System Cheat Sheet v3.2 Overview
System Cheat Sheet v3.2 Overview
IMPLY (MINOR): Taken in concert with other Psywar action. Analysis or Lifestyle (D1) test to find contact point. Social Observation: Can “see” any social zone you’re aware of
Psychology (D1) test; on failure, target doesn’t understand 1 Momentum = -1 zone (minimum 1) in the social network.
(associated technique fails). On success, target Momentum spent to find alternative contact points,
dyadic links, or social zones. Social Stealth:
understands meaning. Most Psywar attacks are not noisy.
Other characters can attempt face-to-face Psychology Detected characters are added to the social network.
test to understand. CONTACT DISTANCE TABLE
Avoiding Suspicion: Increase difficulty of Psywar action
Distance Contact Point
to similarly increase difficulty of Observation tests to
RALLY (STANDARD): Average (D1) social skill test. On success, Same City +0 zones
detect it.
allies gain 2 Resolve + 2 per Momentum. Same Continent +1 zones
Counterintelligence: Use normal rules for detecting.
1 Momentum = 1 additional zone Same Planet +2 zones
Same System +3 zones COUNTERINTELLIGENCE
Different System +4 zones Level Frequency
PSYWAR REACTIONS Paranoid Every 1 round
Suspicious Every 1d3 rounds
COUNTER-ARGUMENT (PSYWAR ATTACK): Challenging (D2) Cautious Every 1d6 rounds
social skill test. On success, use Momentum to defend as Routine Every 3d6 rounds
per Defence Reaction. On failure, original target defends.
Naïve Never checks
HARM EFFECTS
WOUND EFFECTS BREACH EFFECTS METANOIA EFFECTS
(NEURAL: Target must have equipment with Neural quality.) (INTRANSIGENCE: # of Metanoia Effects required to achieve a specific effect.)
Bleeding: Target gains Bleeding condition.
Blind (NEURAL): Target must make Resistance/Tech test Break Social Connection: Remove dyadic link.
Cripple: +1 difficulty on Agility-, Brawn-, Coordination- (difficulty = # of Breaches) or gain Blind quality.
based actions. Create Social Connection: Add dyadic link.
Brain Blast (NEURAL): Inflict 1+5[CD] (Stun, Vicious 1) physical
Dazed: Target gains Dazed condition. If already Dazed, damage. Emotional State: Common options include panic, suspicion,
become Staggered.
Command System: Target system executes one command. trust, lust, etc.
Horrific Wound: The target suffers 2[CD] Resolve damage. (Complicated instructions may require multiple Breach
Effects.) Force an Action: Forced, convinced, or otherwise compelled
Knockout: Target makes Resistance test (difficulty = to take some specific action. (Longer-term services generally
Wounds suffered) or falls unconscious. Data Manipulation: Delete, alter, hide, or copy files. have higher intransigence.)
Disable Function: One program or piece of equipment ceases Gain Information: Target may not realize they have done so.
to function.
FAULT EFFECTS Gain/Lose Access: Gain (or lose) access to dyadic link.
Lock Connection: Prevent target from disconnecting. (Can be
Compromised: Not fully disabled, but functionality limited. removed with Absterge action.)
Influence Belief: Convince target something is (or is not)
(GM may require multiple Fault Effects for specific effect.)
Revoke Authentication: Target loses an authentication. true.
(Cannot be treated, but does not prevent target from gaining
Damaged: +1 difficulty to tests using item.
a new authentication.) Monitor: Learn what actions the target is taking in the “real
world” by collecting gossip, having them followed,
Disable Function: Disable one function on multi-function System Disruption: +1 difficulty to any action requiring questioning their associates, etc.
items. comlog or personal area network (including Expert items).
Injury: Object inflicts damage on user (defaults to 2[CD]). Spoof/Sniff: Duplicate system ID of target, gaining
authentication for one system used by the target.
CONDITIONS
Bleeding: Suffer 3{CD] physical damage, ignoring Soak, at Fatigued: +1 complication range on all skill tests. Prone: Also Hindered.
beginning of each turn. Multiple instances stack. Ranged attacks at Medium+ vs. target at +1 difficulty.
Cannot be cleared with Absterge. +2 Soak for each Effect rolled on Cover dice.
