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Combat Cheatsheet

On your turn you can perform one maneuver, one action, and a reasonable number of incidental actions.

Incidentals

Incidentals are anything a character wants to do that takes very little time, or has no measurable effect on the ongoing encounter. This includes dropping something they’re holding, letting go of someone, saying something, looking around, gesturing, or making other minor movements.

Actions

Exchange Action for a Maneuver

You can exchange your action for an additional maneuver. A character may only perform a maximum of two maneuvers per turn.

Activate a Talent or Ability

Some talents and abilities require an action to activate. The description of the talent or ability will specify if this is the case.

Perform a Skill Check

You can perform a skill check as an action. The difficulty of the check is determined by the GM based on the circumstances of the check.

Perform a Combat Check

You can perform a combat check as an action. The difficulty of the check is determined by the skill used by the attack and the range of the target.

RangeSkillDifficulty
EngangedBrawlkk
Meleekk
Ranged(See below)
ShortRangedk
MediumRangedkk
LongRangedkkk
ExtremeRangedkkkk

The combat check is modified in the following circumstances:

  • Attacking an Engaged Target: When attacking with a melee weapon against a target with ranged weapon, the attacker adds j.

  • Using Ranged Weapons Against Engaged Targets: When attacking a target engaged with another target, upgrade the difficulty of the check once. If the attack results in d, the attack automatically affects the character engaged with the initial target.

  • Using Ranged Weapons Whilst Engaged: When using Ranged (Light), increase difficulty by +k; When using Ranged (Heavy), increase difficulty by +kk; It is impossible to use Gunnery whilst engaged.

  • The Attacker or Defender is Prone: When a character attacks a prone target with Brawl or Melee that they are engaged with, gain j. When a character attacks a prone target with a ranged weapon, the target gains a j. If prone, the prone character gains a j to Brawl and Melee attacks but suffers no penalty for range attacks.

  • Attacking with Two Weapons: Single handed weapons only. Make a ‘combined’ check using lowest Characteristic and Lowest Skill to generate dice pool. Modify difficulty as follows: If same skill: +k. If different skill: +kk. If successful, may spend aa or t to confirm a hit with the second weapon.

  • Attacking Different Sized Targets: If target is two or more silhouette sizes larger, reduce the difficulty by k. If the target is two or more silhouette sizes smaller, increase the difficulty of the attack action check by k.

  • Using Improvised Weapons: When attacking with an improvised weapon, such as a chair, metal pipe, or anything not classed as a weapon, use the Melee skill to perform the attack. The check automatically generates h

Maneuvers

Aim

Add j to the next combat check or jj if the character spens two consecutive maneuvers aiming. Any damage taken that exceeds the characters soak removes the benefit of aiming.

Assist

Add j to another character’s next check.

Guarded Stance

A character who performs this maneuver adds j to any combat check they make until the end of their next turn. However, they also gain Melee Defense 1 until the end of their next turn.

Interact with the Environment

  • Moving a large item: Flipping over a table, shoving a barrel into a pursuer's path, or hefting a crate requires a single maneuver.

  • Opening or closing a door: Whether an electronic blast door or a primitive door with latches and hinges, opening or closing it takes a maneuver.

  • Taking cover: Purposely moving into cover or out of cover requires a maneuver. Moving into cover allows the character to gain Ranged Defense 1 with some cover granting a Ranged Defense higher than 1, if particularly sturdy.

Manage gear

  • Draw, holster, ready, or load a weapon: Drawing, holstering, loading, or preparing a weapon takes a maneuver.

  • Draw something from storage, or stowing it away: Retrieving or stowing an item from or into a pouch, backpack, satchel, bandolier, or some other accessible container.

Mount or dismount

Mounting a vehicle, sliding into a cockpit, taking a position to pilot a vehicle, or preparing a gunnery station for use requires a maneuver. Mounting or dismounting a domesticated animal also requires a maneuver. Successfully mounting an untrained animal requires an Average (kk) Survival check (or more depending on the animal) constituting an action.

Move

Moving between range bands. The following provides the number of maneuvers required to move from one range band to another.

From/ToManeuvers
Engaged → Short1
Within Short1
Short → Medium1
Medium → Long2
Long → Extreme2

Drop prone or stand from prone

Dropping prone and standing from a prone position requires a maneuver. Dropping prone allows the character to add j to all ranged attacks made against them, although they also must add j to all melee attacks made against them.

Prepare

Some actions require additional preparation to perform safely. The preparation maneuver is generally performed in conjunction with another ability to confer a bonus, offset a penalty, or fulfil a requirement. The individual talents or abilities that utilize the preparation maneuver define its specific effect. It is sometimes abbreviated under the requirements as ‘prepare’.