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ATTACK ACTIONS SHOOTING STEALTH

Sprint Move 3 + d4 squares. Base target number TN8, plus: When to roll:
Called Shot Fire a single shot, choose first damage special effect. Each range band beyond first +1 TN When a character uses Hide action
Rapid Fire Fire multiple shots. Within close range +1 TN When the test becomes easier
Single Shot Fire a single shot with a 1 TN modifier. When Look & Listen action is taken
Suppressive Fire Fire multiple shots in attempt to scare targets. Cover modifiers, do not stack:
Stealth modifiers:
Throw Grenade Prime and throw a grenade. Target concealed +1 TN
Target 5 9 squares away +2 TN
Charge Move d4 squares and take a melee attack action. Target adjacent to their enemy +1 TN
Target 10 19 squares away +4 TN
Grab Opponent Make an unarmed melee attack to grapple opponent. Target in cover +2 TN
Target 20+ squares away +6 TN
Strike to Control Make a melee attack to cause effect. Target in prepared cover +3 TN
Target performed quiet action 2 TN
Strike to Wound Make a melee attack to cause wounds. Target invisible +4 TN
Target invisible +2 TN
Intimidate Foe Make an Intimidation test against enemys Willpower.
Overwatch Save an attack action to use as a reaction. Fast moving target or platform +2 TN Quiet actions:
Repair Attempt to fix a jammed weapon or burned-out field. Target 4 smaller than human +2 TN Move more than 2sq. in one action
Use Explosives Set up or detonate explosives. Move on noisy ground
First Aid Apply first aid to another character or self. Exact TN may hit intervening character. Make melee attack

MOVE ACTIONS MELEE


Careful Step Move 1 square without provoking free melee attacks. Strike to Control options: Grapple restrictions:
Crawl Crawl 1 square. Dazed condition No movement or ranged attacks
Control Vehicle Drive or pilot a vehicle. Immobilised condition Only use Grapple weapons
Entry Smash Make Melee test against door or wall to barge through. Push 2 squares No weapon wnd/eff/def modifiers
Standard Move Move 4 squares. Manoeuvre (both move 1 square)
Swim Make Mobility test to move in deep water. Disarm d4 squares Helpless:
Aim 1 TN to Single Shot or Throw Grenade. Steal item (grapple only) Helpless includes Stunned, Restrained,
Set Up Bipod Allows use of weapons Bipod/Tripod functions. surprised. Can grab as free action,
Sustained Fire Add rapid fire die to Rapid Fire or Suppressive Fire. Modifiers: attack min armour, and stack controls.
Feint 1 TN to melee attack. Attacker Outnumbering, per ally 1 TN
Frenzied Assault Add rapid fire die (and Uncontrollable) to melee attack. Attacker Immobilised +1 TN Free melee attack triggers:
Fit Accessory Fit or remove an item with the Accessory keyword. Defender Immobilised 1 TN Moving except Careful Step or forced
Look & Listen Take a Spotting test (see Stealth). Defender Helpless 4 TN Shooting at non-adjacent character
Aid Ally Make a test to remove a condition from ally. Defender Concealed +1 TN Throw Grenade, Repair or First Aid
Recover Make a test to remove a condition from self. Defender Invisible +4 TN Picking up item adjacent to enemy

HALF & FREE ACTIONS FATE POINTS SPECIAL EFFECTS


Duck Behind Cover Half: Remove line of fire to enemies. Reroll all dice in single roll for or 1 1 Athletics
Hide Half: Attempt to become hidden from all enemies. against your character 2 1 Focus
Open Door Half: Open a door in your square or an adjacent square. Add d61 to a single die roll for 3 1 Shooting
Draw / Stow Shield Half: Draw or stow an item with the Shield keyword. your character 4 Drop weapon d4 sq., destroy on 1
Pick Up Item Half: Pick up an item in your square or within 1 square. Move d4 squares at any time 5 Dazed condition
Draw / Stow Item Free: Draw or stow an item without the Shield keyword. Remove one condition, point of 6 Immobilised condition
Drop Item Free: Drop an item in your square or adjacent square. attribute damage or death counter 7 Weakened condition
Brief Comms Free: Speak a short sentence or command. from your character 8 Death counter

CONDITIONS REMOVAL COMMON KEYWORDS


Burning d12 damage (vs min, no effects) at end of turn. TN10 Mob Ablative Ignore first damage die in scene that rolls maximum value.
Confused 1: Attack nearest, 23: random move, 4: Scared. TN8 Will Bipod (n) Range band becomes n, replace one RF die with skill die.
Weakened +1 TN to tests except recovery & death counter. TN8 Res Blast Damage reduced by 1 die per square or cover. Hits min armour. 2015 Death Spiral. Permission granted to reproduce for personal use only.
Dazed Lose move action. TN7 Res Burning (n) First n special effects add Burning instead. Dazed (n) is similar.
Stunned Move action only (overrides Dazed). TN7 Res Disruptive All wounding damage dice cause a special effect.
Immobilised Can only move with Crawl actions. TN8 Res High Crit Criticals add two damage dice instead of one.
Restrained Recover actions only. TN8 Res Inaccurate No called shots, no 1 TN bonus on Single Shot actions.
Scared +1 TN ranged & melee, cannot move closer. TN8 Will Irritant (TNx) If starting turn in zone, test TNx Resilience.
Panicked Actions with movement type only. TN8 Will critical: no effect, success: Weakened, failure: Also take wound.
Nonlethal All wounding damage dice cause special effect, but no wound.
MOVEMENT Light (n) All squares within n fully lit, within 2n dim light at minimum.
Falling damage d6 damage vs min armour per square (1.5m) after first. Scare (TNx) Test TNx Willpower, 1 per square, max 5 squares.
TN6 Mobility to reduce by d6, crit reduces by 2d6. critical: no effect, success: Scared, failure: Also Confused.
Grab adjacent edge TN8 Mobility, Immobilised on success but not on crit. Shield +1/+1 armour vs ranged attacks. Half action draw/stow.
Horizontal leap TN2 Mobility for 1sq gap, +3 TN per extra square. Shock (TNx) Test TNx Resilience, 1 per square, max 5 squares.
Immobilised on success but not on crit. critical: no effect, success: Dazed, failure: Also Weakened.
Move penalties Difficult ground, diagonal across edge, full sq height. Splash (xy) Hits all targets in xy area centred on origin. Hits min armour.
TN8 Mobility to reduce penalty, 1/action unless crit. Spread No range penalty, lose 1 damage die per band.
Swimming TN8 Mobility, 1sq. on success, 2sq. on crit. Uncontrollable Multiples of same die roll only hit once, no melee crits, +5 ranged.

OTHER COMMON TESTS HEALING ACTION TESTS


Assist TN8, up to two players, success gives +1 to group test. Aid Ally (Extinguish) TN8 Mobility to remove Burning, crit removes two.
Death Test TN8 Resilience at start of turn, fail +1 counter, crit 1 counter. Aid Ally (Intimidate) TN8 Intimidation, remove Will based condition, max 5sq.
Entry Smash Melee test, TN armour wounds to destroy. Common values: Aid Ally (Recovery) TN8 First Aid, remove Res based condition.
thin door 33, thick door 43, thin wall 34, brick wall 54. First Aid (Stabilise) TN8 First Aid to clear 2 death counters, crit removes all.
Repair TN8 Engineering to fix gun or field, natural 1 destroys item. First Aid (Treatment) TN8 First Aid to heal wound, crit removes stat damage.

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