SKILL CHECKS
If your PC does something risky or dangerous, you'll be asked to roll for a skill - there are 12 skills, three of each associated with each of the four attributes.
In general, to make the roll, you roll a number of d6 equal to the sum of your skill level, the attribute level associated with that skill, and your stress level. If you don't have any points associated with that skill, then you just roll the number of dice associated with the attribute. Several sources of modification to the number of dice rolled exist - some linked to characteristics of the environment (e.g. light levels), some to gear you are using.
Typically you need to roll at least one 6 to have success on your roll. Additional 6s (from either the stress dice, or the other 'base' dice) can be used to enhance the impact of your action in some way - depending on the skill being rolled.
A roll of a 1 on a stress die triggers a panic roll.
The Skills associated with each Attribute are:
ATTRIBUE: Strength
- SKILL: Heavy Machinery
- SKILL: Close Combat
- SKILL: Stamina
ATTRIBUE: Agility
- SKILL: Ranged Combat
- SKILL: Mobility
- SKILL: Piloting
ATTRIBUE: Wits
- SKILL: Observation
- SKILL: Survival
- SKILL: Comtech
ATTRIBUE: Empathy
- SKILL: Command
- SKILL: Manipulation
- SKILL: Medical Aid
STRESS
Increasing Stress Levels
There are many different things that can cause your stress level to increase
- you see something scary - such as an alien creature
- some actions you can take (using full automatic fire on a pulse rifle, for example)
- other players panicking around you
- suffering one or more points of damage
- you go without sleep, food, or water
- "pushing" a dice roll (see below for what's meant by that)
- other things (see p69 Starter Rules Set if you have it)
NOTE - failing a roll (getting no 6's/successes) DOESN'T INCREASE STRESS
Reducing Stress Levels
- Taking a rest somewhere relatively safe for 5-10 minutes - reduce stress by one
- Once per act in Cinematic play (for this scenario, that means once in the entire game that we'll play), you can interact with your signature item in some way to reduce your stress by one
- Some conditions (Starving, Freezing, for example) can block your ability to relieve stress
- Other things
PANIC ROLLS
Make this roll (1d6 + current stress level) when the following happens:
- You roll one or more "1" on your Stress Dice in a skill roll. If this happens, you can't push the skill roll — instead, roll for panic.
- You witness a friendly character suffering from a certain panic effect (see the table).
- You are pinned down by a ranged attack.
- You suffer a critical injury.
- You’re attacked by a strange alien creature that you’ve never seen before.
- A truly horrifying event occurs, as determined by a scenario or the GM.
NOTE - IF PANIC ROLL IS 10+, AND ROLL WAS RESULT OF A SKILL CHECK FOR AN ACTION - then the action is cancelled, even if you rolled one or more successes.
NOTE - IF ALREADY SUFFERING FROM A PANIC EFFECT (Panic Roll 7+) AND MAKE ANOTHER PANIC ROLL - new panic effect replaces previous one - if new roll lower than previous roll, then new effect is one-more-severe than the previous effect
NOTE - DIFFERENT PANIC EFFECTS LAST DIFFERENT LENGTHS OF TIME - CHECK THE PANIC TABLE TO SEE HOW LONG IT CONTINUES
"Some effects on the Panic Roll table are immediate or last one Round. Others remain in effect until one of the following happens:
- Another character comes to your aid and makes a COMMAND roll (see page 71). This counts as a slow action in combat.
- You are Broken.
- One Turn passes (5-10 min)
PUSHING YOUR ROLL
If you don't get any successes, or you want to try and get more successes, you can ONCE PER SKILL CHECK 'push your role' i.e. re-roll all the dice that you didn't get successes on (including stress dice).
This increases your stress by one - and that extra stress is also part of the roll i.e. you add another stress die to the roll
You get only one chance to succeed with an action - if you fail you need to try something different, or wait until substantial change in circumstances.
Androids cannot push rolls.
HELPING OTHERS
If you help another PC or NPC perform an action, it costs you one action of the same kind (slow or fast). You have to state that you are helping someone before any dice are rolled. Helping others breaks the initiative order in the Round.
The help you give must make sense in the story—you must have the capacity to support the person you are helping. The GM has the final say.
For each person who helps you, the person doing the task gets a +1 modification. No more than three people can help with a single roll, meaning your maximum modification from assistance is +3.
RANGE CATEGORIES
The distance between you and your opponents is divided into five range categories. See the table below.
Engaged: Right next to you
Short: A few meters away, in the same zone as you
Medium: Up to 25 meters away, in an adjacent zone
Long: Up to about 100 meters (four zones) away
Extreme: Up to about one kilometre
Further away the target, the harder it is to hit.
Medium range -1 modification
Long range -2 modification
Engaged range -3 modification - although defenceless or unwitting enemy gives +3 if engaged
ACTIONS DURING COMBAT
You can typically make one SLOW and one FAST action
Slow Actions
Crawl; PREREQUISITE: You are prone
If you are prone, you can’t run. Instead, you must crawl. Crawling works just like running, but it’s a slow action. That means you can’t crawl twice in the same round. In a Cramped zone, crawling is the only movement possible.
