Cheat-Sheet.pdf

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PLAYER’S CHEAT SHEET
BASIC
MECHANICS
Roll equal to or under your Strength, Intellect, Speed, or Combat on
or fail.
or fail.
STAT CHECKS:
SAVES:
Roll equal to or under your Sanity, Fear, Body, or Armor on
CRITICAL HITS/FAILURES:
Rolling doubles on a Stat Check or Save means that you have critically hit or failed.
Whenever you have a situational Advantage, roll 2 sets of
and take the worse result.
and
ADVANTAGE/DISADVANTAGE:
SKILLS:
take the best result. Whenever you have Disadvantage, roll 2 sets of
If you have a relevant skill it may add 10%, 15%, or 20% to a Stat check (giving you a higher number to roll under).
Roll equal to or under the relevant Stat or Save on
while your opponent rolls under
OPPOSED CHECKS:
their relevant Stat or Save. Whoever rolls higher, while still rolling under their relevant Stat/Save, wins the opposed check.
WEAPON
STRESS &
PANIC
RANGE
Gain Stress whenever you:
Roll for Panic whenever you:
» Any time the ship you’re in gets hit » Encounter a horrific creature for the first time
» Are near a Scientist and
» Lose more than �½ your Max Health in one hit
they fail a Sanity save
» Get hit by a Critical Hit
» Fail a Save
» Critically Fail a save
» Get knocked unconscious
» See a crewmember die
» Go 24 hours without rest
» See more than one crewmember Panic
» Go without food or water
» Your ship loses more than �½ its Hull
»
Short Range:
Weapons firing within
this range (or lower) suffer no penalty to
the shooter’s Combat stat.
»
Medium Range:
Weapons firing at this
range confer a -10% penalty to the
shooter’s Combat stat.
»
Long Range:
The maximum distance
the weapon can effecitively target. Firing
at this range confers Disadvantage to the
Shooter’s Combat check.
COMBAT
BEGINS
CHECK FOR
SURPRISE
NO
YES
FEAR SAVE
FAIL
STUNNED 1 ROUND
TAKE TWO
SUCCEED
ACTIONS
SPEED CHECK
SUCCEED
TAKE YOUR
TURN
FAIL
ENEMIES TAKE THEIR
TURNS
ALL CREWMEMBERS WHO
SUCCEEDED
AT THEIR SPEED CHECK HAVE TAKEN A TURN
NEW
ROUND
»
»
»
»
»
»
»
»
»
»
»
»
»
»
Attack
Bandage a wound
Check a crewmember’s vitals
Draw a holstered weapon
Find something in your pack
Fire a vehicle’s weapons
Move (�½
SPEED
in meters)
Open a door/airlock
Operate a machine
Pilot/Drive a vehicle
Throw something
Take a drug
Use a computer
Use an item
BEGINS
ALL CREWMEMBERS WHO
FAILED
AT THEIR SPEED CHECK HAVE TAKEN A TURN
SUCCEED
ATTACKING
MAKE AN
OPPOSED CHECK
COMBAT VS. ARMOR
ROLL DAMAGE
MISS OR FAIL TO INFLICT DAMAGE
FAIL
DEFENDING
USE
COVER
TO GAIN ADVANTAGE ON ARMOR SAVES
MOVEMENT
NORMAL ARMOR:
You can move
�½ your Speed (in meters) per action.
DAMAGE
AT
HEAVY ARMOR:
Make a Strength check
MAKE A
0 HEALTH
BODY SAVE
OR DIE
Failure means you can only move 1⁄4 your Speed.
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