Major Action Effects
Personal Combat Actions Bonuses from the same Action do not Stack
Pick any 2 Actions Per Turn
Range Actions
Tactical Actions Full Move
Move
Take Cover
Move
Prep Analyse
Snap Shot
Attack Damage Move
Spray Fire
Attack Damage Move
Hit +Per +Extra RoF Dice Move -2 Hit +Per Range +Foc
Block
Impair
Impair
Damage Impair Move
Hit +Ref +Str On Hit: Pick One Debuff vs Target; Prone, Grab or Move 1
Escape
Damage Impair Move
Hit +Ref +Str On Hit: Debuff Target; Loose Grabbing Target.
Move +2
+1 Cover Step Armour vs Slow +1 (go Pro ne)
Melee Actions
Recover
Pick One: Draw Wpn, Reload, Un-Jam, Set Up, Pull Down, Use Stim or Skill Roll (M edical).
Sighted Shot
Attack Damage
Attack Recover
On Hit: Boost next Attack; Crit Attribute Location +/-2
Throw
Attack Damage Move
Hit +Ref Range +Str
Attack* Damage
Hit +Per *May Attack in a 180 Arc in response to any Action.
Stealth
Stealth
Attack
Vs Highest Defence On Hit: Cant be Targeted
Overwatch
Natural Weapons
Hit (+Sk (+Skill ill)) End Dmg Dmg Crit Dmg
Mind
+Int+Tactical +Int+Tactic al
-
Range
Clips
Focus
-
-
Strike
Attack Damage Move
Charge
Attack Damage Move
Ammo
Load
RoF
Weight
Infinite
0
1
0
Hit +Ref +Extra RoF Dice Move -2 Move +2 (Straight Line) Damage +1 (per 4 Movement)
Lim bs
Str -1
Str -1
-
-
Infinite
0
0
2 (+1d6)
Type & Variations
Cost
Analytical
Auto
Melee, Impairment
Auto
Natural , Small, Blunt, No Variations or Mod ifications
Highest Velocity (or Size if Equal) First
Make 1 System System Roll per Turn Turn (Successful System Rolls may not be rolled again), again),
Command
Engineering
Skill Roll
12-Crew
Divert Power
14-Pow
A System Roll gains Str Hit +1. Take 5 Shield Damage.
Combat Jump
14-CPU*
Size x4
Turn 90o Alter Velocity = Eng -2.
Direct Crew
14-Crew
Turn 45o Armour vs Boarding +1 Make System Roll at -2 or Launch Fighters.
Strafe
vs Def
Turn 45o Attack Front Front Arc with th a Battery. Battery. Range -1
Manoeuvre
Size 1 or 2
Patch Job
14-Crew
12-CPU
Add or remove 1 Target Lock Effect.
Dumb Fire
vs Def
Launch and Attack with a Warhead. Destroy this Warhead at the end of the Turn.
*4 Success, +2 Success required if Spacecra cecraft ft leave leaves Combat Combat Area.
Seeker
8-Crew
Launch a Warhead. This Warheads gains: Lock On +6.
Repair 1 Attribute Dmg that was dealt after your last Turn.
Scan
Boost next Attack; Crit Attribute Location +/-1 vs a Locked On Target.
Calibrate
14 -CPU
8-Crew
Reload or Un Jam a Weapon. May Roll once per Weapon.
vs Def
Attack with a Battery. Shield Dmg +1 May Roll once per Weapon.
Lead the Target
vs Def
Attack with a Battery. Range +1 May Roll once per Weapon.
Bombard
vs Def
Attack with 2 Batteries. Hit -2
Preparation Volley
Size 4+
Ordinance: Warhead
May Move and Attack during the Command System Roll Phase.
May Move and Attack during the Second System Roll Phase. A single Warhead Body is Launched at a time. Each Warhead Body Moves and Attacks independently.
All Fighter Bodies may be Launched at once. Fighter Bodies Move and Attack as a single group.
Innate Weapon
You may heal heal damage to your Endurance Endurance equal to your your Recovery Stat.
Stealth
You may make make an Attack Roll against a Target’s Defence (Character (Character with the highest Defence) ence) vs Stealth.
Hit (+Skill) Shield Dmg Crit Dmg +Crew
Minimum Velocity
1*
R an g e
C l i ps
Ammo
Load
RoF
Mount
Type & Variations Boarding
1
Altering C ombat Scale 1
Increase your Defence. Bonus to this Attack Roll. May add additional dice to your Attack Roll if you have RoF 2 or more. Increase your movement. Bonus to this Attacks Range. Boost your next Attack Roll (must be taken within 1 Turn).
Ordinance Action
Henchmen / Drone Action Attack *Damage Move
Attack *Damage Move
Hit +RoF Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or make a Analyse, Stealth or Escape Attack Roll.
Hit +RoF
Each Character may attempt 1 System Roll per Turn. Each System Roll may only be successfully rolled once per Turn.
Alter Velocity = X Armour v s Boarding +X Attack with a Weapon Hit +1 Launch Ordinance
Increase Scale:
Remain at Velocity 6 for 5 Turns.
May increase or decrease your current Velocity. Increase your Armour vs Boarding until your next Turn. May Attack with a single Weapon that has not made an Attack Roll this Turn. If your Attack Roll is successful then your Weaon Deals its Shield Dmg to your Target. get. Bonus to this Attack Roll. May place Ordinance Bodies within the Side and Front Arcs of your Spacecraft. You may place in a space within the Ordinance’s Movement of your Spacecraft Ordinance may not Move or Attack during the Turn they are Launched.
May Roll once per Weapon Range +X Regen Shields Remove an Effect Shield Dmg +X Turn X
This System Roll may be used used multiple time per Turn, but with a different Weapon. Bonus to this Attacks Range. You may heal heal damage to your Shields equal equal to your Regen Regen Stat. Removes an Effect from your Spacecraft. Bonus to this Attacks Shield Damage. You may change the facing acing of your Spacecraft. aft. You must Turn the full amount or none at all (no partial al turn).
Cost Auto
Splash Scatter Attack Roll For mula:
No Variations or Modifications, *Treat Target as if it had no Shields or Armour
Velocity
Increase your Cover Steps.
System Roll Effects
Skill Roll
Ordinance: Fighter
Boarding Party
You may move your Character Character 1 space per your Movement Attribute. e.
Recover
Gunnery
Skill Roll Remove 1 On Fire Effect. Regen Shields. Armour vs Boarding +1
Damage Control
Highest CPU (or Sensors if Equal) Equal) First
Operations
Skill Roll Turn 45o Alter Velocity = Eng.
8
Move
System Rolls
Spacecraft Combat System Rolls
Full Burn
You may make make an Attack Roll against a Target’s Defence vs Impair Defence Defence Stat.
Cover +X Steps Defence +X Hit +X Hit +Extra RoF Dice Move +X Range +X Boost Next Attack: X
Cost +Exotic
If your Attack Roll is successful then your Weaon Deals its Endurance Damage to your Target. get.
Impair
Major Minor Effects
Hit +Per +Foc On Hit: Debuff Targets next Attack; Stro ng Hit -1
Natural , No Variations o r Modificat ions
You may make make an Attack Roll against your Target’s ’s Defence Stat with a Weapon that you have have Equipped.
Damage
vs
3d6 +Hit -2 per Rng Increment beyond 1st 1 Ammunit ion per RoF us ed (minimum 1)
Scatters 1 space per missed Attack Roll in a random ( roll 1d6) di rection. Weapons with ‘Splash’ Keyword only.
Cover
Healing First Aid; Stops Bleeding
Extended Care; Heal all 1
10
Paramedics; Heal any 3
Step 0
2x 12t
and a Minor Condition. Requires: Toolbox.
May be performed during Combat. Requires: Toolkit.
Step 1
2x 14t
Maintenance; Heal 1
14t
Change 1 Attribute, Wpn, Trait or new Spacecraft. Requires: Workshop.
