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Dice Symbols Difficulty Range

Boost Success Simple ̶ Engaged


Ability Failure Easy Melee
Proficiency Advantage Average Short
Setback Threat Hard Medium
Difficulty Triumph Daunting Long
Challenge Despair Formidable Extreme

Action
You may perform only one Action during your turn unless an action or ability allows for more.
Attack or otherwise perform a combat check.
Spend an Action to take a Manoeuvre (limit of 2 Manoeuvres during turn).
Activate an ability, talent or Force Power which costs an Action.
Perform a skill check.

Manoeuvres
You may perform one free Manoeuvre on your turn, and may take a second by spending 2 Strain.
Maximum of 2 Manoeuvres during your turn.

Aim
Between Aiming and the combat check you must not have performed a different Manoeuvre/Action,
or taken damage greater than your Soak.
- Gain to your next combat check. Two consecutive aim manoeuvres grant .
- Target specific item held by or on a person, or a particular body part. Suffer , or if you spent
two consecutive manoeuvres aiming.

Interact with an Object, Animal, a Vehicle, or the Environment


Flip a table, press a button, open/close a door, push crates into a pursuer's path, or pick up an item.
Dive for cover, drop prone or stand up, mount or dismount an animal, enter or leave a vehicle, slide
into or out of a cockpit, strap into a pilot's or gunner's station on a ship.
Ranged attacks against a prone character suffer , melee attacks gain a .

Manage Gear
Draw, holster, or load a weapon. Retrieve or stow an item from a pouch, bandoleer, or backpack.

Move
Engage or disengage an opponent who is within short range.
Move to another position that is within short range.
Moving between medium and short range relative to an encounter, person or object.
Moving between medium and long or between long and extreme requires two manoeuvres. These
manoeuvres do not need to be performed on the same turn.
Spending and in Combat
or Recover 1 Strain.
Add to the next allied character’s check.
Notice a single important detail.

or Perform an immediate free Manoeuvre (limit of 2 Manoeuvres during turn).


Add to the targeted character’s next check.
Add to any character’s next check, including your own.

or Negate the target's defensive bonuses until the end of the current round.
Ignore penalizing environmental effects until the end of your next turn.
Gain +1 melee or ranged defence until the end of your next turn.
Force the target to drop a melee or ranged weapon he is wielding.
Temporarily disable character/equipment rather than dealing damage (see criticals).

Upgrade the difficulty of the target’s next check.


Upgrade any character’s next check, including your own.
Do something vital, that changes the nature or difficulty of the encounter.

When dealing damage, have the attack destroy a piece of the target's equipment.

Spending and in Combat


or Active character suffers 1 strain.
Active character loses the benefits of a prior Manoeuvre.

or An opponent may immediately perform one free Manoeuvre.


Add to the targeted character’s next check.
The active character or an allied character suffers on his next action.

or Active character falls prone.


Grants the enemy a significant advantage in the ongoing encounter.

Active character’s ranged weapon runs out of ammunition (extra ammo or unusable
for the rest of the encounter).
Upgrade difficulty of allied character’s next check, can be active character.
Tool or melee weapon the character is using becomes damaged.

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