Blind: 3[CD] mental damage. +2 difficulty to sight-based After 8 hours of rest, remove with Resistance (D1) Attacks at Close range vs. target = +2 bonus Momentum.
tests. recovery test. (One additional Fatigued condition per
Momentum.) Staggered: Must pay 1 Momentum to perform standard
Burning X: X[CD] mental and physical damage at end of action. Must pay Infinity Point to perform reaction.
turn. Helpless: Cannot take reactions. Exploit actions targeting
Duration: # rounds equal to Effects rolled on attack. character are at -1 difficulty and +1 bonus Momentum. Stuck: Cannot move away from object/location stuck to.
Checked: Cannot move in that checked direction. Hindered: -1 zone on movement actions and +1 difficulty of Unconscious: Cannot take any actions. Also Helpless.
Backlash X: X damage to user per Effect (ignores Soak). Knockdown: Acrobatics or Athletics test vs. difficulty = Salvo X (Quality): Gains quality when using X Reloads (not
Effects or knocked prone. counting Munition-required Reloads).
Biotech: Uses target’s BTS as soak instead of Armour.
Monofilament: Ignores Armour Soak. +2 complication range. Smoke X: +X difficulty to Observation tests, decreasing by 1
Blinding: As Effect, target makes Resistance (D3) test or
Does not gain bonus damage from attributes. every 1d6 rounds.
Blinded. Lasts 1 round per Effect rolled.
1 Momentum: +1 zone affected
MULTI (Light/Medium/Heavy): Fire any standard ammo in
Breach Effect [BE]: Inflicts special Breach Effect. (Do not
primary mode; swap modes as free action. Secondary modes: Speculative Fire: Can target foes without line of sight at +1
count as Breaches for the purpose of
Light MULTI: Specific type of Special ammo (DA by difficulty. Can choose additional +1 difficulty to ignore Cover
disabling/compromising target.)
default), with Burst 1 and Munition quality. Soak entirely.
Breaker: Inflict one special Fault Effect per Effect, causing - Medium MULTI: Specific type of Special ammo (DA by
1 BTS (minimum 0). default). Use normal Burst. Spread X: X additional hits at ½ original damage per Effect.
If BTS already 0, +1 damage per Effect. Heavy MULTI: Specific type of Heavy ammo (EXP by Determine location randomly for each. Each separately
default), with Burst 1 and Munition quality. reduced by Soak.
Deafening: As Effect, target makes Resistance (D3) test or Add all damage together to determine if cover is
Deafened. Lasts 1 round per Effect rolled. MULTI Light Mod: Can install adhesive launcher, light degraded.
shotgun, light flamethrower, or light grenade launcher as
Electromagnetic [E/M]: Made as physical attacks, but inflict secondary weapon with Tech (D1) test. Operates as Stun: Target Staggered 1 round per Effect.
quantronic damage. Non-Hackable items are immune. appropriate MULTI weapon.
Automatic Breaker quality. Terrifying X: X mental damage per Effect.
Breaches must inflict System Disruption. MULTI Heavy Mod: As per MULTI Light Mod, but can also
On 4th or 5th Breach, spend 2 Momentum to destroy include heavy flamethrowers and heavy grenade launchers. Thrown: Use Athletics skill for ranged attack.
target’s Cube. Close range unless otherwise specified.
Munition: Can only use specific type of ammunition. Expends
Extended Reach: Attacker can Withdraw as free action if no 1 Reload whenever fired (providing no additional benefit). Torrent: Cannot affect targets further than optimal range.
enemy combatants within reach have Extended Reach. Ignore all Cover Soak. (Otherwise treat as Area attack.)
Non-Extended Reach melee attacks vs. target with Nanotech: Uses target’s BTS instead of Armour / Security.
Extended Reach attack are made at +1 difficulty. Nanotech Effects: Usually inflict special Harm Effects by Toxic X: On Harm, Harm Effect causes target 1+X[CD]
spending Momentum. Targets with BTS are immune to (Vicious 1) damage at end of each turn.
Frangible: After resolving attack, permanent -1[CD] nanotech effects from Momentum spends, but may
damage from item per Effect. If [CD] reduced to 0, item suffer them if they suffer a Harm effect normally. Unforgiving X: When using Exploit action, gain Vicious X.
cannot be used until replaced/replenished.
Nonlethal: Harms inflicted are removed with resting. Targets Vicious X: +X damage per Effect.
Grievous: If Harm inflicted, deal +1 Harm. cannot die as a result of nonlethal Harms.
