You are on page 1of 4

ALIENS CHEAT SHEET

CONSUMABLE SUPPLY ROLLS


Air Every Turn (see page 49), and after every strenuous activity like combat or a MOBILITY roll. Encumbrance by D6
Water Once per day, and after every strenuous activity like combat or a MOBILITY roll. 1-4 = One Item
Food Once per day. 5-8 = Two Items

Power Situational, depending on the gear used. See Chapter 5. N/A

Health & Healing Injury & Damage


Heal: 1 point of health per TURN of rest Condition: STARVING
After a day without sufficient food:
Heal Broken Character: Roll MEDICAL AID: Recovery stunt.
Cannot recover Health or relieve Stress
Heal Fatal Critical Injuries: Roll MEDICAL AID: Save a Life stunt.
Every day, you need to make a STAMINA roll vs +1 dmg & stress
Heal Critical Injuries (Time): Heal time is reduced by half.
If Broken: Make a Death Roll (STAMINA – no push or stress)
Relieving Stress: -1 Stress / turn in “Safe” place.
Stop Panic: Successful COMMAND roll, or 1 Turn Passes.
Stop Conditions: Eat / Drink Water / Sleep at least one SHIFT
Condition: DEHYDRATED
After a day without sufficient water:
Cannot recover Health or relieve Stress.
Hazards Every SHIFT: +1 dmg & stress
Vacuum: STAMINA / Round (negative = rounds spent in vacuum) If Broken Death Roll every SHIFT (STAMINA – no push/stress)

Condition: EXHAUSTED
After one day without sufficient sleep (one SHIFT):

Cannot relieve Stress.


STAMINA roll each day (negative = to days with no SLEEP)
If the roll fails, you collapse and sleep for one Shift.

NEGOTIATING POSITION (Use with MANIPULATION)

Each of the following factors gives your roll a +1


modification:
• You have more people on your side.
• What you ask for doesn’t cost your opponent
anything.
• Your opponent has suffered damage to any
attribute.
• You have helped your opponent previously.
• You present your case very well (determined by the
GM).

Each of the following factors modifies your roll by –1:


• Your opponent has more people on their side.
• You ask for something valuable or dangerous.
• Your opponent has nothing to gain by helping you.
• You are having trouble understanding each other.
• You are talking via radio or shouting at a distance.
SKILLS AND STUNTS

STRENGTH
Heavy • Gain a +1 modification to a later skill roll relating to this one.
Machinery • You got this. You don’t need to roll to overcome the exact same challenge in the future.
• You do it quickly, in half the time it would normally take.
• You break it permanently.
• You act quietly.
• You show off.

Stamina • Give one success to another PC in the same situation as you.


• Gain a +1 modification to a later skill roll relating to this one.
• You’re hardened and don’t need to roll to overcome the exact same challenge in the future.
• You impress someone.

Close Combat • You inflict one more point of damage. You can choose this stunt multiple times.
• You outmanoeuvre your enemy and can trade initiative scores with them, taking effect next turn.
• You knock or pull a weapon or other object from your opponent.
• Your opponent is knocked to the ground.
• You hold your opponent in a grapple. They need to win an opposed CLOSE COMBAT roll to break.

AGILITY
Mobility • Give one Success to another PC in the same situation as you.
• Gain a +1 modification to a later skill roll relating to this one.
• You impress someone.

Piloting • Gain a +1 modification to a later skill roll relating to this one.


• You show off.

Ranged • You inflict one more point of damage. You can choose this stunt multiple times.
Combat • You pin down your enemy. They need to make an immediate Panic Roll.
• You position yourself and get to redraw your initiative score, taking effect next turn.
• Your target drops a weapon or another hand-held object. You choose which.
• Your opponent falls to the ground or is pushed back, for example through an airlock.

WITS DIFFICULTY
Observation • Is it coming for me?
• Are there more of them close by?
Trivial +3
How do I get in/past/away?

