| A | B
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1 |  |
2 | Advance Combat actions
3 | Melee/Unarmed
4 | Break Free | To break free of someone choking or pinning you, you must win an opposed STR test at a cost of 35 AP for you.
5 | Buck | You turn and give your target a powerful kick with both rear hooves. This basic Unarmed attack costs triple your Unarmed weapon AP to perform and cannot be parried. This attack can benefit from any hoof-worn unarmed weapon so long as you are wearing the same weapon on both rear hooves. Roll at +15% accuracy, and if successful, inflict double your normal unarmed damage to the target. So long as the target is not more than one size larger than you, the target must make a successful END roll to avoid being knocked down, with a penalty of 1 for every 10 damage dealt. Whether successful or not, opponents gain a +10% accuracy bonus to strike you until your next turn for each time you buck.
6 |  |
7 | Catch | A character may attempt to catch a flying or falling creature or object so long as the character can move into the path of that creature or object. Catching is an action that combines a movement action with an Unarmed skill check for the cost of that movement action +5 AP. A character who does not wish to be caught may attempt to avoid the catch with an Agility check with a penalty equal to -1 for every degree of success by which the Unarmed skill check succeeded, to a maximum of -3. (The effect of catching an object or creature depends on the circumstance and may require further rolls. Catching a grenade will stop the grenade’s travel; catching a flying dragon isn’t going to stop the dragon’s flight.)
8 |  |
9 | Charging | It’s possible to cover even more distance if you don’t care about turning or dodging, and when you Charge, you cover END + (AGI x 2) in yards in a straight line per 10 AP spent, but you take 15 AP to safely slow down as per Sprinting, and until your next turn, anyone attacking you gets a +10% accuracy bonus per 10 AP you spent charging. Instead of slowing down safely however, you can chose to barrel into an opponent for greater damage. For any Slam, Tackle, or Flying Tackle immediately preceded by one or more consecutive Charge movements, you may add your END + (AGI x 2) as damage provided that you moved at least one full Charge. However, you take half that amount of damage yourself. Barding protects against this damage. Charging is exhausting; the maximum number of successive charges actions you can take is equal to your (END / 2, rounded up). Charge cannot be used for calculating overland travel times
10 |  |
11 | Choke | You may attempt to choke an opponent into unconsciousness. This maneuver is most easily performed on an opponent you are pinning. Otherwise, the initial attack requires an attack roll at a -30 penalty and the opponent may attack or attempt to move while being choked. Opponents being choked suffer a -20 penalty to all attack rolls. While choking an opponent, you may take no other actions except attempting basic move actions, requiring you to maneuver your opponent with you. Movement distances for both you and your opponent are reduced by half and move actions are contested with opposed agility rolls. Successfully choking an opponent takes a number of turns equal to the opponent’s Endurance. A unicorn with a skill of at least 25 in Medicine or Unarmed may attempt to perform a choke telekinetically on an opponent within line of sight and short range. The opponent gets the normal opposed roll for avoiding telekinesis. Telekinetic choking follows all the normal rules for choking except that movement actions are not reduced or opposed. The opponent may not use Break Free to break out of a telekinetic choke, but may break it by moving out of the unicorn’s line of sight for a turn. A choked-out victim remains unconscious for ten minutes, after which she may make an Endurance roll to recover. If she fails, she may repeat this roll once per minute until she awakens.
12 |  |
13 | Disarm | A difficult close combat maneuver meant to relieve an opponent of their weapon. Roll a contest of your Melee or Unarmed skill at a -40% penalty to accuracy against the opponent’s Melee skill. This can be improved by making it a precise strike. The AP cost is based off the weapon used.
14 |  |

15

Escape

A character who is being held but not bound, choked or pinned can attempt to dislodge herself from the hold. This attempt costs 20 AP and is a Strength or Agility check opposed by her opponent’s Strength check. If the opponent is attempting any other action (including being engaged in flight or other movement), the character gains a +2 bonus to the check. A character may attempt escape actions before their turn in the combat sequence by borrowing AP from their upcoming turn. However, doing so increases the cost to 25 AP.