Quick Fix; Heal any 2
12
Req: Workshop, Only Heals Dmg dealt this Combat. May only be rolled once per available Workshop. Must be performed directly after a Combat.
=
Heavy Cover, +4 Defence
Balanced* Combat
Step 3
=
Entrenched, +6 Defence
1 Henchme n Group = 1 Skilled NPC = 1 Nemesis NPC =
Reduce End Dmg from RoF 3+ Weapons by 2. Eg: Blind, metal doorway, crate, boulders.
Immune to Critical Hits if you have Endurance. Eg: Physical + Limited Vision Cover or Hard Cover +Bonus Cover Step.
Limited Vision:
May grant Entrenched Cover if Combined with another Heavy Cover. Low Light is a specific type of Limited Vision.
Requirements Attack, Hit, 1 use per R oF, No Sp lash Damag e
Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost
Attack, Does not Req Hi t
+1 Critical Damage for this Attack vs all Targets with 0 E ndurnace /Shield .
Effort
Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
You may re-roll a single die from th is Skill Roll.
Result
Range Actions
Tactical Actions Shooting
Attack Damage
Hit +Per +Extra RoF Dice Range +Foc
Striking
Moving
Move
Analyse
Attack Recover
On Hit: Boost next Attack; Crit Attribute Location +/-2
Throw
Attack Damage Move
Hit +Ref Range +Str
Impair
Stealth
Stealth
Vs Highest Defence On Hit: Cant be Targeted
Overwatch
Attack* Damage
Hit +Per *May Attack in a 180 Arc in response to any Action.
Escape
.
Attack Damage Move
Hit +Ref +Extra RoF Dice
Damage Impair Move
Hit +Ref +Str On Hit: Pick One Debuff vs Target; Prone, Grab or Move 1
Damage Impair Move
Hit +Ref +Str On Hit: Debuff Target; Loose Grabbing Target.
Trade Goods
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Engineering
Manoeuvre Strafe
Size 1 or 2
Size x4
Turn 90 Alter Velocity = Eng -2. Launch Fighters.
vs Def
Turn 45 o Attack Front Arc with a Battery. Range -1
Damage Control Combat Jump Patch Job
12-Crew
14-CPU*
14-Crew
Highest CPU (or Sensors if Equal) First
Operations
Skill Roll
Gunnery
Skill Roll Remove 1 On Fire Effect. Regen Shields. Armour vs Boarding +1 *4 Success, +2 Success required if Spacecraft leaves Combat Area.
Repair 1 Attribute Dmg that was dealt after your last Turn.
Calibrate Dumb Fire Seeker
Add or remove 1 Target Lock Effect.
vs Def
Launch and Attack with a Warhead. Destroy this Warhead at the end of the Turn.
8-Crew
Launch a Warhead. This Warheads gains: Lock On +6.
Preparation Lead the Target Bombard Size 4+
8-Crew
Reload or Un Jam a Weapon. May Roll once per Weapon.
vs Def
Attack with a Battery. Range +1 May Roll once per Weapon.
vs Def
Acquire 1 Box: Acquire 4 Boxes:
Attack with 2 Batteries. Hit -2
Research 8t 14t
Variations Dangerous: Illegal: Valua ble
Sell: 12 Boxes = 16 Boxes =
Acquire 1 Unit: Variations Unethical: Difficult:
Loot Weight 4 =
Skill Roll
12-CPU
Small Arms Heavy Arms Tactical Exotic
Operations Engineering Command Gunnery
Optional: NPC Spacecraft Combat System Rolls
Command
Combat Skills
Melee Actions
Move +2 Pick One: Draw Wpn, Reload, Un-Jam, Set Up, Pull Down, Use Stim or Skill Roll (Medical).
Skill Roll
Non Spacecraft Traits cost 5 Influence *Combat should never be truely balanced.
Successes equal to Players x2 = Victory. Failed Roll = 2 Dmg to a (1d6) Attribute. Retreat = +2 Bonus.
Bonuses from the same Action do not Stack
Pick any 2 Actions Per Turn
o
Easy Fight: 10+ Evenly Matched: 12+ Out Matched: 14+ Suicidal: 16+
Primary Skills
Optional: NPC Personal Combat Actions
Turn 45 o Alter Velocity = Eng.
