Actions |
Combat Action |
Make an attack, use a Skill. |
p.178 |
Movement |
Move up to your Speed in metres. |
p.180 |
Simple Action |
Reload a gun, draw a sword, kick open a door, look around. |
p.179 |
Free Action |
Roll Determination, shout a warning. |
p.179 |
Reflexive Action |
React to something. |
p.179 |
Advanced Actions |
Full Round Action |
Sacrifice all your Actions and Movement to Charge, Sprint, or use Full Defence. |
p.179 |
Multi-Action |
Declare all Actions you want to take.
+2 DN to all Tests for every Action you take. |
p.178 |
Multi-Attack |
+2 DN to all attacks for each attack beyond the first.
Roll damage once and apply it to all targets hit. |
p.187 |
Attacks |
Melee Attack |
Weapon Skill (I) Test against target’s Defence.
Strength + weapon damage for total damage. |
p.183 |
Ranged Attack |
Ballistic Skill (A) Test against target’s Defence.
Check Range for modifiers. |
p.184 |
Interaction Attack |
Roll a Skill against target’s Skill or Resolve.
If you succeed, they are Vulnerable or Hindered. |
p.190 |
Movement |
Run |
Use Simple Action and Movement.
Move double your Speed in metres. |
p.180 |
Sprint |
Full-Round Action.
Move triple your Speed in metres. |
p.180 |
Crawl |
Simple Action to go Prone.
Move at half Speed. |
p.180 |
Cover |
+1 Defence if less than half of you is covered.
+2 Defence if more than half of you is covered. |
p.181 |
Damage & Defence |
Determination |
Roll your Determination.
Every Icon converts 1 Wound to 1 Shock. |
p.196 |
Dying |
You are Prone, and can only Crawl, Fall Back, or take a basic Combat Action.
Whenever you would take any number of Wounds, you take a Traumatic Injury instead. |
p.193 |
Full Defence |
Full Round Action.
Roll your initiative dice pool; every Icon increases your Defence by +1 until end of your next Turn. |
p.187 |
Wounded |
If you have any Wounds, +1 DN to all Tests. |
p.193 |
Wounds |
If an attack does more damage than your Resilience, you suffer the difference in Wounds.
If you suffer more Wounds than your Max Wounds, you are Dying. |
p.193 |
Melee Options |
All-Out Attack |
+2 bonus dice to all melee attacks.
-2 Defence until the start of your next Turn. |
p.188 |
Charge |
Full-Round Action to Run and make a melee attack with +1 bonus dice to the attack Test. |
p.188 |
Fall Back |
Combat Action to stop an enemy using a Reflexive Attack. |
p.188 |
Grapple |
Opposed Strength Test with an Engaged target.
If you succeed, they are Restrained. |
p.188 |
Pistols in Melee |
Target gains +2 Defence. |
p.184 |
Unarmed |
Strength +1 ED damage. |
p.183 |
Ranged Options |
Short Range |
+1 bonus dice to ranged attack Tests. |
p.184 |
Long Range |
Target gains +2 Defence. |
p.184 |
Aim |
+1 bonus dice to ranged attack Tests.
You can’t move. |
p.189 |
Brace |
Ignore the Heavy weapon penalty.
You can’t move. |
p.189 |
Called Shot |
+1 ED for every +1 you add to target’s Defence. |
p.186 |
Disarming Shot |
Target makes a Strength Test, DN = half the damage from your ranged attack Test.
If they fail, they drop their weapon. |
p.187 |
Firing into Melee |
If you roll a Complication, shot hits a random unintended target. |
p.185 |
Grenades & AOE |
DN 3 Ballistic Skill Test to hit a point in range.
All targets in Blast are hit. |
p.185 |
Reloading |
Use a Simple Action and spend 1 Ammo to Reload your weapon. |
p.184 |
Salvo Options |
Improve ranged attack Tests.
Weapon must be Reloaded after use. |
p.185 |
Scattering |
If an AOE Ballistic Skill Test fails, roll 1d6 ×2 for distance and 1d6 for direction. |
p.186 |
Shoot through Cover |
Add Cover bonus to target’s Resilience. |
p.189 |
Pinning Attack |
Roll Ballistic Skill against target’s Resolve to inflict Pinned.
Weapon must be Reloaded after use. |
p.189 |
Situations |
Difficult Terrain |
Your Speed is halved. |
p.181 |
Dodging AOE |
Use Full Round Defence to raise your Resilience; you lose your next Turn. |
p.186 |
Engaged |
Within range of an enemy’s melee weapon. |
p.184 |
Seize the Initiative |
Spend 1 Glory to act before the GM. |
p.177 |
Surprise Attacks |
If the target doesn’t know you’re there, +2 bonus dice to the attack Test and +2 ED. |
p.182 |
Reflexive Attack |
If an enemy leaves Engagement without Fall Back, use Reflexive Action to attack. |
p.179 |