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Player Aid - Master
Player Aid - Master
Push the Limit: Before or after roll, add Edge dice, reroll 6’s (if used after
roll, only reroll Edge dice), ignore limits
E DGE
2nd Chance: Reroll all dice that weren’t hits, can’t negate glitch
Seize Initiative: Go 1st every initiative pass for 1 Turn if you have an action (your Initiative
Score doesn’t change). If multiple people Seize the Initiative: Break tie with Initiative Scores
Blitz: Roll 5d6 for Initiative
Close Call: Negate glitch or turn critical glitch into normal glitch
Dead Man’s Trigger: If die/unconscious and have Initiative left (>0), make Body + Willpower
(3) test (this Edge spent doesn’t apply), if succeed: 1 action + 1 Free action (no movement)
Surprised!: Get defense tests while surprised
Permanently Burn 1 Edge…
Smackdown: Auto-succeed a test with 4 net hits
Not Dead Yet: Avoid certain death
ATTACK
Weapon Skill ‘Other’ Melee
+2 Charge (You are Running)
‘Other’ Ranged + Agility -1 You are Prone
+1/Take Aim (max. ½ WIL) + Gear Bonuses +2 Superior Position
-2 You are Running
-3 You are in Melee
– Recoil +1 Friends in Melee
– Wound +1 Target Prone
– Environment +2 Touch Only
+ Other
(No Limits)
DEFENSE
2 Checks: Miss & Resist
1. Defense Test (‘Miss’):
Reaction + Intuition – Firing Mode – Previous Attacks – Wound – Other
Optional:
Ranged or Melee (lasts whole Combat Turn) ‘Other’ Defense
Full Defense: -10 Initiative, +Willpower +2/+4 You are Running/Sprinting
Melee Only (1 attack only, apply [Physical] limit) +2/+4 Partial/Good Cover
Dodge: -5 Initiative, +Gymnastics Skill -2 Prone & Attacker within 5 meters
Block: -5 Initiative, +Unarmed Combat Skill +4 Prone & Attacker 20+ meters away
-3 You are in Melee defending
Parry: -5 Initiative, +Weapon Skill Ranged Atk from outside Melee
Attack Hits: If Attacker’s Hits > Defender’s Hits +/- 1 per Reach diff (Melee only)
Hit or Miss: Add 1 to Attacks Defensed
STUN DAMAGE
Sustained Spells
8 + WIL/2 (round up)
–1 to all rolls (incl Initiative) except Damage Resistance -1
1 2 3 48 38 28 18 8
TAKE +1 +1 Vision -1
AIM Attack Limit Magnification 4 5 6 47 37 27 17 7
-1
Ammo
7 8 9 46 36 26 16 6
Firing Mode Action Bullets Defender
-1
SS (Single Shot) Simple 1 0
10 11 12 45 35 25 15 5
SA (Semi-Auto) Simple 1 0
-1
Focus:___
BF (Burst Fire) Simple 3 -2
PHYSICAL DAMAGE 43 33 23 13 3
LB (Long Burst) Complex 6 -5
Counterspelling:____
Suppressive Fire
20 Duck
(Complex*) -1
41 31 21 11 1
*No Recoil for this Firing Mode 4 5 6
-1
7 8 9 OVERFLOW
BOD
-1
Recoil 10 11 12 1 2 3 4 5
Recoil Compensation:__________ -1
Wpn: __________________________ RC:_____
Wpn: __________________________ RC:_____
13 14 15 6 7 8 9 10
Wpn: __________________________ RC:_____ -1
______________________________ 16 17 18 11 12 13 14 15
To clear this box: Don’t fire for 1 Action Phase
Advanced Boards
Over whole Combat Turn (spread over Action Phases in any way)
MOVE Walk: up to Agility x 2 OR Run: up to Agility x 4
Push the Limit: Before or after roll, add Edge dice, reroll 6’s (if used after
roll, only reroll Edge dice), ignore limits
