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Blasters & Bulkheads Cheat Sheet

This document summarizes various combat skills, special traits, essence powers, and equipment for characters. The combat skills provide bonuses to goals rolls for attacks, defense, and dodging. Special traits confer additional abilities or modifiers. Essence powers are supernatural abilities that require spending fate dice. Finally, the equipment guide details various melee weapons, ranged weapons, armor, and gear with their damage numbers and special rules.

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0% found this document useful (0 votes)
506 views3 pages

Blasters & Bulkheads Cheat Sheet

This document summarizes various combat skills, special traits, essence powers, and equipment for characters. The combat skills provide bonuses to goals rolls for attacks, defense, and dodging. Special traits confer additional abilities or modifiers. Essence powers are supernatural abilities that require spending fate dice. Finally, the equipment guide details various melee weapons, ranged weapons, armor, and gear with their damage numbers and special rules.

Uploaded by

navhogan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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COMBAT SKILLS

Dodge +2D to avoid ranged attack goal rolls


Energy Blade Attack/Deflect +2D to close combat attack goal rolls and deflection checks w/ energy blades
Melee Attack +2D to close combat attack goal rolls
Melee Dodge +2D to avoid close combat attack goal rolls
Ranged Attack +2D to ranged attack goal rolls
Roll With the Hit +1D DR checks

SPECIAL TRAITS
Ace Mechanic +1D on Mind checks to repair robot characters
Aquatic Move through water freely, +2D to Strength on swimming checks in rough water
Born Leader +2D on Initiative goal rolls
Born on the Streets Treats crowd terrain and difficult terrain in built up or urban areas as clear terrain
Built-In Weapons and not be disarmed
Combat Master Subtract 1D from foes multiple opponents bonus in close combat
Dual Wield Two melees weapons, may make 2 attacks but target(s) receives +1D defense
Extra Fate +1D starting Fate
Essence Hunter +1D resist Essence powers, +2D on attacks against Essence wielders
Fearsome When in base to base TN2 Resolve check to avoid +1D to attack and defense
Flight Adds +2cm to Move value, may fly over terrain or other models, avoid falling
Gun Fighter Allows use of 2 blasters, slug or other pistols, but target(s) gain +1D defense
Hard to Kill +1D to DR checks
Hardened Veterans Henchmen deal damage to character models as if they where character models
Heavy Weapons Team +2D to Attack goal rolls if the group moves less than 2cm during its turn
Hover Ignore effects of difficult terrain, not subject to falling
Hunter +1D to attack/+1D to spot one enemy character selected before the battle
Iron Will +1D on KO checks, +2D to Mind or Resolve checks resisting control/mind power
Law Enforcement +1D to Initiative checks, free action TN4 resolve check to disperse a crowd
Might Blow Add +2 to the DN to close combat attacks if strength is 4 or higher
Natural Attack DN4 close combat attack that cannot be disarmed
Ranger Ignore the effects of difficult terrain in forest or jungle terrain
Sharp Senses +2D to Mind checks for spotting hidden models and locating scenario objectives
Slow -2 to base Move
Small Begins play with 5 Vitality, -1 move
Tough +2 Re-rolls on KO checks
Unliving +2 Vitality, auto KOed, cannot be healed in play by Essence Heal or medical kits
Unliving Henchmen Ignore the first point of damage from every successful attack
COMBAT SKILLS
Dodge +2D to avoid ranged attack goal rolls
Energy Blade Attack/Deflect +2D to close combat attack goal rolls and deflection checks w/ energy blades
Melee Attack +2D to close combat attack goal rolls
Melee Dodge +2D to avoid close combat attack goal rolls
Ranged Attack +2D to ranged attack goal rolls
Roll With the Hit +1D DR checks