Simple +2
ComTech • Gain a +1 modification to a later skill roll relating to this one.
• You don’t need to roll to overcome the exact same challenge in the future. Easy +1
• You do it quickly, in half the time it would normally take.
• You get new or unexpected information (GM’s choice). Average 0
• You hide your tracks.
• You show off.
Demanding –1
Survival • Give one success to another PC in the same trouble as you. Hard –2
• Gain a +1 modification to a later skill roll relating to this one.
• You impress someone. Formidable –3

EMPATHY
Manipulation • Your opponent does what you want without demanding a favor in return.
(See Mod Tbl) • Your opponent does more than you ask for, but may still ask for a favor in return.
• Your opponent is impressed by you and will try to help you later on in some way.

Medical Aid • Recovery of PCs broken by health reduced to 0. Recover 1 point of health per success.
• Save a Life of a fallen character who has suffered a critical injury. A failed roll may kill patient.

Command • Stop panic: When another PC fails a Panic Roll you can make return them to their senses.
• Give Orders: In combat, as a slow action you can bark orders to another character. For every success , they
get a +1 modification to their roll when carrying out the order you gave.
• Officers: PCs with the Officer career and the Pull Rank talent can make PCs and NPCs to do as they say.
STEALTH MODE (Turns: OBSERVATION vs. Mobility) & COMBAT (Rounds: 1 Fast and 1 Slow or 2 Fast)
MEASURING TIME FAST ACTIONS
ACTION PREREQUISITE SKILL
UNIT DURATION PRIMARY Run (Zone to Zone / Short to Engaged) No enemy at Engaged range –
USE
Move through door/hatch – –
5-10
Round Combat Get up You are prone –
seconds
5–10 Draw weapon – –
Turn Stealth
minutes Block attack (Block/damage/disarm/6) Attacked in close combat Close Combat
5–10 Push Enemy at Engaged range Close Combat
Shift Recovery
hours
Grapple attack (success: both prone) You’ve grappled an opponent Close Combat
Retreat (Fail: Enemy gets free attack) Enemy at Engaged range Mobility
STEALTH Aim (+2 to ranged combat attack) Ranged weapon –
(OBSERVATION vs. MOBILITY)
2 zones / turn for cursory exploration Seek cover Cover in same zone –
Grab the wheel Vehicle –
MOBILITY
RANGE Drive Vehicle Piloting
ROLL
Short (same zone) –1 Use item Varies Varies

Medium (adjacent zone) 0


Behind open door/hatch +2 SLOW ACTIONS
Long +1 ACTION PREREQUISITE SKILL
Extreme +3 Crawl (Zone to Zone / Short to Engaged) You are prone & Can't Run –
Close combat attack – Close Combat

RANGE DESCRIPTIONS Shoot firearm Firearm Ranged Combat


Burst of full auto fire Firearm Ranged Combat
Engaged Right next to you
Throw weapon Thrown weapon Ranged Combat
Reload Firearm –
Short A few meters away, in the
same zone as you First aid Broken or dying victim Medical Aid
Medium Up to 25 meters away, in Stop panic Panicking character Command
an adjacent zone
Give orders Character who can hear you Command
Long Up to about 100 meters
Persuade Your opponent can hear you Manipulation
(four zones) away
Enter/exit vehicle Vehicle –
Extreme Up to about one
kilometer Start engine Vehicle –
Break Grapple (Opposed skill roll) Grappled (No other action) Close Combat
Push Attack (Push opponent to SHORT) Enemy at ENGAGED Close Combat

Ambushes & Sneak Attacks


Sneak Attacker's MOBILITY vs. Target's OBSERVATION modified by how close you want to get (See Modifiers Below)
Attack Fail: Target notices, draw initiative at start Rng Success: Free action before initiative
Ambush As above but +2 for ambusher. For groups the ambusher with the lowest mobility rolls for the group.
Engaged Short Medium Long Extreme
Modifiers
-2 -1 0 +1 +3
RANGED COMBAT

RANGED FIRE MODIFICATIONS


FACTOR MODIFICATION
Aimed shot +2
Engaged range –3/+3
Short range –
Medium range –1
Long range –2
Extreme range –3
Large target +2
Small target –2
Dim light –1
Darkness –2

You might also like