16 |  |
17 | Flying Tackle | You leap at your opponent attempting to knock them back then pin them to the ground. This risky maneuver costs triple your Unarmed weapon AP to perform and cannot be parried. If successful, this attack deals normal damage, plus it knocks them back as with a Slam and allows you to pin them. You must succeed at an opposed 1d10+STR + AGI test with a bonus of +1 for every 10 damage before armor (max +5) that you inflicted with the attack. So long as the target is not more than one size larger than you, if you beat your opponent’s result, you knock your opponent to the ground and pin them. In addition, for every degree of success you achieve on the opposed roll, you deal 2 extra points of damage. If you fail any part of this attack, you take half normal unarmed damage and are automatically knocked down.
18 |  |
19 | Parry | Attempt to deflect a close combat attack using a melee weapon or unarmed attack. Using the melee skill, ranged weapons can be used to parry at a -20% penalty to accuracy. Roll Melee or Unarmed skill and compare your margin of success to your opponent’s margin of success; defender wins on a tie unless the attacker got a critical success and the defender did not. You must have 15 AP remaining per opponent whose attacks you wish to parry.
20 |  |
21 |  |
22 | Pin: | If your opponent is laying on the ground, you may attempt to pin them. You must succeed at a 1d10+STR+AGI test at a +2 bonus versus the target’s opposed 1d10+STR+AGI test. A pinned opponent cannot move and is at a 30% penalty to any action other than breaking free. This maneuver costs 20 AP each turn you maintain it. Neither you nor your opponent can take a movement action during a pin.
23 |  |

24

Precise Strike / Precise Shot

You may spend up to your (PER x 3) making a carefully aimed strike, shot, or burst, gaining a +1% bonus to accuracy per AP point spent. You may spend this AP at the end of one turn to apply to an attack at the beginning of your next turn, provided that attack is your first action on that turn. This action cannot be used for a “Wild” attack.

25 |  |
26 | Slam | You slam your body into your target, sending the target flying. This basic Unarmed attack costs double your Unarmed weapon AP to perform and cannot be parried. The only unarmed weapons that can be used for this attack are helmets and body spikes. Otherwise, the AP and damage are based on a bare-bodied attack. If successful, this attack deals normal damage. Then make an opposed STR check with a bonus of +1 for every 10 damage before armor (max +5) that you inflicted with the attack. For every degree of success you achieve on the opposed roll, you hurl the target 1 yard in any direction, so long as the target is not more than one size larger than you. Should your target contact a solid object before the end of her movement, she and the object take +1d10 damage per yard of remaining movement. Should the damage from knockback exceed the object's HP, the object breaks and the target continues moving whatever distance remains. If you fail any part of this attack, roll an Agility check to stay upright.
27 |  |
28 | Tackle | You grapple a target to the ground. This basic Unarmed maneuver costs double your Unarmed weapon AP to perform and cannot be parried. If successful, this attack deals half normal damage. Then make a STR check opposed by your target’s STR or AGI (defender’s choice). So long as the target is not more than one size larger than you, if you beat your opponent’s result, you knock your opponent to the ground and pin them. If you fail any part of this attack, roll an Agility check to stay upright.
29 |  |
30 | Trip | Using either a Melee weapon or an Unarmed attack, you attempt to knock your opponent’s legs out from under them. Counts as a Normal Action (15 AP) but does no damage. Roll STR (or END for telekinetically wielded weapons) + d10 versus your opponent’s AGI + d10. If your result is higher, your opponent is knocked down. If your target if flying, you may use a trip action to attempt to hit an opponent’s wing to destabilize her flight, causing freefal
31 |  |
32 | Wild Swing | If a character must use one or more move actions in order to be able to attack an opponent and is left without enough AP to attack, but they still have some AP left unspent, they may expend all remaining AP to make one Wild Swing attack with any readied melee weapon or an unarmed attack. This poorly aimed attack has a penalty of -1% accuracy to hit for every point of AP that the character is short.
33 |  |
34 | Ranged

35

Attacking From the Ground

For most beings, it is awkward to fight up close while laying down. At point blank range, the accuracy bonus is negated and there is a -10% penalty to accuracy if the attacker is laying down. Using Melee weapons from the ground is a bit trickier and inflicts a -20% penalty to accuracy due to the awkward movements necessary (though perks can reduce this).