*Combat should never be truely balanced.
Equal Influence Cost Equal Number of System Rolls
Optional: Theater of the Mind Combat
Grants a Cover Bonus
Critical Hit
8
1 Player Character 3 Player Characters
Does not allow Stealth 2x 14t
Strong Hit
Full Burn
1 Player Character
o Grants Cover Bonus vs all Targets in a 90 Arc.
Front Cover:
and a Major Condition (eg: Lost Wing). Requires: Workshop.
Highest Velocity (or Size if Equal) First
Or Skill Roll vs Skill Roll when directly competing against another Characters.
Step 2
12t
and a Minor Condition (eg: Virus). Requires: Toolbox.
Rebuild; Heal one 8
Light Cover, +2 Defence
=
You may Stealth. Eg: Smoke, low light, foliage, character.
and a Major Condition. Requires: Workshop. May Retro any Trait for a Implant Trait.
Repair Change Out
8+ Routine Task 12+ Moderate Task 16+ Difficult Task 18+ Very Difficult Task
No Cover, +0 Defence
=
Can never be Increased. Eg: Out in the open.
Surgery; Heal one 8
12
Req: Toolbox, Only Heals Dmg dealt this Combat. Healing may be applied to multiple Characters. Must be performed directly after a Combat. Maximum of 1 Paramedics Roll per 3 Characters.
Skill Roll Dificulties
1 Box
+2t x2 Res x2 Res -2 Cargo
16t 1 Res 2 Res
Publish: 12 Units = 16 Units =
12t -4t -1 Inf +4t x2 Inf
14t 1 Inf 2 Inf
Difficult Terrain
Personal Combat Effects
Minor Conditions
Each space costs 2 Movement. Must make a Physical Skill Roll (difficulty of 12) as part of your movement Action. Climbing
Bleeding
1 Attribute Dmg (no Armour) at the start o f your Turn.
Worn Out
Grabbing Target Grabbed
As with Grabbed Effect but may remove as a Free Action.
Limited Vision
Targets gain Cover: Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Failed Skill roll means you lose all movent this Turn. A failed Skill Roll of 4 or more should mean that the Character falls.
Falling
Swimming
Automatic Enduran ce Damage, Crit ical hit and go Prone. Fall 0-1m = 5 End Dmg 1 Crit Dmg Fall 4-6m = 10 End Dmg 1d6 Crit Dmg Fall 7-10m = 15 End Dmg 2d6 Crit Dmg = 30 End Dmg 2d6+6 Crit Dmg Fall 11m+ Must make a Physical Skill Roll (difficulty dependent on your Equipments Weight) each Turn. Failed Skill roll means you lose all movent this Turn. A failed Skill Roll of 4 or more should mean that the Character takes 1 Attr ibute Dmg (no A rmour). All Weapons and Out fit below Weight 2 All Weapons and Out fit below Weight 3 All Weapons and Out fit below Weight 4 All Weapons and Out fit below Weight 5 A Weapons or Outfit is Weight 6+ 2 free hands
= = = = = =
Difficulty Difficulty Difficulty Difficulty Difficulty Difficulty
8 10 14 16 18 -2
Dangerous Terrain: Automatic Damage & Critical Hit Acid Pool Decompression EMP Field Fuel/Munitions
E nd D mg 4
C ri t Dm g 3 P en 2 mi n 3 Burn
End Dmg 4
Crit Dmg 3
Locked On Prone
Defence 10 (any Attack with the ‘Energy’ Keyword makes it explode). E nd D mg 5 C ri t Dm g 5 S pl as h 1d 6 Slow
Radiation
E nd D mg 2 C ri t Dm g 3 P en 4 mi n 2 -2 Hit, End Dmg and Cri t Dmg to Bio Tech Attacks through field area.
Security Fence
Automatic Damage on failed Climb Skill Roll . End Dmg 10 Crit Dmg 3 -4 to Phys ical Skill R oll to cl imb over.
