ACTION POINTS
During the turn-based portion necessary to all Role Playing Games, generally involving combat, the amount of time your character can take per turn is determined by Action Points (AP). Every action that takes any time (blinking not included) costs AP. Speaking one or two sentences costs no AP, as it is assumed you are saying it while you perform other actions. You get a certain allotment of AP per turn, and it refreshes every turn. Leftover AP from previous turns does not roll over to the next turn.
Finding AP total
Your AP is equal to your current Dexterity score. This value may be changed by various modifiers.
Multiple turn actions
If an action costs more Action Points than your current total, you may spread the cost out over multiple turns. For example, when performing a 20AP action, you may spend 7 AP on the one turn and 13 AP the next turn. You must complete this action before doing anything else; otherwise you lose all progress in the action.
AP COSTS
If there is anything not on this list, it is the DM's call.
Movement (See "Combat")
Hustle: 3 AP/meter
Dashing: 2 AP/meter
Sneaking: 5 AP/meter
Crawling: 6 AP/meter
Dropping prone: 2 AP
Standing from prone: 4 AP
Dashing: 2 AP/meter
Sneaking: 5 AP/meter
Crawling: 6 AP/meter
Dropping prone: 2 AP
Standing from prone: 4 AP
Weapon firing (See "Combat" and "Equipment")
AP per shot is noted in "Fire cost" of the weapon.
Aim: 4 AP
Throwing a small object, ie. a rock: 5 AP
Melee Attack: 6 AP
Heavy Melee: 10 AP
Aim: 4 AP
Throwing a small object, ie. a rock: 5 AP
Melee Attack: 6 AP
Heavy Melee: 10 AP
Drawing and Holstering Weapons
To draw or holster a weapon costs 3 AP. If the weapon has the Weight property, add the associated weight value to the AP. For example, a Mantis sniper rifle (Weight 2) costs 5 AP to draw or holster.
Misc.
Picking up a small object: 2 AP
Applying Medi-Gel: 6 AP
Applying Medi-Gel: 6 AP