E DGE
2nd Chance: Reroll all dice that weren’t hits, can’t negate glitch
Seize Initiative: Go 1st every initiative pass for 1 Turn if you have an action (your Initiative
Score doesn’t change). If multiple people Seize the Initiative: Break tie with Initiative Scores
Blitz: Roll 5d6 for Initiative
Close Call: Negate glitch or turn critical glitch into normal glitch
Dead Man’s Trigger: If die/unconscious and have Initiative left (>0), make Body + Willpower
(3) test (this Edge spent doesn’t apply), if succeed: 1 action + 1 Free action (no movement)
Surprised!: Get defense tests while surprised
Permanently Burn 1 Edge…
Smackdown: Auto-succeed a test with 4 net hits
Not Dead Yet: Avoid certain death
ATTACK
Weapon Skill ‘Other’ Melee
+2 Charge (You are Running)
‘Other’ Ranged + Agility -1 You are Prone
+1/Take Aim (max. ½ WIL) + Gear Bonuses +2 Superior Position
-2 You are Running
-3 You are in Melee
– Recoil +1 Friends in Melee
– Wound +1 Target Prone
– Environment +2 Touch Only
+ Other
(No Limits)
DEFENSE
2 Checks: Miss & Resist
1. Defense Test (‘Miss’):
Reaction + Intuition – Firing Mode – Previous Attacks – Wound – Other
Optional:
Ranged or Melee (lasts whole Combat Turn) ‘Other’ Defense
Full Defense: -10 Initiative, +Willpower +2/+4 You are Running/Sprinting
Melee Only (1 attack only, apply [Physical] limit) +2/+4 Partial/Good Cover
Dodge: -5 Initiative, +Gymnastics Skill -2 Prone & Attacker within 5 meters
Block: -5 Initiative, +Unarmed Combat Skill +4 Prone & Attacker 20+ meters away
-3 You are in Melee defending
Parry: -5 Initiative, +Weapon Skill Ranged Atk from outside Melee
Attack Hits: If Attacker’s Hits > Defender’s Hits +/- 1 per Reach diff (Melee only)
Hit or Miss: Add 1 to Attacks Defensed
-1
Recoil 1 2 3 4 5
10 11 12
Recoil Compensation:__________ -1
Wpn: __________________________ RC:_____ 6 7 8 9 10
Wpn: __________________________ RC:_____
13 14 15
Wpn: __________________________ RC:_____ -1
11 12 13 14 15
______________________________ 16 17 18
To clear this box: Don’t fire for 1 Action Phase
Attacks Defensed Since INITIATIVE
FULL DEFENSE
Last Action EDGE ____
–1 Defense per Attack
WIL:____ 50 40 30 20 10
Wound Modifiers STUN DAMAGE
Sustained Spells
–1 to all rolls (incl Initiative) except 8 + WIL/2 (round up)
Damage Resistance Used -1
1 2 3 48 38 28 18 8
TAKE +1 +1 Vision -1
AIM Attack Limit Magnification 4 5 6 47 37 27 17 7
-1
Ammo
7 8 9 46 36 26 16 6
Firing Mode Action Bullets Defender
-1
SS (Single Shot) Simple 1 0
45 35 25 15 5
10 11 12
SA (Semi-Auto) Simple 1 0
-1
Focus:___
BF (Burst Fire) Simple 3 -2
43 33 23 13 3
LB (Long Burst) Complex 6 -5 PHYSICAL DAMAGE
Counterspelling:____
Suppressive Fire
(Complex*)
20 Duck -1 41 31 21 11 1
*No Recoil for this Firing Mode 4 5 6
-1 OVERFLOW
7 8 9 BOD
-1
Recoil 1 2 3 4 5
10 11 12
Recoil Compensation:__________ -1
Wpn: __________________________ RC:_____ 6 7 8 9 10
Wpn: __________________________ RC:_____
13 14 15
Wpn: __________________________ RC:_____ -1
11 12 13 14 15
______________________________ 16 17 18
To clear this box: Don’t fire for 1 Action Phase