Severe Temp
Recovery -4 Physical and Resolve Rolls -2
May not be Targeted while in Cover. Lost on Major Effect: Attack. Lost next Turn if 1st Action is not a successful Stealth.
Suppressed
Maximum 1 Action this Turn.
Major Conditions
0 Gravity
Each space costs 2 Movement. Hit -2 No Overburden Penalty.
Cover X
Defence +X Bonuses can never more than double base Cover.
Dying Lost Arm/Hand Lost Leg/Foot Blind Deaf Fear Addictio n
Open/Close Door
Cost 2 Movement to Change.
Spacecraft Effects Boarded
Steam Vent
Crit Dmg 4
Energy
Hit +4
End Dmg 15 Crit Dmg 8
En erg y
Bu rn
Hit -10 End Dmg 15 Crit Dmg 6 Splash 3 Lock On +6 All Damaged Ch aracters are knocked Prone and moved 1 d6 away from the c entre of the At tack. Hit +4
End Dmg 10 Crit Dmg 3
Energy
Inhospitable Environment (out of Combat) Most environments will require a Physical, Resolve or Survival Skill Roll. Every two days requires all Characters to pass a Skill Roll of 12. Journ ey
Low Food/Water
Locked On On Fire
May have up to 5 Boarded Effects applied to you. At the start o f your Opponent’ s Turn they may ma ke one Boarding Party Attack again st you. On a failed Attack Roll, remove 1 Boarded Effect. Enemies gain Hit: +Lock On vs you. 1 Attribute Dmg (no Armour) at the start o f your Turn.
Spacecraft Environment Atmospher e
Gravity Field
Gain +2 Velocity when you enter a Gravity Field. o May make a free Turn 45 towards the source of the Gravity Field
Nebula
Remove any Locked On Effects on you. Remove all Locked On Effects you have applied to your Opponents. May have additional GM defined effects.
Object
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Hit -2 if you Attack through an Object.
Spacecraft
Other Spacecraft immediatly move into an adjacent space.
After 2 days No Food and/or Water
= Gain Minor Conditio n: Worn Out. = Difficulty +2
Pass a Surviv al Skil l Roll by 2
All Allies gain +2 to their Skill Roll result.
-2 to all R olls conn ected with th e object of your Fear (redu ced to -1 if t rained in Resolve). You may never have more than 2 unspent S pare Time Points. -1 Wealth
Optional: Intense Damage As an optio nal rule you m ay ha ve ev ery A ttack that deal s at least 3 poin ts of Attrib ute D amage (after Armour) or reduces an Attribute to -3 also gives a Condition to the Target.
Strength:
Lost Limb (arm/hand)
Reflexes:
Impairment (no Surprise Round)
Movement:
Lost Limb (leg)
Focus:
Fear
Intelligence:
Psychological (PTSD)
Low Munitions
Take Damage equal to your Velocity . Hit -2 if you Attack through Dust Cloud.
= Gain Minor Condition: Exhausted. = Gain Major Condition: Dying.
-6 Stealth.
Hull: Engines: Crew: Power: CPU: Sensors:
Dust Cloud
= Difficulty +1 = D if fi cu lt y - 2 = Difficulty - 2
Failed Skill Roll Failed Skil l Roll by 4
may only Move while Prone or while assisted. All Targets gain Heavy Limited Vision Cover (+4) vs you.
Blind or Deaf
Barren Environment L im it ed na tu ra l r es ou rc es Well planned or supplied
Every two days requires all Characters to pass a Skill Roll of 14.
-1 Hand and Gauntlet Slo t.
Perception:
= Gain Minor Condition: Worn Out. = Gain Minor Condition: Exhausted.
All Allies gain +2 to their Skill Roll result.
Take 1 Damage to a Ra ndom (1d3) At tribute (no Ar mour) at the s tart of each day .
1 Engine At tribute Damage ( no Armour) at the end of each Turn. 2 Attribute Damage (no Armour) at the end of each 3rd Turn. -2 Hit and Range.
