TEXT: ability focuses
  ACCURACY: Bows, Gunnery, Pistols, Rifles, Throwing
  COMMUNICATION: Bargaining, Deception, Disguise, 
  Etiquette, Expression, Gambling, Investigation, Leadership, 
  Performing, Persuasion, Seduction
  CONSTITUTION: Running, Stamina, Swimming, Tolerance
  DEXTERITY: Acrobatics, