Aim
- Spends whole turn, next turn ignore 4 points of penalties; or +2 to roll
- Attack must be first action in the following turn
Bound & Entangled
- Entangled: Can’t move, and Distracted
- Bound: Can’t move, Distracted and Vulnerable, no physical action other than breaking free:
- From a foe: Grapple, improves on success (one level), raise (two levels)
- Shaken foes maintain their hold
- From a Device: Strength -2 or Athletics, with any penalties for the material
- Can break, generally with Hardness 4
Breaking Things
- Target: 2 or wielder’s Parry if held
- Hardness: 4 Rope; 8 Lock, Light door; 9 Firearm; 10 Heavy door, Knife, Sword; 12 Handcuffs
- Damage exceeds Hardness → broken, shattered, ruined, etc.
- No bonus damage or Aces
Called Shots
- Hand (-4): Target may be disarmed
- Head or Vitals (-4): +4 damage
- Item (-4/-2)
- Limbs (-2)
- Unarmored Area (-6/-4/-2)
Cover
- Light Cover (-2): A quarter of the target is obscured
- Medium Cover (-4): Half the target is obscured, or target is prone
- Heavy Cover (-6): Three-quarters of the target is obscured
- Near Total Cover (-8): Target is barely visible
Damage
- Raise on attack → +1d6 damage
- Damage total above target’s Toughness → Shaken/Wounds
- Success: Shaken; if Shaken, +1 Wound
- Raise: Wound per raise, Shaken
Defend
- Focus all energy → +4 Parry
- No Multi-Actions, can move but not run
- Lasts until beginning of next turn
Desperate Attacks
- Frantic attacks to hit a target at the expense of damage
- Attacker adds +2 or +4 to Fighting, subtracts like amount from damage
Disarm
- Use Called Shot on object or limb/hand
- Roll damage normally (no raise effect or Aces)
- Defender makes a Strength roll equal to damage or drops item
- Shakes/Wounds: -2 penalty limb, -4 hand, and Wounds
Distracted & Vulnerable
- Lasts until end of next turn
- Distracted: -2 all Trait rolls
- Vulnerable: Actions and attacks against gain +2
The Drop
- +4 to a character’s attack and damage rolls
- Knockout: If Shaken or worse, target makes a Vigor roll (-2 if head) or fall unconscious
Evasion
- Aware character makes an Agility roll at -2, to avoid an avoidable attack
Fatigue
- 1 Fatigued: -1 all Trait rolls
- 2 Exhausted: -2 all Trait rolls
- 3 Incapacitated: Cannot perform actions, and may be unconscious
- May be unconscious for
2d6
hours
- Recovery via food, water, Healing if possible, to Exhausted
- Recovers one level per hour
Fear
- Spirit roll on encounter
- Success: carry on
- Nausea: Shaken and Fatigued
- Terror:
- Extras are Panicked
- Wild Cards roll on Fear Table
- +2 on Critical Failure
- &plusmin; Fear penalty
Free Attacks
- Single attack unaltered by Edges and combat options
Ganging Up
- Each adjacent non-Stunned assailant adds +1 to Fighting rolls (max +4)
- Multiple defenders cancel out attackers
Grappling
- Opposed Athletics rolls
- Attacker wins → foe is Entangled, Raise → Bound
- If foe is Bound, the grappler is also Vulnerable
Hold
- Hold action to act later in the round
- No new Action Card if round ends, but can still choose when to act
- Shaken or Stunned: loses Hold status and turn for round
- To interrupt while on Hold, opposed Athletics roll to go first
Improvised Weapons
- Light: Range 3/6/12, Damage Str+d4, Min Str d4
- Medium: Range 2/4/8, Damage Str+d6, Min Str d6
- Heavy: Range 1/2/4, Damage Str+d8, Min Str d8
Incapacitation
- Can’t perform actions, but still dealt Action Cards
- Edges/Hindrances are ignored while Incapacitated
- When Incapacitated, roll Vigor:
- CF: Character dies
- Failure: Permanent Injury and Bleeding Out
- Success: Temporary Injury (goes away when Wounds healed)
- Raise: Fleeting Injury (goes away when Wound healed or 24 hours)
- Vigor roll each day, and is no longer Incapacitated (/unconscious) if successful
- Bleeding Out: dying, must make a Vigor roll at start of turn
- Failure: character perishes
- Success: they survive, but must roll next turn
- Raise: they stabilize, no more rolls needed
Innocent Bystanders
- Skill result of 1 hits a random victim adjacent to or directly in line of fire
- Wild dice never hit innocent bystanders
- WC must miss with Wild Die for a RoF 1 to hit an Innocent Bystander
- RoF 2+ / Shotgun: Skill rolls 1 or 2
Jokers
- All allied WildCards gain a Benny
- NPCs: Benny into general NPC pool
- Character acts whenever they want
- +2 to all Trait and damage rolls
- Shuffle the deck afterwards
Mounted Combat
- Fight: Lowest of Fighting or Riding skill
- Falling: Shaken, Stunned, Wounded, mount Incapacitated → Riding roll
- Fail → Falls, may take 2d4 damage
- Critical Failure → Falls, may take 2d6 damage
- Shot at a rider of 1 → mount hit instead
- Mount is Shaken or Wounded → rears or bucks, Riding to stay on
- Charging: +4 to damage roll with successful Fighting
- Setting Weapons: Reach 1+ “set” against a cavalry attack
- Attacker must be on Hold and win an opposed Athletics roll to interrupt
