TEXT: ACTIVATION
  Stat Test – Mettle, Target Number (TN) 10
  Success: Two Action Points (AP), and may activate another 
  model; three AP on Critical. 
  Fail: 1 AP, and play passes to opponent.
  FREE ACTIONS
  Drop: Model may go prone.
  1 AP ACTIONS 
  Move: Up to Move stat in inches
  Stand: May stand from prone position.
  Ranged Attack: Fire weapon once.
  Un-jam Weapon: Remove one Jammed Token.
  Close Combat Attack: Make a melee attack. 
  Concentrate:  Gain +2 bonus in combat.
  Use Ability: Use any special ability.
  Climb: Climb 1” of vertical terrain. 
  Charge: Move and free close combat attack.
  Hide: May attempt to hide.
  2 AP ACTIONS 
  Overwatch: Sacrifice all current AP, holding model may 
  interrupt the Active model’s action with its own during the 
  turn.  May take any action requiring 1 AP; ranged attacks by 
  the holding model may only be in its front 180° arc.
  MORALE
  Stat Test – Will, TN 10 
  Morale Test: When model is damaged, leader taken out-of-
  action, when a model’s side is reduced to 50% starting 
  models; when a model’s side is reduced to 75% starting 
  models
  Success: No effect.
  Fail: Figure makes an immediate Move action towards the 
  closest board edge to its starting point, ending in cover if 
  possible.   
  HIDING AND SPOTTING
  Hide: Spend 1 AP to hide if out of enemy LOS. 
  Spotting: Can spot hidden models in Mettle x2”.  Spend 1 AP 
  and make Spot Test.  If successful, remove Hidden status from 
  enemy.  
  MELEE COMBAT
  Opposed Test - Melee
  MELEE MODIFIERS TABLE
  Modifier
  Condition
  +2
  Enemy is prone
  +2
  Attacker is concentrating
  +1
  For each additional friendly model in base contact with enemy
  -1
  Enemy is behind cover
  RANGED COMBAT
  Stat Test – Aim, TN 10
  FIRING MODIFIERS TABLE
  Modifier
  Condition
  +3
  Attacker uses suppressive fire
  +2
  Attacker uses the concentrate action
  +1
  Target is at point-blank range*
  -1
  Attacker moves or stands up from the prone position this turn
  -1
  Target uses two or more move actions this turn
  -1
  Target is in light cover
  -1
  Target is prone and more than 6” away from attacker
  -2
  Target is in heavy cover
  *Point-blank range is 6” unless stated otherwise.
  Reliability: Whenever a model rolls a 1 on any to-hit roll while 
  firing the model receives a Jammed Token. 
  Multiple Shots: Models spending multiple AP to shoot may 
  only targets models within a 3” radius.
  Suppressive Fire: Target counts as Grazed instead of rolling to 
  wound, unless to hit results in Critical.  May be used against 
  hidden models, but do not apply the +3 bonus.
  Shooting Through Walls: Attacker must have LOS to target, 
  attack suffers -2 Strength and does 1 less damage.
  WOUNDING
  Opposed Test – Strength vs. Defense
  Failure: Model loses Hit Points equal to the Strength of the 
  Weapon divided by 2.
  HACKING
  Opposed Test – Cyber V. Fire Wall
  Results Varies By App:
  Access: Gained Access (various effects).
  Digital Damage: Targets loses Digital Hit Points (DHP); goes 
  Offline at 0 DHP.
  Disable:  Item cannot be used until fixed.
  Nerfed:  Item suffers penalty to use.
  Bricked:  Item cannot be used for rest of game.
  Control:  Gain temporary use of enemy item or bot.
  QUICK 
  REFERENCE 
  SHEET
  
  SPECIAL ACTIONS
  Blending In Crowds
  To blend in, a model must be in base contact with crowd and 
  spend 1 AP to take a Survival Test. On a success, remove 
  model from board they join the crowd.  -3 to Survival Test if 
  model’s items are not concealable.  Blended model may 
  spend 1 AP to enter/leave crowd or travel to another crowd 
  within 9”.  Must move with crowd if it panics and model must 
  take a Grazed Test should its crowd be dispersed.    
  Taking Bystanders Hostage
  Hostages may be grabbed if in base contact with single 
  bystander by spending 1 AP. While holding a hostage, any 
  shots will hit the hostage unless the shooter rolls a Critical. 
  While holding a hostage, all movement is halved and actions 
  suffer a -2 penalty.  At end of NPC Phase, any hostage will 
  attempt to break free, pass a Strength Test or remove the 
  hostage from the game.  
  BYSTANDER ACTIVATION
  Bystanders do not activate; only react to the following:
  1. If a model makes a ranged attack within 12” of a bystander, 
  the bystander must make a Panic Test. 
  2. If a model makes a melee attack within 6” of a bystander, 
  the bystander must make a Panic Test. 
  3. If a bystander is not forced to make a Panic Test by the end 
  of the Clean-Up Phase, move them in a random direction. 
  Determine direction by either rolling some a scatter die or use 
  the pointy end of the D10, and move them D3” in that 
  direction.  
  Panic Tests: Roll D10 for bystander(s).  On 2–10, they are fine, 
  but will move towards the closest cover within 6” and hide. 
  On a Fumble, roll a D10 and consult the following tables.
  SINGLE BYSTANDER PANIC TABLE
  D10 Result
  Panic Result
  1
  Flee – Remove the bystander from the board. 
  2–9
  Flight – Move the bystander D6” toward the nearest board edge. A single bystander skirts any terrain or other models by the shortest distance possible. 
  10
  Fight – The bystander draws a concealed gun and shoots at the closest player-controlled model within 12” (ignore this result if no such target is 
  available). Roll a D10: if the result is 6 or higher, the shot hits. If the result is 5 or less, the shot misses. Resolve all hits as Strength 6 with a Max Damage 
  of 3. Regardless of the result, remove the bystander from the board.  
  BYSTANDER CROWD PANIC TABLE
  D10 Result
  Panic Result
  1
  Flee – Remove the crowd template from the board and replace it with D3 single bystanders. You must place the bystanders within the bounds of the 
  original template.
  2–9
  Flight – Move the crowd D6” toward the nearest board edge. They attempt to skirt any terrain, but if they come in contact with a player-controlled 
  model, they may trample them in terror. The crowd stops after making such contact, and the player-controlled model must pass an Agility Test or suffer 
  D3 damage and be knocked Prone. 
  10
  Fight – Move the crowd D6” toward the nearest player-controlled model. If the crowd comes in contact with a model, they attempt to trample it. The 
  crowd stops after making such contact, and the player-controlled model must pass an Agility Test or suffer D3 damage and be knocked Prone. 
  Wounding Bystanders: If a bystander is hit by any attack, remove them from the game. If a crowd is hit, replace crowd with D6 
  single bystanders.
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SOURCE: textdata/thevault/Osprey System/Reality's Edge/Osprey - OWG - Reality's Edge Quick Reference Sheet.pdf