Turns in EPW I are broken into 3 second chunks. Each turn being 3 seconds means each second represents an action you can take during that turn. If you want to move for one second then you look at the base movement speed of your race, add any bonuses from equipment or features, and move that distance. If you want to move for two seconds then you make the same calculation and double it to get the maximum distance you can move. You don't have to move your full distance in a given second but moving does use up the full second. If you take all three seconds to move, you can perform no other actions during your turn unless you have equipment or features that explicitly allow you to. If you use movement to walk instead of run, you can perform all listed actions below as additional actions during each of those seconds, without disadvantage. If you use movement to run, you can perform the same actions but with disadvantage.
Besides moving, the other default actions every character can perform on any turn are: taking out or holstering a weapon, aiming, firing, reloading, using or interacting with an object, scanning an area, crouching, going prone, standing up, unarmed attacks, attempts to disarm someone, and attempts to knock someone unconscious.
Taking out and holstering a weapon: Taking out or holstering a weapon takes 1 second, unless it has the heavy property, in which case it takes 2 seconds. Other effects and features may affect these times.
Aiming: Aiming removes disadvantage from firing a weapon past snap-range, takes as many seconds as the weapon description describes, and remains in effect until the player chooses to stop or decides to sprint. This means a player cannot run while aiming. When firing without aiming, the first range stat given by a weapon is the range you can fire out to without imposing disadvantage on the attack roll. This is effectively 'hip-firing' or 'snap-firing' and severely limits the accuracy of the shots. When aiming, you can designate a specific bodypart that you are aiming for, but this imposes disadvantage on the attack roll. If one of the die hits but the other misses, your shot lands near the center-of-mass rather than at your specified bodypart. Aiming this way can have several effects - landing a shot on the head automatically deals double damage, landing a shot on an arm can disarm a target (STR saving throw), and landing a shot on a leg can halve a target's speed (CON saving throw); if both legs are taken out, the target can only crawl at half their walking speed.
Firing: ; going critical doubles the damage.
Reloading:
Using or interacting with an object:
Visual scanning:
Crouching, prone, and standing up:
Unarmed attacks:
Attempting to disarm someone:
Attempting to knock someone unconscious:
Handle : Snax Titles : Mentat, First Honors Species: Human Blood : Gold Class : Philosopher Stats : 5 INT 5 VIT 5 LUK Money : 10 SNUFF Address: 1snerxYR4LFh3WzrBGpQh6rUaHpGCkMHs Load : 20 lbs Inv. : 3,000 lbs Value : 100 SNUFF Tasks : Manage Greater Western Co-prosperity Sphere... Skills : Logic IV, Tech V, Pilot I, Small Arms II, Critical Analysis III, Language IV