Failed Skill Roll Failed Skil l Roll by 4
Pass a Surviv al Skil l Roll by 2 =
You may never have more than 2 unspent S pare Time Points. -1 Wealth
Personal Combat Environment
Exposed Wires Lava Bombardment
End Dmg 6
Addictio n
-10 Endurance -2 Combat Ord er -1 to all R olls You may gain this C ondition mul tiple times. For every third time you gain this Condition: gain the Major Condition Dying.
Enemies gain Hit: +Lock On vs you.
Dangerous Terrain: Requires Attack Roll to Deal Damage Hit +4
Exhausted
+1 Cover Step Cost 2 Movement to Change. Each space costs 2 Movement.
Stealthed
Pen 2 min 3
-4 Hit, End Dmg and C rit Dmg to al l non-Low Tech or Bio Tech Attacks throu gh field area.
1 Action per Turn. May Move with Target if you have higher Str. Gain 1 Additional Action if you remove this Effect.
-5 Enduranc e -1 to all S pare Time Rolls You may gain this C ondition mul tiple times. if this Condi tion is removed: remove al l Worn Out Con ditions.
Low Fuel Decompressed Room Damaged Reactor Disrepair Damaged Communications
Creating Henchmen Opponents Function very similar to Weapon Type: Drone, pg: ##. Equal to 1 Player Character.
16 D efen ce
3 Ar mour
4 Movement
4 Bodies
3 Slots 1 Res ource
Avg Resources Changes
Avg Resources Changes
1-5
4 Bodies, 1 Resource, 1 Trait, -1 Armour OR -1 Resource
16-20
6-10
5 Bodies, 2 Resources , 1 Trait
21-25
8 Bodies, 3 Resources, 3 Traits, +1 Armour
11-15
6 Bodies, 2 Resources, 2 Traits
26-30
10 Bodies , 4 Resou rces, 3 Traits, +1 Armour
1 Trait
No Utility Items
No O utfit
7 Bodies, 3 Resources, 2 Traits
Creating Skilled Opponents Created like a Player Character, pg: ## . Equal to 1 Player Character.
14 A ttrib ute Points
0 Fate
3 Armour
Race 1 Trait
2 Resources
Avg Resources Changes
Avg Resources Changes
1-5
14 Attr ibute Point s, 2 Res ources, Race , 1 Trait, -1 Armo ur
16-20
6-10
14 Attr ibute Point s, 2 Res ources, Race , 1 Trait, 1 Variation
21-25
14 Attr ibute Point s, 4 Res, Race, 2 Traits, 2 Variations, +1 Armour
11-15
14 Attr ibute Point s, 3 Reso urces, Race, 2 Traits, 1 Variation
26-30
14 Attr ibute Point s, 5 Res, Race, 2 Traits, 2 Variations, +2 Armour
No Outfit
No Utility Items
No Outfit
No Utility Items
14 Attr ibute Point s, 3 Reso urces, Race, 2 Traits, 2 Variations
Creating Nemesis Opponents Created like a Player Character, pg: ## . Equal to 3 Player Characters.
20 Attribute Points
Avg Resources Changes 20 Attribute Points, 3 Res, 1 Fate, Race, 1 Trait, 1 Variation, -1 Armour 1-5 6-10 11-15
20 Attribute Points, 4 Res, 2 Fate, Race, 2 Traits, 1 Variation 20 Attribute Points, 5 Res, 2 Fate, Race, 3 Traits, 1 Variation
1 Fate
4 Armour
Race 1 Trait
3 Resources
Avg Resources Changes 20 Att Points, 5 Res, 2 Fate, Race, 3 Traits, 2 Variations 16-20 21-25 26-30
20 Att Points, 6 Res, 3 Fate, Race, 3 Traits, 2 Variations, +1 Armour 20 Att Points, 6 Res, 3 Fate, Race, 3 Traits, 3 Variations, +1 Armour
Creating Spacecraft Opponents Created like a Player Character Spacecraft, pg: ##. Influence Cost of NPC equals PCs.
20 Attribute Points
Equal Influence Cost
1 Sy stem R oll p er Player Character
Build