TEXT: Effort
  Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
  You may re-roll a single die from this Skill Roll.
  Strong Hit
  Result
  Requirements
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Personal Combat Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  Tactical
  Exotic
  =
  +
  =
  +
  =
  +
  x2 Traits
  Vehicle System Skills x2 
  Command
  Total
  =
  +
  Engineering
  Operations
  Gunnery
  =
  +
  =
  +
  =
  +
  x2 Traits
  Equipment Slots
  Weapons & Misc Items, 1 slot per Weight
  1)
  6)
  11)
  3)
  8)
  13)
  Gauntlet 1)
  4)
  9)
  14)
  Gauntlet 2)
  5)
  10)
  15)
  2)
  7)
  12)
  Outfit
  Utility Item
  Trade Goods
  Loot
  Weight 4
  +1 Box
  Acquire
  +1 Box
  +4 Boxes
  8t
  14t
  Dangerous x2 Res
  x2 Res
  Illegal
  -2 Cargo
  Valuable
  +2t
  Variations
  12 Boxs
  16 Boxs
  1 Res
  2 Res
  Sell
  16t
  1
  2
  3
  4
  Cargo Space:
  Research
  Acquire
  +1 Unit
  12t
  D Ws: Dedicated Workshop
  Ws: Workshop
  Wb: Workbench
  *Secret Knowledge or Minor Perk
  Unethical
  -4t
  +4t
  -1 Inf
  x2 Inf
  Difficult
  Variations
  12 Units
  16 Units
  1 Inf
  2 Inf
  Publish
  14t
  Wb
  Ws
  Ws
  D Ws
  Workshop:
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Total
  Traits
  =
  +
  Leadership
  Culture
  Conversation
  Physical
  Resolve
  Awareness
  Survival
  Mechanics
  Electronics
  Programming
  Bio Tech
  Medicine
  Psychology
  Astronomy
  Planetoids
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  Everyday
  Primary Skills x6
  Professional
  Grant an additional +1 Bonus when Assisting or being Assisted.
  Ajax Brutus (Leader)
  -
  2
  -
  Legion
  2
  Legion (and Hand Signals)
  -
  4
  2
  4
  -
  -
  -
  Sure Footed
  -
  -
  -
  3
  3
  2
  2
  Never requires ‘Environmental Outfit or Equipment: Arctic’.
  Requires Environmental Outfit or Equipment outside of Arctic
  -
  Torch (-2 Low Light Cover)
  Mechanics Toolbox
  Disruptor Grenade
  -
  -
  Ion Assault Rifle
  Electronics Toolbox
  10
  1
  1
  -
  1
  2
  Coordinated Strike
  1
  -2
  -2
  -
  -2
  -2
  -
  -2
  -2
  1
  1
  -2
  -2
  1
  2
  1
  -
  -
  -
  -
  -2
  -2
  -
  1
  2
  -
  1
  1
  1
  Management
  -2
  -2
  -
  1
  1
  -
  1
  3
  Fearless
  2
  -2
  -2
  -
  -2
  -2
  -
  1
  2
  -
  1
  1
  2
  -
  1
  -2
  -2
  -
  -2
  -2
  -
  -2
  -2
  -
  -2
  -2
  -
  -2
  -2
  -
  -2
  -2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Atribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Hard Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Attack, Hit, 1 use per RoF, No Splash Damage
  Attack, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  No Defence or Movement penalties from Difficult Terrain (including 0 Gravity). 
  Immune to Strong Hit: Intimidate and Ignore the first (non Legion Race) Suppression effect against you each Turn.
  4
  2
  4
  3
  3
  2
  3
  0
  0
  13
  4
  21
  15
  1
  3
  1
  1
  30
  1
  3
  13
  Tactical Armour
  Armour vs Energy +1
  2
  10
  2
  Tungsten Carbine
  2
  Tactical Headset
  Short Range Comms, all of your Weapons gain Lock On +1
  1
  0
  -
  Ion Assault Rifle
  Energy, Lock On +3
  +5
  4
  4
  4
  6
  6
  2
  Gun (Ion)
  3
  2 (+1d6)
  2
  Modifications: Personalised, Targeting Matrix, Shortedned Clip
  Disruptor Grenade
  Disruptor, Small, Slow, Energy, Blunt, Splash 1, Strong Hit (5-6) *+2 Crit Dmg vs Robots, Lock On +1
  -1
  8
  3*
  1
  1
  1
  1
  Thrown
  1
  1
  1
  Strong Hit: Disrupt (Hit): Debuff ALL Damaged Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF
  Attack, Hit
  Hit, Disruptor Grenade
  Coordinated Strike
  Disrupt 
  An Ally gains Strong Hit +1 vs your Target with their next Attack (must be taken within 1 Turn).
  Debuff ALL Damaged Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF
  2
  
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Targets Defence
  Free Critical Hit vs Target with 0 Endurance
  Attack Roll Formula:
  3d6 +Hit -2 per Rng Increment beyond 1st
  Attack costs 1 Ammunition per RoF used (minimum 1)
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Open/Close Door: Cost 2 Movement to Change.
  0 Gravity:
  Each space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  Bonuses can never more than double base Cover.
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cant be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Turn 45o
  Alter Velocity = Eng -2.
  Turn 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Turn 45o
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Turn 45o
  Make a free System Roll
  from any System at -2 
  or Launch a Fighter.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Target Lock Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Turn 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Each space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Each space costs 2 Movement.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Empire - Pregen PC - Legion A Rifle.pdf