Initiative Countdown: Ace down to Two; ties resolved by reverse alphabetical order: ♠, ♥, ♦, ♣. Jokers act any time, and get +2 on Trait and damage rolls, reshuffle deck.
Turn: A character can move and perform one regular action (or up to three actions, see Multi-Actions). Common actions: Support, Test, attacks.
Free actions: A character can perform several free actions simultaneously: speaking, moving up to Pace, falling prone, dropping an item, running.
Limited Actions and Limited Free Actions: A character may only perform one limited action on their turn, may also perform one limited free action per turn.
Movement: A character can move inches (squares) up to Pace. Difficult ground, climbing, crawling or swimming uses 2”/1” (square). May run by rolling d6 (no Ace) and add to Pace, but take -2 penalty on all actions.
Melee Attacks: TN is opponent’s Parry.
Ranged Attacks: TN is 4 (-2 Medium range, -4 Long range, -8 Extreme range). Ranged attacks in Melee TN is defender’s Parry (only pistols or powers). Attacking non-adjacent target while in melee makes you Vulnerable. Rate of Fire is the number of Shooting dice in one action, -2 for Recoil for 2+ shots.
Damage: No Wild Die, but damage dice can Ace. A raise on attack roll adds +1d6 damage. If damage is equal or greater than Toughness, target is Shaken. Each raise on damage rolls also inflicts 1 Wound. If target is already Shaken, they gain a Wound (1 raise doesn’t add an extra Wound).
Soak: Before applying Wounds, spend 1 Benny to roll Vigor, each success and raise reduces Wounds from the attack by 1. Can’t Soak more than once per attack, but can spend Bennies to reroll Vigor.
Healing: Healing skill, if used within 1 hour, success removes 1 Wound, raise removes 2. Critical Failure increases Wounds by 1. Wounds over 1 hour are healed by making Vigor rolls every 5 days, success removes 1 Wound, raise removes 2. Critical Failure increases Wounds by 1.
Aim: Take no actions for 1 turn, first action next turn +2 to attack roll or ignore up to 4 penalties for Range, Cover, Called Shot, Scale, or Speed.
Area Effect Attacks: Any character in template is affected if attack is successful. Attack targets location, which ignores defensive bonuses such as Dodge or speed penalties. If attack misses, may deviate 1d6” (thrown) or 2d6” (projectile), roll d12 to determine direction, never more than half back to attacker. Some attacks may be Evaded.
Bound & Entangled: Entangled victims can't move and Vulnerable, Bound victims can't move are Distracted and Vulnerable and can't make physical actions, except to break free.
Breaking Things: Attacking objects use Parry 2 or wielder’s Parry if held. Damage that equals or exceeds Hardness breaks the item. Raises don’t add bonus damage, and damage dice don’t Ace.
Called Shots: Hand -4 attack - may be Disarmed; Head/Vitals -4 attack - +4 damage; Limbs -2 attack; Items or Unarmored areas take penalties due to Size of item or area.
Cover: Light cover (¼) -2 penalty; Medium cover (½ or prone) -4 penalty; Heavy cover (¾) -6 penalty; Near Total cover (barely visible) -8 penalty.
Defend: Spend all actions to gain +4 Parry, may move but not run.
Desperate Attack: +2/+4 to Fighting attack, subtract same amount from damage. Can't be used with Wild Attack.
Disarm: Attacking an item takes penalty due to size, defender makes a Strength roll equal to damage or drop the item. If attacking the limb or hand and defender is Shaken or Wounded from attack, they make Strength roll -2 (limb) or -4 (hand) plus Wound penalties, failure drops the item.
Distracted & Vulnerable: Distracted heroes take -2 to Trait rolls until end of next turn. Actions and Attacks against Vulnerable heroes get +2 until end of next turn. Doesn't stack with The Drop.
The Drop: +4 attack and damage for one action. If target becomes Shaken or Wounded, they must make Vigor roll (-2 if attacked in head) or knocked unconscious.