ESSENCE POWERS
Fate 1D; Use Resolve +1 as DR instead of Strength against blast weapons, re-
Absorb Energy
rolls for armor still apply.
Fate 1D; Free action to make opposed Resolve vs. Mind against a foe within
Cloud Minds 10cm, If successful the target losses 2 Fate dice or receives 2 less Fate dice dur-
ing the Refresh Phase in the next round if they currently have no Fate dice.
Fate 2D; May be used against ranged blaster attack with energy blade in hand
uses Resolve to avoid attack, if the roll is made by 3 or more the shot can be di-
rected to a viable enemy target with in 10cm. The number of goals serves as a
Deflection
goal roll vs. Agility roll to dodge the deflection. May use Resolve instead of Agility
in close combat. If the roll is made with 4+ goals the attackers weapon is de-
stroyed. Against natural attacks the attacker suffers one loss of Vitality instead.
Fate 2D; Uses and attack action with Resolve vs. targets Strength opposed roll.
With success the weapon land in a random direction 5cm away. If the roll suc-
Disarm ceeds by 3+ goals weapon lands in the Essence users hand. Essence uses may
resist with Resolve instead of Strength. May not be used in close combat. If used
on a Henchman group reduces concentrated fire ability by 1D.
Fate 3D: Uses ranged attack action pitting Resolve vs. Agility and normal range
Essence Blast band modifiers apply. If successful the target must resist damage vs. DN5 and ar-
mor re-rolls are not allowed.
Fate 2D; Uses ranged attack action with opposed roll Resolve vs. targets
Strength, range band modifiers are applied. If successful the target is moved
10cm closer/farther away from the Essence user. Target required to make a TN4
Essence Push/Pull
Agility check or be knocked down. Colliding with a solid object ends the move with
a DR roll for DN3. May also be used to move inanimate objects using the objects
size as a TN. Small=TN3, Medium=TN4, Large=TN5
Great Haste Fate 1D; Free action adds +5cm to Move value for current round.
Fate 1D; Requires a Free action TN3 Resolve check. With success may lead up
to 12cm vertically and 6 cm horizontally or 6cm vertically and 12 cm horizontally.
Great Leap
Counts as a move action and can be used to charge. If the uses has at least 1D
Fate available to power it may ignore damage from falls.
Fate 1D (Burned), Uses a Special action, make a TN 4 resolve check to restore 1
Heal Vitality to the uses or an adjacent character. Dark Essence users require a TN5.
May not be used on Henchmen groups or Unliving models.
Fate Special: Up to 2 times a round characters within medium range band of the
Lend Fate Essence user may use one of the Essence uses fate dice. A single character may
only use one such Fate dice a round.
Fate 2D; Uses a combat action with an opposed Resolve or Mind vs. targets Re-
Stun solve to Stun the target. May be used in close combat or ranged combat. Normal
ranged combat modifiers apply.
EQUIPMENT GUIDE
Type DN Notes
Blaster Pistol Ranged 5 Count range bands past Medium as one higher, Set to Stun.
Blaster Rifle Ranged 6 Set to Stun.
Combat Blade CC 4
EMP Blaster Ranged 6/3 DN6 vs. Robots, DN3 vs. Non Robots.
-1 Re-roll on DR checks, no strength bonus, Essence users
Energy Blade CC 7
may use Resolve instead of Agility
Fighting Stick CC 3 +1 Re-roll on Defense goals
Count range bands over Short as one higher, radius 2cm, tar-
Flame Gun Ranged 4 gets struck must make a TN3 Agility test to avoid being set on
fire.
Grenades (Frag) Ranged 4 Radius 4cm, vehicles gain +2D DR, see page 19
Grenades (Stun) Ranged Special Radius 4cm, TN4 Resolve check or Stunned, see page 19
Grenade Launcher Special Special See page 20.
Heavy Armor N/A N/A +3 re-rolls on DR checks.
Heavy Melee Weapon CC 5 +1 Re-roll to targets Defense goal rolls.
+2 cm to Move, fly over models and obstacles as high as 15cm,
Jet Pack/Flight Harness N/A N/A
renders the wearer immune to falling damage.
Light Armor N/A N/A +2 re-rolls on DR checks.
2 uses during a scenario, TN4 Mind roll to restore 1 Vitality to
Med Kit N/A N/A
user or character in base to base contact. Special Action.
Options; Radius 4cm, Blaster +1 DN, AP 2 Re-rolls provided
Really Big Gun Ranged 6 by armor or gear. Requires 4+ Strength to move and shoot, oth-
erwise the character is limited to a 2cm move.
+2D Mind check for detecting scenario objectives, +1D to the
Scanners N/A N/A
leaders Initiative goal roll, +1D to detect hiding models.
Shotgun Ranged 4 Radius 2cm.
Slug Pistol Ranged 4 Count range bands past Medium as on higher.
Slug Rifle Ranged 5 +1D Attack beyond Short range band.
Sword CC 4 +1 re-roll on Attack goal rolls.
Radius 6cm, -3 Re-rolls on DR, ignores 4D of vehicle armor,
heavy thrown weapon (see page 19) but all ranges past point
Thermionic Destructor Ranged 8
blank are treated as 1 category higher, each is one use and
only one may be taken per scenario.
Turbo-Blaster Ranged 5 Count range bands beyond Point Blank as on category higher.

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