Many of the combat actions a character might take
in Shadowrun are described below. Gamemasters must
determine on the fly whether any action not listed that a
character wants to take would be Free, Simple, or Complex by comparing it with actions that are listed and considering the effort the action would take.
Free Actions
Free Actions are relatively simple, nearly automatic actions that require little effort to accomplish. Examples are
saying a word, dropping an object, gesturing, or walking.
A character may take one Free Action during his own
Action Phase or at some later point in the Initiative Pass.
A character may only take a Free Action prior to his first
Action Phase in the Initiative Pass if they are not surprised
(see Surprise, p. 192). Only one Free Action is normally
allowed per Initiative Pass, but multiple Free Actions could
be allowed by the gamemaster if the situation seems reasonable (dropping an object and speaking a phrase).
Free Actions generally require no Success Test,
though special circumstances may warrant one.
Free Actions List
Simple Actions
A Simple Action is one step more complicated than a
Free Action and requires more concentration to attempt.
During his Action Phase, a character may take two Simple Actions, though only one can be an attack action.
A character may also take a Free Action with the two Simple Actions.
Simple Actions List
Complex Actions
A Complex Action requires intense concentration and/or finesse. Only one Complex Action is possible per Action Phase. A character may also take a Free Action
in the same Action Phase as a Complex Action.
Complex Actions List
Interrupt Actions
There are times when a character is permitted to take an action outside his allotted Action Phase. Such rare
instances are called Interrupt Actions and are clearly
identified in the rules. When a character uses an Interrupt Action, such as Full Defense, he takes an action out
of turn, but only if he has enough Initiative Score left
in the Combat Turn to pay the price for the action. Interrupt Actions occur outside the normal course of the
Combat Turn and do not cost the character their Action Phase (unless they reduce their Initiative Score below 0
with their actions). The Initiative Score reduction occurs
at the time of the Interrupt Action. A character may only take an Interrupt Action prior to their first Action Phase if
they are not surprised (see Surprise, p. 192).
Interrupt Actions List
Special Actions
Special Actions are either actions that are not defined, actions that are a combination of standard actions or actions deliberately marked as Special in books.