The game is run in Phases which are 2 seconds long. During each Phase, every combatant is able to perform a number of Combat Actions as defined during Character Generation (and listed on the Excel document on the Byron's Bandits link). A Character does not need to use all of his/ her actions during a Phase, but those which are not used are lost and cannot be saved from Phase to Phase.
The Action Time Table (4F) gives the action for many typical Actions. As an example, Normal Movement costs 1 Action per 6 feet.
The GM can determine the cost of any unlisted Action using their own judgement. The Action cost is equal to twice the time in seconds that it would take an average person to perform the act. For example, something that takes an average person 3 seconds to perform would cost 2x3=6 Actions.
Anything listed on the Action Time Table (4F) can be done by any combatant; it just takes some people longer than others. If a Character is trying to do something that takes more than a single Phase, then the Actions that are available are applied to it in the current Phase, and additional Actions are also used in the following Phase or Phases. When the Character has 'spent' enough Actions, then he/ she can perform the act.
For example Crowe has 5 Combat Actions. It is the beginning of a Phase and he wants to climb through a window; as noted on the Action Time Table (4F), this takes 6 Actions. Crowe uses all 5 of his Combat Actions during the Phase attempting to climb through the window, but he needs 1 more Combat Action to finish. At the start of the next Phase he spends 1 Combat Action; he is now through the window and has 4 Combat Actions left to use in the second Phase.
Combat Actions can be mixed, as long as they are not exclusive. This means that a Character can aim while moving, but cannot aim at two different targets at once, or any other obvious contradiction. It is also difficult to Aim While Moving; a Character can only use a maximum of 2 Combat Actions worth of Aim while moving.
It should be noted that Characters can change their mind. A Character who initially intends to Aim for 6 Combat Actions can decide instead to shoot after only 5 (or 3, or 4, or any other number). The target may also move out of sight before the Character wishes to fire. In this case the Character must shoot before the target goes out of sight, using whatever Combat Actions of aim he/ she has at that point, or the time spent aiming is simply wasted and the Character receives nothing for the Combat Actions that have been used.
You can use as many Combat Actions to aim as you have (see your character sheet in the Byron's Bandits link to find the value) note that the act of firing is included in the aim time, so a snap shot would use one action for aim and firing, and does not require 1 Action for aim and another to pull the trigger.
Click to enlarge.
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