36

Bipods/Tripods/Pintle Mounts

Long barreled weapons can be mounted on a bipod or tripod (with the Use Item action) which reduces Strength requirements by 4 as well as reducing accuracy penalties by 5% at medium range and 10% at long or extreme range. Pintle mounts negate Strength requirements for a weapon while it is attached, but attaching and detaching weapons from such a mount is generally not a combat action unless the weapon or the mount was specifically designed for it. Being generally low to the ground and not designed to rapidly shift aim, bipods negate the bonus for firing at point blank range and instead impose a -20% penalty to accuracy. At GM discretion, tripods and weapons on pintle mounts may have a -10% penalty to accuracy applied if attacking from an awkward angle.

37

Bracing

Resting a long barreled weapon on a suitable piece of terrain (a large rock, short wall or fence, etc) reduces Strength requirements by 2. It also reduces accuracy penalties by 5% at medium range and 10% at long or extreme range. Weapons mounted on a Battle Saddle cannot normally be braced.

38 |  |

39

Breach Lock

A character may expend an explosive and attempt to substitute Explosives for Lockpick in order to get past a lock. However, this has a good chance of damaging contents inside a locked container. The GM rolls for each item inside (excluding bottlecaps or pre-war bits). On a roll less than or equal to the base damage of the explosive used (minus 5% for each degree of success the character had on her Explosive roll, and minus 5% for each rank the character has in Explodee McGee), the item takes damage. Hardy items, such as weapons and armor, suffer one degree of degradation. Others, such as ammunition or medical supplies, will be destroyed.

40 |  |
41 | Burst Fire | Using an automatic weapon you roll 3 attacks at -10% accuracy to hit if you are under Strength for the weapon. Counts as a Normal Action.
42 |  |
43 | Full Auto | Using an automatic weapon you roll a number of times equal to the weapon’s RoF and expend twice that many bullets. Each shot is at a -(5 x ROF) penalty to accuracy, and if you are under Strength for the weapon, there is an additional -10% accuracy to hit for every roll. For every success, if the result is odd, one bullet hits, whereas if the result is even, two bullets hit. This is the basic action attack for weapons with a Rate of Fire
44 |  |

45

Precise Shot

You may spend up to your (PER x 3) making a carefully aimed strike, shot, or burst, gaining a +1% bonus to accuracy per AP point spent. You may spend this AP at the end of one turn to apply to an attack at the beginning of your next turn, provided that attack is your first action on that turn. This action cannot be used for a “Wild” attack.

46 |  |

47

Suppression Fire

Instead of attacking a specific target, a weapon capable of performing a Full Auto attack can be used to attempt to pin opponents behind cover. Ammo is expended as normal for a Full Auto attack. In general only one corner of a building or both sides of a small obstruction like a cart can be covered. Any opponent in the suppressed area who expends AP while at least partially exposed (e.g. returning fire or moving out of cover) is automatically attacked once (at normal Full Auto penalties) for every 15AP they spend while not in full cover. These attacks are resolved exactly as if coming from an automatic weapon with RoF: 1. Obviously once all bullets have either hit or missed, no further suppression can occur. Actions performed while exposed to suppression fire (including shooting back) are at a -10% penalty to skill since random fire is rather distracting.

48 |  |
49 | Wild Shot | If a character using a ranged weapon takes one or more move actions in order to move into a position that provides a better percentage chance to hit and is left without enough AP to make the attack, but the character still has some AP left unspent, she may expend all remaining AP to make one Wild Shot attack. This poorly aimed attack has a penalty of -1% accuracy to hit for every point of AP that the character is short.
50 | Special Actions

51

Activate PipBuck Function

Characters who possess a PipBuck may activate special features of their PipBuck. Activating or deactivating the PipBuck’s light, or accessing its functions like Automapping, costs 10 AP. Activating the PipBuck’s Stable-Tec Arcane Targeting System (S.A.T.S.) also costs 10 AP and gives you access to penalty-reductions for part of the rest of your turn. Finally, accessing the PipBuck’s Eye-Forward Sparkle (E.F.S.) grants the character an illusionary “heads up display” that allows a character to locate and assess targets. Activating E.F.S. costs 25 AP but will last until turned off. Turning off E.F.S. is a 0 AP action
While S.A.T.S. is active, your PipBuck negates up to 30% worth of penalizing attack modifiers. S.A.T.S. can only negate penalties; it cannot give a bonus.

