Starquest - lighting a flamer in the darkness
Roll fighting skill vs parry for melee, shooting vs 4 for ranged ; the attacker only needs to equal the defensive target number, not beat it (e.g. a fighting roll of 5 vs a parry of 5 is a hit).
Each additional action that you take inflicts a cumulative -2 on all rolls; you can’t normally do the same exact thing more than once in a round – e.g. you can’t attack with the same weapon twice in a round unless you have a rules exception from a special power or advantage etc.
So if you want to activate a control terminal and shoot someone in the same round then both actions are at minus -2; if you want to also punch someone then all three actions are at -4.
Roll the weapon’s damage rating vs target toughness & armour – if you hit with a raise (i.e. by a margin of 4 or more) then you get a bonus d6 damage.
A success shakes the target, raises cause wounds. Also, if a shaken target is hit by a successful attack that would shake them, they take a wound.
You take -1 penalty to pretty much all roles for each wound you have.
If you spend a benny/FP when you are attached, then you can make a ‘soak’ roll. Make a vigour check vs the standard target of 4: a success soaks a wound, and each raise soaks an additional wound from the attack. If you successfully soak all of the damage, then you are not shaken either.
When you are shaken, you can only perform free actions (not move actions or standard actions such as attacks). Thankfully, you can make a spirit roll once per turn as a free action to attempt to recover from being shaken; on a success you recover from being shaken at the end of your turn (meaning that you still don’t get all of your actions that round); on a raise you recover instantly and can act as normal.
You can spend a benny at any time to automatically recover form being shaken.
Chase Rules (and Space Combat)
Roll manoeuvring trait (e.g. astrogation or piloting); you get +2 if your speed or climb is higher; draw a card for each success and raise, and keep the highest; that card counts as your initiative for this round (if you failed then you don’t get to act).
If you draw a club, then you face a complication (see table). Range penalties for this round are also determined by the table.
If you have a higher card than a foe, then you have advantage over them. You must have advantage in order to attack.
Manoeuvring: if you have advantage than you can attempt to gain an advantage over your opponent; on a success their next piloting roll is at -2; on a raise they hit an obstacle.
If pilot is shaken, they need to make an Out of Control roll!