...Want to do some basic cinematic run to cover, while drawing a gun and firing off a shot. Nope can’t do it unless you are cybered or something...
I'm curious what makes you think this.
Major action to draw a weapon reduced to minor with the right gear. Move minor action. Take cover minor action. Shoot major action. That is 3 minors+1major. Normals get 2+1. Im sure if we go through the list of free actions and how they are now minors we can come up with more examples of this. Every previous edition free actions let you move and with a quick draw being out your pistol. 2 simples got you a shot and cover or if taking cover wasn’t an action 2 shots and you just moved into cover. If I wasn’t clear I’m not talking about your move taking you past a corner where you inherently have cover but moving into cover so you can see the enemies be in position to do things next round etc.
Will yelling things to teammates be a minor action now or is speaking some unknown non action thing.
Edit to add my somewhat tongue in cheek comment earlier was how many combat turns will it take to get out of a car. Minor action to unbuckle but if it’s wirelessly engaged you get a bonus moot action to unbuckle etc.
From what I´ve seen about the new Action Economy so far: Honestely, not too terrible. F.i., an unaugmented normie can do
Move, Shoot, Cover OR
Quickdraw, Shoot, Cover OR
Move, Cover, Ready a big Gun OR ...
Yes, in all of these scenarios, you are one or two minors or even a major Action short for doing something really "cinematic". But guess what?
Normal people don´t do cinematic stuff in firefight.
But that´s something Streetsams and Adepts can still do.
And boi, they are
not the big losers of the new action economy as many like to claim here. In 5E, un- (or lightly) augmented fighters often had a very good chance for a second IP: 5+ Reaction, 5+ Intuition, there you go: Unless your get injured, your second Pass is safe. The wired-up chars could get 3 or 4 IP for their Karma/Gear/Essence Investment, and if they flunked the Initiative roll, they even might have just 2 IP like most serious combatants. Yes, there´s much to do in one Initative Pass, but the most important thing is
attacking, which you could do only once per IP. Spare simple/free Actions were usually used for stuff like aiming (which is basically just a part of the attack) or running.
So assuming a 5E wired Streetsam rolled a good Initiative Score and got himself 4 IP: That´s 4 Attacks for that combat round, provided that he doesn´t get tasered, injured etc. Meanwhile, an unaugmented ganger with a good base Initative could have an (almost) safe second IP, which equals 2 Attacks. That´s the same ratio as Streetsam with 2 additonal minors can get (as long as he has it´s weapons readied etc.). But wait, there´s more: In 5E, the streetsam couldn´t do 2 Attacks after another straight at the start of the Combat. After each of the first 2 Attacks, the ganger(s) have an oppoturnity to shoot back. The "rhythm" of the combat would be: Sam, Ganger, Sam, Ganger, Sam, Sam (end of Turn), while In 6E, it would be: Sam, Sam, Ganger (end of Turn), Sam, Sam, Ganger (end of Turn).
If the Sam already has his Assault rifle out and ready, he has two Attacks to do some serious damage right at the start of Combat. That´s a bigger difference than many of you might think.
And if you
still think that wired characters get the short end of the stick in 6E, just one word:
Blitz . With one point of Edge, every little goon could roll 5 ID and go all
cinematic on your ass. That´s gone as well, an rightfully so. (Though I do think that another Edge option to buy 1 or max. 2 additional Minor Actions would be a good idea to give both wired and unwired chars more flexibility for one combat turn. Maybe that´s something for the Combat supplement?)