| 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 |