Evasion: If aware of the attack, make Agility roll -2, success avoids the attack and takes no damage, moving them out of area template.
Fatigue: Fatigued victims get -1 to all Trait rolls, if Fatigued again they become Exhausted. Exhausted victims get -2 to all Trait rolls, if Fatigued again they become Incapacitated. Incapacitated victims cannot perform actions and may be unconscious.
Finishing Move: Automatically kill helpless victim (except for special circumstances).
Firing into melee / Innocent bystanders: Each 1 on skill die hits random victim adjacent to or in line of fire. Wild dice never hit. WC must miss with Wild Die for RoF 1 to hit innocent bystanders. RoF 2+ weapons hit bystanders on 1 or 2 on skill die.
Free attacks: Single, unaltered attack
Ganging up: Each additional adjacent foe (who isn't Stunned) adds +1 (max +4) to Fighting rolls. Each adjacent ally cancels a +1.
Grappling: Opposed Athletics roll. If attack is successful, foe is Entangled (Bound with a raise). If foe is Bound, the attacker is Vulnerable. Size penalties apply to attacker. As an action, attacker may crush an Entangled or Bound foe by making a Strength damage roll.
Hold: Take your turn later, if Shaken or Stunned lose turn for round. You may interrupt an action by making opposed Athletics rolls.
Illumination: Dim -2, Dark -4, Pitch Darkness -6.
Improvised weapons: -2 to attack roll, count as armed.
Mounted combat: Mounts act on rider’s turns. Use lowest of Fighting or Riding skill. If rider is Shaken, Stunned, or Wounded, or mount is Incapacitated, make Riding roll, failure means rider falls.
Multi-actions: Take up to three actions on turn: Two actions, -2 to all actions; Three actions, -4 to all actions.
Nonlethal damage: Damage causes Wounds as usual, if Incapacitated they are knocked out for 1d6 hours.
Off-hand attacks: -2 Fighting or Shooting, off-hand weapons don’t add Parry bonuses.
Prone: Ranged attacks suffer -4 to hit from 3”+ away, -4 damage from area effect attacks. Parry and Fighting is -2 against melee attacks. Standing costs 2” movement.
Push: Opposed Strength or Athletics, if attacker successful, foe moves 1” (2” with raise). Foe makes Athletics roll (-2 with raise) or knocked prone. Running adds +2.
Readying weapons: Ready 1 or 2 items as a free action, each additional item takes an action.
Recoil: Firing Rate of Fire greater than 1 incurs -2 penalty to Shooting rolls.
Reloading: Arrows or stones are free actions, clips, power packs is an action. Slower weapons have the number of actions needed listed in their description as “Reload X”.
Stunned: Stunned characters are Distracted (removed at end of next turn), Vulnerable (until recovered), fall prone, can't move or take actions, and don't count towards Gang Up bonus.
Support: Roll a skill, a success grants +1 to allies Trait roll, +2 on a raise (max +4, except for Strength). A Critical Failure is -2.
Suppressive fire: Use MBT and make a Shooting roll (include illumination, recoil, etc). Compare total to each target in template, success means target is Distracted and a raise is a hit (no bonus damage). Damage only caused to a number of targets equal to RoF, attacker chooses targets.
Surprise: Ambushers are on Hold, victims make Notice check, failure means they can’t act in first round.
Test: Skill roll opposed by opponent’s Attribute (linked to the skill used). If attacker wins, can make opponent Distracted or Vulnerable. A raise makes the target Shaken as well.
Touch attack: +2 to Fighting roll.
Two weapons: If armed with two melee weapons add +1 to Fighting rolls if opponent is unarmed or only has one weapon and has no shield.
Unarmed defender: If armed with a melee weapon add +2 to Fighting rolls if opponent has no weapon or shield.
Unstable platform: Ranged attacks get -2.
Wild attack: +2 to Fighting attacks and damage rolls for turn, but Vulnerable until end of next turn.
Withdrawing from melee: If retreating from melee, all adjacent non-Shaken and non-Stunned opponents get a Free Attack.