SR6 - Cheat Sheet - Combat-Major-Actions
SR6 - Cheat Sheet - Combat-Major-Actions
SR6 - Cheat Sheet - Combat-Major-Actions
Major Actions on Initiative Major Actions on Initiative Major Actions on Initiative (cont)
Astral Projection (I) A character capable of Ready Weapon (I) A character may ready a Use Simple Device (I) A character can use
Astral Projection (full magician or aspected weapon by using this action. This includes any simple device with a Major Action.
magician) may shift their consciousness to drawing and readying a firearm; pulling a Simple devices are those that are activated
or from the astral plane as a Major Action. melee weapon from a sheath or pocket; with a simple movement like a thumb
The process is complete the moment the taking out and readying a grenade or trigger, pressing a single key, or tapping a
action is declared and therefore places them throwing knife; or any other kind of weapon single icon. It takes longer to interact with
on the astral plane immediately, including preparation. Almost all weapons require this more complex devices, with required time
for the remainder of the current combat action before they are ready for use, though being up to the gamemaster or listed with
round. many times it occurs before combat even the description of specific gear. Remember,
Attack (I) A character may perform one of a starts. Small weapons such as throwing a device connected via a DNI-enabled
variety of forms of attack with this Major knives and shuriken can be readied in system uses the Minor Action.
Action. See the Combat chapter (p. 104) for bunches, with a total number equal to the Use Skill (I) A character may use an
more details character’s Agility attribute pulled into the appropriate skill by using a Major Action
character's off-hand with a single Ready (see Skills, p. 92).
Banish Spirit (I) Any character may attempt
Weapon action.
a Banishing on with a spirit as a Major
Action (see Banishing, p. 147). Reload Weapon (I) Weapons without a Major Actions Anytime
smartlink, or weapons where the smartlink
Cast Spell (I) A character may cast a spell Assist (A) You can become a helper on a
is currently disengaged, require a Major
as a Major Action. For details on how, see Teamwork test, working to help one of your
Action to reload. Reloading a weapon refills
Spells (p. 130). teammates on some task (see Teamwork
the weapon to its maximum capacity as
Tests, p. 36).
Cleanse (I) Awakened characters use this
long as the character has sufficient
action to erase traces of their magic activity Counterspell (A) See p. 143 for details
ammunition to do so.
(see p. 160). Full Defense (A) A character can add their
Rigger Jump In (I) A character with a
Manifest (I) Characters who are astrally Willpower to all Defense tests until their
vehicle control rig (VCR) and rigger-adapted
projecting use this action to appear as a next combat round.
vehicle or drone or a rigger command
ghostly form (see p. 160).
console (RCC) may jump in to control the
*Observe in Detail (I) A character may make vehicle or operate the RCC with a Major
a detailed observation by taking a Major Action.
Action. This action allows a Perception test
Sprint (I) A character may move at a Sprint
(see Perception, p. 96) or Assensing test (p.
with this Major Action. Movement starts at
159).
15 meters and is increased by 1 meter per
Pick Up/Put Down Object (I) A character hit on an Athletics + Agility Test. Only one
may pick up an object within reach or put Sprint Action is allowed per player turn, and
down one that they were holding as a Major it cannot be performed in the same turn as
Action. This action means care is taken to a Move action or Avoid Incoming action.
put the object down or pick it up. If the
Summon Spirit (I) A character capable of
picked-up object is a weapon, this counts as
summoning may use a Major Action to
readying the weapon.
summon a spirit to assist them. A spirit that
is already summoned is controlled using the
Command Spirit Minor Action.