Close combat attack; SKILL: Close Combat; if grappled or held (for example by a drone xenomorph that rolled a 4 on its attack) then make an opposed Close Combat roll, you have no other action choice until you succeed in this, in which case you break loose.
Shoot firearm; PREREQUISITE: Firearm; SKILL: Ranged Combat
Burst of full auto fire; PREREQUISITE: Firearm; SKILL: Ranged Combat
Throw weapon; PREREQUISITE: Thrown weapon; SKILL: Ranged Combat
Reload; PREREQUISITE: Firearm
First aid; PREREQUISITE: Broken or dying victim; SKILL: Medical Aid
Stop panic; PREREQUISITE: Panicking character; SKILL: Command
Give orders; PREREQUISITE: Character who can hear you; SKILL: Command
Persuade; PREREQUISITE: Your opponent can hear you; SKILL: Manipulation
Use signature item; PREREQUISITE: Signature item
Climb into space suit; PREREQUISITE: Space suit; SKILL: Mobility
Start engine; PREREQUISITE: Vehicle
Fast Actions
Run; PREREQUISITE: No enemy at Engaged range
Run from one zone to a neighbouring zone or between SHORT and ENGAGED range from an enemy or PC in the same zone you are already in; No roll is required to run, unless it’s into a Cluttered zone (see page 49).
Move through door/hatch
Get up; PREREQUISITE: You are prone
Draw weapon
Block attack; PREREQUISITE: Attacked in close combat; SKILL: Close Combat
If you are attacked in close combat, you can choose to block the attack, to avoid being hit. Blocking is a fast action, and you roll for CLOSE COMBAT. You must declare that you are going to block before the attacker rolls for their strike. If you are unarmed, you can only block unarmed attacks from other humans. To block an armed close combat attack, or an attack by a Xenomorph creature, you need to wield some kind of sturdy weapon or tool. For each 6 you roll, choose an effect below:
DECREASE DAMAGE: You remove one of the enemy’s 6s. If they are left with no 6s, the attack misses. This effect can be chosen multiple times.
COUNTERATTACK: You perform a counterattack, dealing damage to the attacker equal to the Damage rating of your weapon. You cannot spend additional 6s to increase the damage of your counterattack.
DISARM: You disarm your enemy.
REACTIVE ACTION: Blocking is a reaction that breaks the normal initiative order in the Round. However, it does count against your two available actions in the Round (one slow and one fast). Each time you block, you lose one action lat- er in the Round, and if you have already used both your actions, you can’t block. When it’s your time to act, it might therefore be wise to save your fast action if you fear you might be attacked later in the Round.
Pick up item
Shove; PREREQUISITE Enemy at Engaged range: SKILL: Close Combat
you can try to shove an opponent at ENGAGED range away from you. This is done with a CLOSE COMBAT roll. The GM can modify your roll for certain opponents. If you succeed, your opponent is shoved away to SHORT range from you. Shoving a target away can be useful if you want to engage it in ranged combat rather than fight it hand-to-hand. Shoves can be blocked.
Grapple attack; PREREQUISITE: You've grappled an opponent: SKILL: Close Combat
When you grapple your opponent as a stunt in close combat, both you and your opponent fall to the ground. The opponent drops any weapon they were holding, and cannot move. The only action they can perform is an attempt to break free—which is a slow action that succeeds if the opponent wins an opposed CLOSE COMBAT roll against you. While you are grappling, the only action you can perform (apart from releasing your opponent) is a grapple attack. This works as a normal unarmed attack, but is a fast action and cannot be blocked. Alien creatures can grab you or attach themselves to you in nasty ways. This follows special rules and is described in the section on Xenomorphs (p78 Starter Rule Set).
Retreat; PREREQUISITE: Enemy at Engaged range; SKILL: Mobility
If you have an active enemy at ENGAGED range, you can’t just walk away from them. Instead, you must retreat (see page 59).
Aim; PREREQUISITE: Ranged weapon
If you take your time to aim carefully before squeezing the trigger, you get a +2 to your attack roll. Aiming is a fast action. If you do anything else except shoot your weapon after you have aimed, or if you are hurt, you lose the effect of the aim and you need to spend another fast action to aim again.
Seek cover; PREREQUISITE: Cover in same zone
Assume overwatch position; PREREQUISITE: Ranged weapon
Grab the wheel; PREREQUISITE: Vehicle
Drive; PREREQUISITE: Vehicle; SKILL: Piloting
Enter/exit vehicle; PREREQUISITE: Vehicle
Use item; PREREQUISITE: Varies; SKILL: Varies
ENCUMBRANCE
You can carry a number of regular-sized items equal to double your STRENGTH rating without problems. A regular item is generally the size of a small bag and weighs no more than a few kilos.
Heavy items typically count as two regular items (but could count more). Light items typically count as half a regular item, or sometimes a quarter.
Tiny items are so small they don’t affect your encumbrance at all. The rule of thumb is: if the item can be hidden in a closed fist, it’s tiny. Tiny items also need to be listed on your character sheet.