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//SLOW ACTIONS (usually requires a roll) //MAKE PANIC ROLL IF...

>>SLOW ACTION - PREREQUISITE - SKILL >> You roll one or more on your Stress
>>Crawl - You are prone – // Dice in a skill roll. If this happens, you
>>Close combat attack – // - Close Combat can't push the skill roll—instead, roll
>>Shoot firearm - Firearm - Ranged Combat for panic.
>>Burst of full auto fire - Firearm - Ranged Combat >> You witness a friendly character suf-
>>Throw weapon - Thrown weapon - Ranged Combat fering from a certain panic effect (see
>>Reload - Firearm – // the table).
>>First aid - Broken or dying victim - Medical Aid >> You are pinned down by a ranged attack.
>>Stop panic - Panicking character - Command >> You suffer a critical injury.
>>Give orders - Character who can hear you - Command >> You’re attacked by a strange alien
>>Persuade - Your opponent can hear you - Manipulation creature that you’ve never seen before.
>>Enter/exit vehicle - Vehicle – // >> A truly horrifying event occurs, as
>>Start engine - Vehicle –// determined by a scenario or the GM

//FAST ACTIONS //PANIC ROLL


>>FAST ACTION - PREREQUISITE - SKILL
Roll a D6, add your current STRESS LEVEL,
>>Run - No enemy at Engaged range – //
and check the table below.
>>Move through door/hatch – // – //
>>Get up - You are prone –
>>Draw weapon – // – // RESULT / EFFECT
>>Block attack - Attacked in close combat -// >>6 or under KEEPING IT TOGETHER. You
>>Push - Enemy at Engaged range - Close Combat manage to keep your nerves in check.
>>Grapple attack - You’ve grappled an opponent - Close Barely.
Combat >>7 NERVOUS TWITCH. Your STRESS LEVEL,
>>Retreat - Enemy at Engaged range - Mobility and the STRESS LEVEL of all friendly PCs
>>Aim - Ranged weapon – // in SHORT range of you, increases by one.
>>Seek cover - Cover in same zone – // >>8 TREMBLE. You start to tremble uncon-
>>Grab the wheel - Vehicle – // trollably. All skill rolls using AGILITY
>>Drive - Vehicle - Piloting suffer a –2 modification until your panic
>>Use item - Varies - Varies stops.
>>9 DROP ITEM. Whether by stress, confu-
sion or the realization that you’re all
//GAIN STRESS going to die anyway, you drop a weapon or
>> You push a skill roll. other important item—the GM decides which
>> You fire a burst of full auto one. Your STRESS LEVEL increases by one.
fire (see page 62). >>10 FREEZE. You’re frozen by fear or
>> You suffer one or more points stress for one Round, losing your next
of damage. point of action. Your STRESS LEVEL, and
>> You go without sleep, food, or the STRESS LEVEL of all friendly PCs in
water (see page 70). SHORT range of you, increases by one.
>> A Scientist in your team fails >>11 SEEK COVER. You must use your next
to ANALYZE something (see page action to move away from danger and find
121). a safe spot if possible. You are allowed
>> A member of your own crew to make a retreat roll (see page 59) if
attacks you. you have an enemy at ENGAGED range. Your
>> A person nearby is revealed to STRESS LEVEL is decreased by one, but the
be an android. STRESS LEVEL of all friendly PCs in SHORT
>> You encounter certain crea- range increases by one. After one Round,
tures or locations, as determined you can act normally.
by the scenario or the GM. >>12 SCREAM. You scream your lungs out
for one Round, losing your next point of
//DIFFICULTY //TIME UNITS action. Your STRESS LEVEL is decreased by
Trivial +3 DURATION / PRIMARY USE one, but every friendly character who
Simple +2 >> Round 5–10 seconds / Combat hears your scream must make an immediate
Easy +1 >> Turn 5–10 minutes / Stealth Panic Roll.
Average 0 >>Shift 5–10 hours / Recovery >>13 FLEE. You just can’t take it any-
Demanding –1 more. You must flee to a safe place and
Hard –2 //SNEAK ATTACKS&AMBUSHES refuse to leave it. You won’t attack
Formidable –3 RANGE MODIFICATION anyone and won’t attempt anything danger-
>> Engaged –2 ous. You are not allowed to make a
//RANGE >> Short –1 retreat roll (see page 59) if you have an
>> Engaged Right next >> Medium 0 enemy at ENGAGED range when you flee.
to you >> Long +1 Your STRESS LEVEL is decreased by one,
>> Short A few meters >> Extreme +3 but every friendly character who sees you
away, in the same zone run must make an immediate Panic Roll.
as you >>14 PSYCHOTIC. You must immediately
>> Medium Up to 25 //STEALTH attack the nearest person or creature,
meters away, in an RANGE MOBILITY ROLL friendly or not. You won’t stop until you
adjacent zone >> Short (same zone) –1 or the target is Broken. Every friendly
>> Long Up to about 100 >> Medium (adjacent zone) 0 character who witnesses your rampage must
hundred meters (four >> Behind open door/hatch +2 make an immediate Panic Roll.
zones) away >> Long +1 >>15 or over CATATONIC. You collapse to
>> Extreme Up to about >> Extreme +3 the floor and can’t talk or move, staring
one kilometer blankly into oblivion.
//RANGED FIRE
MODIFICATIONS FACTOR MODIFICATION //COMMON types of COVER
>> Aimed shot +2 COVER ARMOR RATING
>> Engaged range –3/+3 >> Large target +2 >> Shrubbery 2
>> Small target –2 >> Furniture 3
>> Short range –
>> Dim light –1 >> Door 4
>> Medium range –1 >> Inner bulkhead 5
>> Long range –2 >> Darkness –2
>> Outer bulkhead 6
>> Extreme range –3 >> Armored bulkhead 7+

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