52 |  |
53 | Dodge | After other actions, you may dedicate any amount of your remaining AP to dodging. For every two AP spent, your opponents suffer a -1 penalty to Melee and Unarmed attacks against you, as well as attacks made against you from long or extreme range, to a maximum penalty equal to your (AGI x 3). This effect lasts until your AP refreshes.
54 |  |
55 | General | A general action is any relatively simple action that doesn’t fit into any of the other action types, such as opening a door or tying a rope, as well as skill-based action attempts such as hacking a terminal or picking a lock. A general action costs 25 AP in combat and requires that the necessary equipment be already held by the pony attempting it. Inventions or equipment modifications may decrease the AP cost of specific general actions. (For example: a quick-release harness may reduce the cost of detaching oneself from a wagon from 25 AP to 10 AP.)
56 |  |

57

React

Once a turn, you can choose to hold a single action in order to react to others. For instance, a guard might be staring out into the night, watching a lonely stretch of roadway. If the guard became aware of multiple enemies but didn’t have a line of sight to them, they could chose to hold their action and attempt to react as enemies became visible while dashing from cover to cover. Changing what you are reacting to, or changing the react action, adds an extra 10 AP to the action and a -10% penalty to accuracy. Changing multiple times accrues cumulative penalties.

58 |  |
59 | Reload | This takes 10 AP for single shot guns or guns with clips / drums / speed loaders or for battle saddles with a reloader lever. Revolvers, Bolt-Action, Lever-Action, and Pump-Action guns without speed loaders, and battle saddles without a reloader lever take 20 AP to reload.
60 |  |

61

Use Items

Using an item from your inventory, such as a healing potion or chem, costs 20 AP if you have hands, the Tail Trick perk or telekinesis. Otherwise, it costs 30 AP. Because they are hung to be readily available, using holstered items (usually weapons) costs 10AP less than the above cost. Masks, when worn, can be adjusted for use or disuse with a 10 AP action. You must have a hand, mouth, or equivalent manipulator free to use this action.

62 |  |
63 | Unjam or De-glitch a Weapon | It costs 30 AP to clear the jam or fix a glitched plasma or magical weapon. Until then, the weapon will not fire.
64 |
65 | Multiple Weapons | Attacking with two weapons at the same time (AP cost of higher AP weapon) gives a -40% penalty to accuracy if both are aimed at the same target, or -60% penalty if aiming at different targets. (These penalties may be reduced by some perks.) This penalty does not apply to weapons mounted in Battle Saddles. Some weapons carry additional penalties or simply cannot be multiple-wielded outside of a battle saddle. (See the Heavy, Set and Unwieldy special qualities in the Master List for details.)
66 |  |
67 | Sneak Attack | A successfully sneaking character who attacks an unaware target gains a +30 bonus to the attack as well as a +20% chance of critical hit.
68 |  |
69 | Invention | Characters with sufficient skill may attempt to create schematics for new crafted chems or mundane equipment. To create a schematic, the character must have the appropriate level of skill and succeed at a Hard difficulty skill test. Before a character can create a higher-rank schematic, they must possess a schematic of the same item for each lower rank.
70 |  |
71 |  | Creating a schematic takes a day per rank to create. Once a schematic has been created, the player and GM should collaborate to choose four or five required components or ingredients necessary to craft the item from the schematic.
72 |  |
73 |  | Basic Quality Schematic (Skill 50): Creates a basic schematic for a craftable item. The character who is crafting based off this schematic suffers a -20 to her skill for the crafting roll. Some detailed scribbles on a piece of paper.
74 |  |
75 |  | Average Quality Schematic (Skill 75): Creates an advanced schematic. The character who is crafting based off this schematic gains no bonus or penalty to her skill for the crafting roll. Well drawn diagrams on a handful of sheets including some basic measurements.
76 |  |
77 |  | Expert Quality Schematic (Skill 100): The character who is crafting based off this schematic gains a +20 bonus to her skill for the crafting roll. Detailed craftspony's drawings with precision measurements, materials notes and the like. Comprises numerous images and a small reference book worth of detailed information on how to build the item.
78 |  |