Guided: If target Marked, ignore all penalties to hit due to Parry X: +X[CD] Cover Soak vs. melee attacks.
range, visibility, concealment. With Analysis (D1) test,
attack also ignores conditional soak. Piercing X: Ignore X Soak per Effect.
Automatic Comms quality.
GEAR RULES 1
AMMUNITION CONTAGIONS EXPLOSIVES
Buying Ammunition: -1 difficulty buying in bulk. Contagion Tests: Use recovery skill for type of damage Converting to/from Ammo: Tech (D2) test, +2 complication
inflicted. Other characters can assist using the treat skill. range. Add Improvised 1.
Swapping Ammo Types: Minor Action
Type X (Y Momentum)
Identify Fired Ammo: Awareness+Ballistics (D2) test Setting Explosive:
Difficulty X to avoid contagion; Y Momentum to recover.
Timer: Tech (D1) test, failure = doesn’t explode
Ammunition Categories Instant: One-time effects. Single contagion test.
Network Control: Tech (D0) test, exposed to quantronic
Standard Complex: Make tests once per Term. Each failed test
detection/attacks
Special: Weapon must be designed for it. inflicts contagion’s effect; tests continue until Y
Heavy: Only weapons with Munition quality. Momentum generated.
Disabling Explosive: Tech (D0) for your own explosives.
Arrows: Only bows. Progressive: As Complex, but +1 difficulty per failed test.
Face-to-face test vs. check to originally set explosives.
Shells: Only shotguns. Chronic: Remain dormant after resolution. GM can cause
Breach Effect (for quantronically-controlled explosives)
relapse with X Heat.
ARMOUR Vector X: Character can be exposed as Harm Effect or by Charges: Placed on target within Reach (melee attack vs.
Donning Armour: 2+4[CD] rounds. spending X Heat. Make contagion test vs. contagion’s target that can defend itself). Multiple charges triggered
Agility (D0) test, -1 round per Momentum. difficulty (on failure, does not inflict effect; this only simultaneously combine qualities, Effects, and damage into a
Open/close faceplate as minor action. determines if character is infected). single roll.
Powered Armour: 1+2[CD] rounds per hit location.
Partially worn power armour adds +1 complication Harm Effect: Inflicted when contagion damage causes Harm. Grenades: Do not need to be set (although they can be).
range per missing piece. Special Effect: Unless otherwise stated, takes effect at Thrown: Disposable, Indiscriminate (Close), Speculative
infection. Fire, Thrown.
Combining Armour: Use highest value per hit location/BTS.
Grenade Launchers: Each grenade = 1 Reload.
BTS: DRUGS
Bonus to Security Soak. Mines: Attacks first valid target within range. Comms,
Taking Drugs: Patch, pill, or spray is Medicine (D0) test as
Reduces difficulty of initial Resistance tests vs. Disposable, Indiscriminate (Close).
minor action.
disease, poison. Attack Roll: 10 + 1 per Momentum spent on Tech
Auto-Injector: Free action, Medicine (D1) test
test to set mine.
Customising Armour Addiction X (Y Doses): If Y doses inflict Harm/Special Effect, Conceal: Stealth vs. Observation
Replacing: Tech test to install equipment in armour. user must make a Resistance test (DX) each time effect is Non-Hackable: Tech (D2) to modify.
D1 if designed for armour; D2 for different kind of inflicted or become addicted.
armour; D3 and 1 Part to adapt other equipment. # of If user goes 1 day without use, reduce current tally of
hours equal to difficulty of test. HACKING DEVICES
doses by 1 (minimum 0).
Hot Swap: Costs 1+2[CD}, but can be installed in 10 Device Rating: Maximum program rating device can run.
minutes with Tech (D0) test. Compulsion X: Addicted character who has opportunity to
Creating Slots: Per replacing equipment, but +1 take drug must make Discipline (DX) test. +1 difficulty if SHIELD Programs: Gain Interference Soak equal to highest
difficulty and 1 Part. suffering withdrawal; -1 difficulty per dose currently rated SHIELD program installed x2.
Damaging Integrated Equipment: 2 Heat affecting them.
IC Programs: Installing IC requires Hacking test (difficulty =
Symbiont Armour: Withdrawal X: Once addicted, when drug effect comes to an
program rating).
