Combat Mode (p.52-68) Doing Damage (CC p.58, Ranged p.
61)
A combat round consists of: You do as much damage as your weapon’s Damage
rating, plus any additional successes you wish to put
1. Initiative – draw cards from deck; round toward damage. Each damaging hit adds +1 Stress
proceeds from 1-10. Level (if applicable).
2. Take Actions in card order.
3. End of Round. (Unarmed damage is 1 point, Armour Doubled)
4. Repeat 3-4 until combat over.
Ammo (p.62)
Changing initiative (p.53) Whenever you fire a weapon and roll one or more 1s
Before actions commence, you can swap initiative cards on your Stress Dice (see page 35)^, you have emptied
with another willing PC with whom you can speak. your magazine after the attack and need to reload (in
addition to making a Panic Roll, p.71).
Your Actions (p.54)
During each round, you can perform 1 Fast Action and 1 ^ As synthetics do not roll Stress Dice, a firearm used by
Slow Action (which you can swap for another Fast an android will run out of ammunition at the Game
Action), in any order. You can perform some Actions, Mother’s discretion.
like blocking, outside your Initiative.
Armour (p.64)
A Slow Action may include: If you take damage and are wearing armour, roll base
dice equal to your armour’s rating (halve the rating if hit
Attack in hand to hand (Close Combat, p.57) by an armour piercing attack, double it if hit by an
Shoot a firearm (Ranged Combat, p.60) armour doubled attack). Each 6 negates 1 point of
Shoot in full auto mode (Ranged Combat +2, +1 damage.
Stress Level, p.62)
Reload a firearm Broken, Critical Injuries and Death (p.64)
Apply first aid (Medical Aid, p.45) If you drop to zero Health, you are Broken — in effect,
Attempt to break another character’s panic taken out of the action. Immediately roll for a critical
(Command, p.70) injury (p.66).
Give orders (Command, p.45) If you’re not dead, you can crawl and mumble through
Persuade (Manipulation, p.44) the pain—you can’t perform any other actions and you
Crawl if prone (p.55) can’t roll for any skills.
Use your signature item (p.70)
You can’t go below zero Health, but each further attack
Board a vehicle
that causes damage will give you another critical injury.
A Fast Action may include:
If you suffer a critical injury listed as fatal, you must
Shove engaged enemy away (Close Combat, p.59) make a Death Roll (p.65) when the listed time runs out.
Make a grapple attack on a target you have A Death Roll is a roll for STAMINA, but you cannot push
grappled (p.59) the roll and you are not allowed to roll any Stress Dice.
Aim - +2 dice to next Ranged Combat check (p.60)
If the Death Roll fails, you die. If you succeed, you linger
Draw weapon
on but you must make another Death Roll when the
Assume overwatch (p.63) listed amount of time has passed again.
Run - move to adjacent zone or engage a target in
the same zone (p.55) Healing (p.67)
Retreat from engaged to short range (Mobility; fail Another character’s successful Medical Aid roll (p.45)
allows move but grants enemy free attack, p.59) allows you to recover from Broken; additional
Move through door or hatch successes restore Health at 1 point/success (un-Broken
Get up from prone characters can roll Medical Aid to heal themselves).
Block attack in close combat (declare prior to the
Taking a Turn’s uninterrupted rest in a safe area
attacker’s roll; Close Combat vs. CC, p.58)*
restores 1 Health to un-Broken characters (also reduces
Seek cover in same zone (p.62)
Stress Level by 1).
* Blocking a xenomorph requires your character be
holding a sturdy item of sufficient size.