Reference During Play
Dense mid-game reference — values and sequences only, no prose.
Actions
Unengaged Models
| Action | Key Rules |
|---|---|
| Get Moving | Move ≤ 8" (or ≤ 12" if Hurrying: Take extra Fatigue). Movement Orders: choose Friendly Unengaged models within Control Area — each Takes Fatigue and moves 8". |
| Open Fire | Pick Pistol/Rifle/Heavy/Grenade weapon. Pick Visible Enemy target. Declare Supporting Fire (≤ Charisma models, within Control Area, each Takes Fatigue). Make Ranged Attack Test. Bonus Dice: +1 per Supporting Fire model; +1 per Harm on target; +1 if target is Wide Open. Outside Effective Range = Unlucky. CQB weapons cannot target beyond range. |
| Patch Up | Recover up to 2 Harm on self. |
| Rummage | Must be within 1" of a Search Token. Roll 2 dice. Option A: choose a Common Chem with cap cost ≤ total of both dice (total ≥ 18 = Rare Chem). Option B: higher die = Caps, lower die = Parts. Either die = 10 → replace token with Radiation Token; otherwise remove it. |
Engaged Models
| Action | Key Rules |
|---|---|
| Back Off | Move up to 2". Cannot end within an Enemy's Proximity. |
| Brawl | Pick Melee weapon (or Makeshift Weapon: 2S, no Traits, no Crit). Pick Engaged Enemy target. Make Melee Attack Test. Bonus Dice: +1 if charged this Turn; +1 per Harm on target; +1 per other Friendly Engaged with target (not with any other Enemy). |
S.P.E.C.I.A.L. Tests
| Step | What to do |
|---|---|
| 1. Build Pool | Gather Luck Dice up to Luck stat; fill remaining slots with Standard Dice to reach Pool Size. Bonus Dice each add +1. |
| 2. Roll & Remove Duds | Die ≤ Test Statistic = Hit. Die > Test Statistic or = 10 = Dud (removed). All Duds = Fail → skip to step 5. |
| 3. Fortune Smiles | For each Luck Die in pool, roll 1 Standard Die; add new Hits, discard Duds. (Skip if Unlucky Test.) |
| 4. Trigger Crit | Attack Tests only: if any Luck Die remains, resolve weapon's Critical Effect. (Skip if Unlucky Test.) |
| 5. Outcome | Resolve Pass/Fail per the calling rule. |
Unlucky Tests: cannot gain Bonus Dice; skip steps 3–4.
Fail Forward XP: First failed Test per crew per game = 1 XP.
Rolling Off: Each player rolls 1 die; lowest wins. Ties re-roll.
Damage
| Hits vs. Target's Endurance | Result |
|---|---|
| ≥ double Endurance | Incapacitated |
| ≥ Endurance | Injury + 1 Harm |
| < Endurance | 1 Harm (Excess Harm → Injury) |
- Harm Limit: 3. Harm beyond 3 = Excess Harm (triggers Injury when caused by Damage).
- Harm bonus: Attacker gains +1 Bonus Die per Harm Token on target.
- Health: Number of Injury boxes. Filling all = Incapacitated. Most Grunts have 1 Health.
- Incapacitation: Friendly models within 3" make Confusion Test (2I). Fail = Flee (removed) or Take Fatigue.
- Champion Incapacitated: Opposing crew gains 1 XP (once per game).
Fatigue
| Tokens | State | Effect |
|---|---|---|
| 0 | Normal | — |
| 1 | Weary | No restriction |
| 2 | Exhausted | Cannot Take Fatigue; any Suffer Fatigue is ignored |
- All Fatigue Tokens removed at end of each Round.
- Recover Fatigue: Flip token (Exhausted → Weary); remove entirely if only 1 Fatigue held.
Engagement & Proximity
- Engaged: Bases touching (different crews). Engaged models lose their Proximity.
- Proximity: 1" zone around each Unengaged model. Enemies cannot enter unless moving into Engagement.
- Proximity does not extend through solid walls (≥ model height).
- Proximity does not extend more than 2" above a model's base.
- Models more than 2" apart in elevation cannot Engage.
- Models can Engage if the elevated base is no higher than the uppermost point of the lower model.
Control Area & Ploy Tokens
Control Area: Extends from a model's base a number of inches equal to its Charisma. Only Friendly models count. A model is within its own Control Area.
Ploy Tokens: Gained at game start equal to crew Tier (max 3).
Standard Ploys:
| Ploy | When | Effect |
|---|---|---|
| Teamwork | End of a Friendly Turn | Spend 1 token — take another Turn with a different Friendly model. |
| Second Wind | Start of your Turn | Spend 1 token — Active model (even if Exhausted) Recovers all Fatigue. |
| Lucky Break | After Step 2 of any Test | Spend 1 token — Re-roll all Duds in the current Test's Pool. |