apply Burning status Stilled
possible
Range Fire Modes -6 dice pool resist damage against electricity
Wet
Range Meters Range Bullets / Effects and cold
Close 0-3 Single Shot 1 / Normal -2 Initiative score, no sprint, -1 dice pool on
Zapped
Near 4-50 Semi-Auto 2 / AR-2, DV+1 actions
Medium 51-250 Narrow BF 4 / AR-4, DV+2
You Can’t Dodge Bullets
Far 251-500 Wide BF Split DP / SA x 2
Factor Threshold Mod
Extreme 500+ Full Auto 10 / AR-6 1m
Near Range +1
Combat Options (p. 110) Moderate Range +2
Option Effect Long Range +3
When using a weapon in one’s offhand, the Extreme Range +4
Off-Hand character can neither gain nor use Edge. For every 6 dice in target’s defense pool +1
Cover # Status +#
If total damage dealt is greater than target’s
Knockdown Prone Status at Close Range -1
Body, apply Prone Status.
Prone Status at Medium+ Range +1
If attack roll is successful: Opposed Test -
Counterspell Action against Spells + (Sorcery / 2)
Grapple Strength + hits vs. Strength
Dodge Action at Close Range + (Athletics / 2)
-2 to threshold of Close Combat attacks to Dodge Action at Other Ranges +1
Grappled hit grappled; attacker gets automatic Edge Block Action + (Close Combat / 2)
Opposed Strength + Close Combat rolls, if Take Aim Action -1
Restrain successful, apply grapple. Target’s movement is erratic Double range mod
CC+ Str v. Str + Reaction; grappled rules Target is large -1
Damage apply. Target is huge -2
CC+Str v. Body+Str; apply Prone and Target is small +1
Tackle Body(S) dmg. Target is tiny +2
Target is miniscule +3
CC+Str v. CC+Str; grappled rules do not
Break Free apply. Full Defense Action Taken + (Willpower / 2)
Edge Basics
Maximum Edge Characters may have no more than 7 points in their Edge Pool at any given time.
Generating Edge Characters may earn no more than 2 points of edge per Combat Round.
Losing Edge Edge points in excess of the Edge Rating is lost at the end of any confrontation.
Losing Edge (Matrix) Lost when leaving host, rebooting device, jacking out or triggering Convergence.