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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.