- Whoever has the most Reach adds +2 to roll
- Winner adds +4 bonus
Multi-Actions
- Up to 3 actions per round
- Two actions: -2 penalty to both
- Three actions: -4 penalty to all
- Actions must be declared before rolling
Natural Weapons
- Bite: can bite grappled targets
- Claws: +2 Athletics (climbing) on any rough or soft surface
- Horns: +4 damage at end of Fighting action in with it Runs and hits
Nonlethal Damage
- Causes Wounds as usual, but Incap → knocked out for 1d6 hours
Obstacles
- +2: Heavy glass, thick leather, drywall, wooden shield, aluminum car door
- +4: Sheet metal, steel car door
- +6: Oak door, cinder block wall
- +8: Brick wall
- +10: Stone wall, bulletproof glass, tree
Off-Hand Attacks
- Precise actions off-hand suffer -2 penalty
- Off-hand weapons don’t add Parry bonus
Panicked
- The character moves their full Pace and becomes Shaken
Poison
- After Shaken by a Poison attack → Vigor roll - poison strength
- On failure, victim is Distracted, and:
- Knockout: Incapacitated and unconscious for 2d6 hours (twice for CF)
- Lethal: Stunned, takes a Wound (two with CF), and perishes with 2d6 rounds
- Mild: Suffers Fatigue (Exhaustion with CF); cannot cause Incapacitation
- Paralyzing: Stunned, for duration or next turn
- Treatment: Healing - (poison strength) to stop effects, only one attempt
Prone
- Ranged attacks suffer -4 penalty to hit prone characters at 3”+
- -4 points of damage from Area Effect attacks
- Prone defender in melee, -2 Parry, -2 Fighting roll
- Standing costs 2” of movement
Push
- Opposed roll of Strength/Athletics
- Success → push up to 1” (2 yd)
- Raise → 2” (4 yd)
- Double either if Scale is larger than foe
- Pushed character makes an Athletics roll or is knocked prone
- Running: +2 to push
- Can’t push a foe two Sizes larger
- Attackers and defenders add their shield’s Parry bonus
Ranged Weapons in Melee
- Only one-handed weapons
- TN is the defender’s Parry
- If attacking a non-adjacent target while in melee, attacker becomes Vulnerable
Readying Weapons
- Can ready up to two items per turn as free action
- Inaccessible items take an action
Recoil
- Firing at a Rate of Fire greater than 1 in an action → -2 penalty Shooting
Reloading
- Nocking an arrow or loading a sling are free actions
- Reloading is an action
- Slower weapons have Reload X, where X is the number of actions
- Run: Agility roll (-2 penalty) or no reload progress
Shaken
- Only free actions; moving and running
- Start of turn, attempt recovery with Spirit → Shaken removed
Shotguns
- +2 Shooting, 3d6/2d6/1d6 damage at ranges
- Double barrels: one attack, +4 to damage
- Slugs: no Shooting bonus, 2d10 damage, Innocent Bystanders on 1 only
Size & Scale
- Smaller creature adds difference to attacks
- Larger creature subtracts difference from attacks
- -6 Tiny: Armor joint, baseball, mouse
- -4 Very Small: Human hand or head, basketball, house cat
- -2 Small: Human limb, bobcat
- — Normal: Human, motorcycle, bull, horse
- +2 Large: Hippo, most vehicles
- +4 Huge: Dragon, whale
- +6 Gargantuan: Building, kaiju, ship
Sleep
- Without at least 6 hours of sleep every 24, Vigor (with cumulative -2 every 24 additional hours) or suffer Fatigue
- Stimulants can add +2 to the roll
Stunned
- Distracted until end of next turn
- Vulnerable until recovered from Shaken
- Fall prone (or knees)
- Can’t move or take any actions
- Don’t count toward Ganging Up
Support
- Roll relevant skill, declare which Trait to Support
- Success → +1, Raise → +2, CF → -2 (max +4, other than Strength)
Suppressive Fire
- Weapon must be able to fire as rapidly as a revolver and can’t require reloading between shots
- Uses three times usual number of bullets for its Rate of Fire
- Incurs Recoil regardless of original Rate of Fire
- Make shot to center of a Medium Blast Template
- Success → Distracted
- Raise → hit with shot (no bonus damage)
- Maximum casualties equal Rate of Fire
Surprise
- Ambushers begin on Hold
- Victims make a Notice roll → Dealt in
Tests
- Player describes action
- Attacker skill roll determines opposing attribute, any modifiers
- Attacker wins → choose Distracted or Vulnerable
- Raise → Shaken, other effects
- Repeated tests should be less and less effective
- Can roll all dice for a Test, but only uses highest total
Thirst
- Two quarts of water per day, doubled in very dry or hot conditions
- Day after dehydration, Vigor roll every eight hours (four in extreme)
- -2 if low on water, -4 if out of water
- Failure: level of Fatigue, Exhausted on CF
- Incapacitated from thirst → perishes after 2d6 hours
Touch Attacks
Two Weapons
- Two melee weapons → +1 Fighting vs. single/unarmed w/ no shield
Unarmed Defender
- Attacker with melee weapon → +2 Fighting vs. no weapon/shield
- Fire or throw from moving mount → -2 Trait
Wild Attack
- +2 Fighting, Vulnerable until end of next turn
Withdrawing from Melee
- Adjacent non-Shaken and non-Stunned opponents get Free Attack