How to Resolve Tests
Normal Roll |
Roll 2d6, any 5 or 6 means success |
Advantage Roll |
Roll 3d6, any 5 or 6 means success |
Disadvantage |
Roll 1d6, any 5 or 6 means success |
Special Situation |
Disadvantage always supersedes advantage even if you have have traits that would grant you advantage |
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The only exception to Disadvantage overruling "in every case" is if you're using certain Xenotech, which may give you advantage no matter the situation |
SAVE Tests |
Roll the same as a typical test, including dis/advantage options |
Damage and Death
Weapon Damage |
Unless otherwise stated, all attaacks do 1 point |
Sleeping |
6 hours of sleep restores all HP, otherwise, 1 hour of sleep regains 1 HP |
Death |
At 0 HP, you are down and can do nothing. Immediately make a Save Test on your turn. Success = you're up with 1 HP. If you fail, you get one more SAVE TEST on your next turn at Disadvantage. Failure = immediate irrevocable death |
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A Nearby Ally can try to stabilize you before final death. They make a SAVE Roll, on a success, you are up with 1 HP |
Hiding or Sneaking |
Standard 2d6 test, assuming you have something to hide behind or sneak around |
Xenotech
Simple Xenotech |
healing kits, etc. Usually labeled or recognizable |
Complex Xenotech |
Usually requires a Standard roll to recognize or use |
Character Generation
Choose a Heritage |
Choose THREE TRAITS |
Select a WEAPON GROUP to be PROFICIENT with |
... Choose one type of WEAPON to have MASTERY with (ex, you are PROF with Light Melee, you choose Laser Swords as your Mastery |
Select a FAMILY TRADE : This is a background that grants you ADVANTAGE when you can use it in a situation |
Select a BELIEF |
Star with 10 Credits and some armor (armor has no mechanic effect, it's just for flair - prices are on page 46 |
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Combat
Initiative |
Each participant rolls 2d6, adds the results up. Combat goes in order from highest to lowest rolls |
Actions |
Two actions per round. Movement is an action |
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Actions are "open", so you can move twice, or attack twice, either counts as two actions, unlike other games where you only get one move action and one standard action. You get to choose what each of your two actions is |
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Un/holstering weapons, handing an item to someone, grabbing a dropped item, etc count as an action |
Movement |
By default, you can move 25ft (5 sq on a typical grid) |
Attacks |
A basic attack is a 2d6 TEST if you're proficient with the weapon |
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If you have MASTERED the weapon you're using, you roll with advantage (3d6) |
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If you are not PROFICIENT with the weapon, roll with disadvantage (1d6) |
Damage |
A successful attack normally does ONE (1) point of damage |
Focus Action |
Spend one action Focusing. Your next attack succeeds on a 4, 5, or 6 |
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The Focus effect is active until you attack, or the combat is over. |
Evade |
Spend one action on Evading. Until the start of your next turn, when you're hit by an attack, roll 1d6. On a successful test (5 or 6), you dodge the incoming damage. |
Suppressing Fire |
Spend an action. Declare the area you're suppressing. Any time a target moves into that area, roll an attack against them at disadvantage (1d6) |
Take Cover |
Spend an action to move behind cover. All enemy attacks coming from one direction are at disadvantage. |
Depletion Points
All items, including weapons, have a DEPLETION rating that starts at 6. |
After using the item in a scene, or after using it in combat, roll a d6. On a 1, reduce its Depletion score by 1. At 0 Depletion, the item is used up. Some items can be reloaded or recharged. |
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Weapon Types
Weapon Type |
Notes |
Light Melee |
Heavy Melee |
Two handed, has 10' of reach |
Light Ranged |
One Handed |
Heavy Ranged |
Two Handed, only roll Ammo once per mission |
Ranged Ammo: roll a standard test after each combat (except for Heavy Ranged). On a failure, you're out of Ammo.
You can share ammo with an ally, but from then on, you both roll Ammo with disadvantage
Optional Rule: Combat Zones
Close |
Can attack with any type of melee weapon, and light ranged |
Near |
Can attack with Heavy Melee and any ranged weapon |
Far |
Can attack with any Ranged weapon |
Psionics or Xenotech |
Can attack from any zone |
When combat starts, the enemies are considered to be in the CLOSE zone.
One action can be spent to move one zone.
Character Progression
Minimal / Quick format |
Just take a new TRAIT every THREE sessions |
XP based |
GM grants 1-3 XP per session |
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6 XP buys a permanent +1 to your HP |
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8XP gets you a new Proficient or Mastered Weapon |
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10 XP grants a new TRAIT |
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