Core Dice Mechanics (Rulebook p.32)
When attempting a challenging action, you roll a pool of six-sided dice:
- Dice Pool = Attribute Level + Skill Level + Gear Bonus (Base Dice) + Current Stress Level (Stress Dice).
- Success: Achieved by rolling at least one '6' (FACEHUGGER symbol on custom dice).
- Stunts: Each additional '6' beyond the first allows you to perform a stunt, specific to the skill used (see skill descriptions).
- Failure: No '6's means the action fails. The GM describes the outcome. The story should still progress.
Pushing Rolls (Rulebook p.34)
If you fail a roll, or want more successes for stunts, you can push it:
- Re-roll any dice in your pool that did NOT show a '6' (or FACEHUGGER).
- Cost: Your Stress Level immediately increases by one. Add this new Stress Die to your pool *before* re-rolling.
- You can only push a roll once.
- You cannot push if a '1' (PANIC symbol) was rolled on any Stress Dice during the initial roll.
Stress & Panic (Rulebook p.35, 69-71)
- Stress Level: Starts at 0, increases by pushing rolls, taking damage, fear, etc. Max 10.
- Stress Dice: Added to your dice pool, equal to your current Stress Level. They can provide successes ('6').
- Panic Symbol ('1'): If any Stress Die shows a '1' (PANIC symbol):
- The skill roll is still resolved (check for '6's for success).
- You CANNOT push the roll.
- You MUST make an immediate Panic Roll (D6 + current Stress Level) after resolving the skill action. Consult the Panic Table (Rulebook p.71).
- If firing a weapon, rolling a PANIC symbol also means your magazine is empty.
- Relieving Stress: One point per Turn (5-10 min) of rest in a safe place. Signature item use (once per Act).
Skills List (Rulebook p.38-45)
Each skill is linked to an Attribute. You can roll with 0 skill level (using Attribute only).
- Strength-Based:
Heavy Machinery: Use, repair, break heavy equipment.Stamina: Endure hardship, resist toxins, pain, environment.Close Combat: Fight hand-to-hand or with melee weapons.
- Agility-Based:
Mobility: Dodge, climb, jump, sneak.Piloting: Control vehicles and spacecraft.Ranged Combat: Fire ranged weapons.
- Wits-Based:
Observation: Spot hidden things, notice details, detect threats.Comtech: Use, repair, program computers and communication systems.Survival: Endure harsh planetary environments, find resources.
- Empathy-Based:
Manipulation: Persuade, deceive, intimidate.Medical Aid: Treat wounds, save lives.Command: Lead, inspire, stop panic in others.
Combat Overview (Rulebook Ch. 4)
Combat is dangerous and often deadly. Running or hiding is a valid tactic.
Time & Initiative (p.49, 52-53)
- Rounds: Combat is divided into Rounds (approx. 5-10 seconds).
- Initiative: At the start of combat, each PC and NPC group draws an Initiative Card (1-10). Lowest card acts first. This order is fixed for the combat.
- Actions per Round: On your turn, you can perform one Slow Action and one Fast Action, OR two Fast Actions.
Actions (p.53-54)
- Slow Actions: Typically involve a skill roll. Examples: Attacking (Close Combat, Ranged Combat), First Aid, Reloading, using complex gear, crawling.
- Fast Actions: Quicker, may not require a roll. Examples: Moving one zone (Run), Aiming, Drawing a weapon, Seeking Cover, Getting up from prone.
Movement (p.55)
- Run: Fast action to move to an adjacent zone or within current zone (e.g., Engaged to Short). No roll unless Cluttered zone (MOBILITY roll).
- Crawl: Slow action if prone.
- Retreat: If an enemy is at Engaged range, you must make a MOBILITY roll (fast action) to move away to Short range. Failure means the enemy gets a free close combat attack.
Close Combat (p.57-59)
- Attack: Slow action, roll CLOSE COMBAT at Engaged range. Success = weapon damage. Extra
FACEHUGGERs for stunts (e.g., +damage, disarm, knock prone, grapple). - Block: Fast action, declare *before* attacker rolls. Roll CLOSE COMBAT. Each
FACEHUGGER can negate an attacker's success, counter-attack, or disarm.
Ranged Combat (p.60-63)
- Attack: Slow action, roll RANGED COMBAT. Modifiers for range (Engaged -3/+3, Medium -1, Long -2), aiming (+2), target size. Success = weapon damage. Extra
FACEHUGGERs for stunts. - Cover: Fast action. Provides Armor Rating. Roll Base Dice = AR; each
FACEHUGGER reduces damage by 1. - Ammo: Rolling a PANIC symbol on Stress Dice when firing means magazine is empty. Reload is a slow action.
- Full Auto: +2 to roll, +1 Stress Level. Extra successes can hit secondary targets.
- Overwatch: Fast action to aim in a direction. Allows a reactive shot (slow action) before other actions.
Damage & Healing (p.64-67)
- Health: Starts equal to STRENGTH.
- Armor: Reduces incoming damage. Roll Base Dice = Armor Rating; each
FACEHUGGER reduces damage by 1. - Broken: When Health reaches 0. Character is out of action, suffers a Critical Injury (D66 roll on table).
- Critical Injuries: Have specific effects and healing times. Fatal crits require Death Rolls (STAMINA) until MEDICAL AID is successful.
- Healing: 1 Health per Turn of rest (if not Broken). MEDICAL AID can get a Broken character up.
Encumbrance (Rulebook p.29)
You can carry a number of regular-sized items equal to double your STRENGTH rating without penalty.
- Regular Item: Size of a small bag, weighs a few kilos. Takes one "slot."
- Heavy Item: Counts as two (or more) regular items.
- Light Item: Counts as half a regular item (two light items per slot).
- Tiny Item: Small enough to be hidden in a fist, doesn't count towards encumbrance (e.g., keycard, dog tags). Must still be listed.
- Over-Encumbered: Can temporarily carry up to STRENGTH x 4 items. If so, MOBILITY roll required to run/crawl in combat. Failure means drop items or stay put.
Consumables (Rulebook p.28-29)
Essential resources like Air, Water, Food, and Power for certain gear are tracked by a Supply Rating (typically 1-6+).
- Supply Roll: At regular intervals (GM determines based on situation), roll Stress Dice equal to current Supply Rating (max 6 dice).
- Each
PANIC symbol ('1') rolled reduces the Supply Rating by one. - When Supply Rating reaches zero, you're out, and negative effects begin (see Hazards & Conditions).
- When to Roll (General Guidelines):
- Air: Every Turn in vacuum/compromised atmosphere, AND after every strenuous activity (combat round, MOBILITY roll).
- Water: Once per day, AND after every strenuous activity.
- Food: Once per day.
- Power: Depends on gear (e.g., Motion Tracker, Cutting Torch). Check item description.
- Encumbrance of Consumables: Food and Water supplies count as one item each if Supply Rating is 1-4, two items if 5-8, etc. Air/Power usually part of suit/gear unless external tanks/batteries.