Actions

Actions are the maneuvers and options a player has during combat . A character has both a major and minor action in combat before they can be finished with their turn in the initiative order. However, with the expenditure of Action Points, an additional minor and major action can also be bought on one's turn.
No more than two of each action is allowed per turn.
==Actions types==
===Minor actions===
Minor actions cover movement and actions that require little time to perform, such as drawing a weapon or taking a chem.
The cost of buying an additional minor action is 1 AP.
Action 	Effect
Aim 	Re-roll 1d20 on the first attack roll made this turn.
Draw Item 	Draw one item carried on your person or pick up an object or item within reach. Can put an item away as part of this action.
Interact 	Interact with your equipment or environment in a simple way, i.e. opening a door, or pushing a button.
Move 	Move up to one zone, to any position within relative Medium range. Alternatively, stand up from a prone position.
Take Chem 	Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If not holding the chem, then one needs to draw it first.
Maneuver (Vehicle)	The vehicle moves to anywhere within close range.
===Major actions===
Major actions cover actions that require focus, attention or a concerted amount of time to achieve, such as attacking an opponent or performing first aid.
The cost of buying an additional major action is 2 AP.
Action 	Effect
Assist 	Assist another character with their next test. When the character you are assisting takes their turn and attempts their task, you provide assistance. If having not yet acted this round, you may give up your turn later in the round to assist an ally when they attempt a skill test.
Attack 	Perform a melee or ranged attack.
Command an NPC 	If an allied NPC is in the group and under command, choose a single major action for them to take. If the action requires a test, then you automatically assist using your CHA + Speech (if the NPC is a person), CHA + Survival (if the NPC is an animal), or INT + Science (if the NPC is a robot).
Defend 	You focus on protecting yourself. Make an AGI + Athletics test with a difficulty equal to your current Defense. If you succeed, add +1 to your Defense. For 2 AP, add an extra +1 to your Defense.
First Aid 	Try to quickly patch the wounds of oneself or an ally. Make an INT + Medicine test, with a difficulty equal to the number of injuries the patient has, and increase the difficulty by 1 if attempting to perform first aid on oneself. If successful, either:
 Heal HP equal to Medicine skill
 Treat one injury the patient is suffering from
 Stabilize a dying patient
Pass 	Choose not to do anything.
Rally 	Grit your teeth, catch your breath, and prepare yourself. Make an END + Survival test with a difficulty of 0, and save any Action Points generated. The GM may allow you to use a different ATT + skill for this action depending on how you describe it, such as CHA + Speech to inspire your allies.
Ready 	Describe a situation you expect to occur, and choose a major action you will perform when it does. If that action occurs before the start of your next turn, you may perform that major action immediately, interrupting other characters' actions as necessary. If more than one character has readied an action for the same situation, their readied actions occur in initiative order.
Sprint 	Movement action. Move up to two zones, to anywhere within relative Long range.
Test 	Perform a skill test for an action not covered by the other actions, with the gamemaster's permission.
Careful Piloting (Vehicle)	The vehicle moves a number of zones equal to half its speed, rounding up. If required to make a terrain test, reduce the difficulty of that test by 1.
Hasty Piloting (Vehicle) 	The vehicle moves a number of zones equal to its speed. All tests made by crew or passengers are made at +1 difficulty until the start of the pilot’s next turn.
Defense Piloting (Vehicle)	The vehicle moves a number of zones equal to its speed -1. The pilot then makes an Agility + Pilot test with a difficulty equal to the vehicle’s size; if it succeeds, the vehicle’s Defense increases by +1.
Focused Piloting (Vehicle)	Make an Agility + Pilot test, with a Difficulty of 1. On a success, the vehicle moves a number of zones equal to its speed plus an additional zone for each AP spent. All tests made by crew or passengers are made at +1 difficulty until the start of the pilot’s next turn.
Category:Fallout: The Roleplaying Game gameplay