The West That Wasnt - Action Point Combat System
Eventually in any game narrative time gives way to action time. In action time, detailed accounting of actions, movement and resources becomes necessary. The action point system is provided to enable a challenging and fun action environment.
Action Points
During action time, each character has an allotment of Action Points (APs) that may be spent each round. All maneuvers, gear and skills have action point costs that must be paid for them to be effectively utilized during action time. Characters have APs based on their Reflex and the following table.
Most characters have 10 APs, with a range from 8-14. These points are allotted each round. Unused points are lost.*
*Lost points are not wasted, they may provide a bonus to initiative or break ties. More on this later.
Movement
The following are AP costs for movement.
Drop prone: 1 AP
Stand up: 2 AP
Maneuver: 1 AP per pace (up to Dex)
Maneuver: 2 AP per pace (up to 2x Dex)
Run: 1/2 AP per pace
Duck behind cover: 1 AP
Emerge from cover: 1 AP
Mounts have special movement costs that depend on the quality and type, as do vehicles.