Soak/Wounds: Armour suffers damage/conditions end they must make Discipline test once per day or suffer
Conceal: Intelligence+Stealth test
instead of character. withdrawal damage of drug.
Vulnerability to Fire: Wearer suffers damage normally;
Overdose: Taking a dose while still affected by the previous UPGRADE Programs: Require physical component.
symbiont suffers x2 damage.
dose requires Resistance test (difficulty = number of doses Install: Tech (D2) test
Symbiotic Healing: 2 bonus Momentum to recovery
still active). On failure, suffer Wound.
and treat tests. Treat tests for the symbiont armour
Wound Effect: Dazed, 1+2[CD] physical damage per hour
can use Medicine or Tech.
2nd Wound Effect: Staggered, 2+4[CD] physical damage
Detached Symbionts: Standard action. Armour dies if
3rd Wound Effect: Helpless, 3+6[CD] physical damage
not reattached within 1 week.
GEAR RULES 2
REMOTES RESOURCES TOOLS
Autonomous Operation: Remote operating with native LAI Attrition (1 Heat): If 0 Resources, character completely runs Kits: +1 bonus Momentum to related skill
is treated as an NPC (Trooper, Elite, or Nemesis). out Resource (mark as -1).
Objects: Structure score and suffer Faults. Facilities: As per kit, -1 difficulty to related skill (min. 0)
Quantronics: If user assumes control of autonomous Oxygen Load: 1/hour make Extraplanetary (D2) or Survival
remote which suffered Breaches, they are negatively (D3) test or expend 1 load. If depleted, suffocation. Suites: Comms, Expert, -1 difficulty to specialized task.
affected by the Breach Effects when using remote.
Parts: +1 bonus Momentum to Tech tests. If depleted, +1 WEAPONS
Remote Control: Authorised user must be within Close difficulty on repair tests.
range (or repeater). Ad Hoc Specialisation: Tech (D2) test to modify Standard
+2 complication range Picks: +1d20 to Thievery vs. physical security systems. weapon to fire Special ammunition type. +1 complication
Connecting/Disconnecting: Standard action. (User can range and GM can use complication
still take independent action without disconnecting.) Psychotropics: +1d20 to social skills tests.
Skill Tests: Use operator’s skills assisted by equivalent Customising: Obtain biological profile with Medicine (D3
remote abilities as if remote had taken Assist action. genetic sample, D1 with full medical scan) test. Then
MISC. GEAR RULES
Superhhuman Attributes of remote offer normal Medicine (D2) test to modify 1 Psychotropic; gain +1 Airborne Deployment: Minor Action to activate.
bonuses. bonus Momentum vs. that target. Altitude: # of zones above the ground
VR Mode: -1 complication range. +1 Heat cost for Falling: 3 zones per round. Ranged attacks vs. falling
Reactions using the operator’s own body. Reagents: +1 bonus Momentum to Science tests (require character at +1 difficulty.
laboratory). If depleted, +1 difficulty using lab. Jump Pack: On any turn after activation, Minor Action to
Ghosting: Quantronic Jump into remote. increase or reduce falling speed by 1 zone per round.
Connecting/Disconnecting: Standard action. (User Reloads: Specific to ammunition type. +1d20 and +1[CD] Manoeuvre: To adjacent zones at same altitude with
must disconnect to take action with primary body.) damage. Cannot spend more than Burst value of weapon. If Pilot (D1 test); +1 zone per 2 Momentum.
Physical Attributes: Capped by remote’s limitations. depleted, cannot fire weapon with that ammo type. Falling Damage: Take damage as if they had fallen
distance equal to number of zones of remaining falling
Remote Limitations (GM Discretion): Some skill Serum: +1 bonus Momentum on Medicine tests. If depleted, speed.
tests/actions may be more difficult/impossible with a +1 difficulty on Medicine tests.
remote. Specialised: +1d20 on Medicine/Resistance tests vs. Cube Scan: With access to a Cube (or backup), 1+3[CD] bonus
specific disease/condition. Momentum to social skill tests. Effect = complication.
to permanently disable weapon.
Silk: Required for Silk augmentations. If used as Serum, +1 Dumb Mode: Hacking (D1) test; opponents can make this
difficulty on test, but grants +4 bonus Momentum and +1d20 face-to-face as reaction.
on all future recovery/treat tests until fully recovered or Comms equipment is unusable; other devices gain Non-
leave care facility. Hackable (+1D).