Rules Clarifications

Combat

Attacking:
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).

Multiple Actions:
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.

Damage:
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.

Soak rolls:
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.

Shaken:
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!

Rules Clarifications

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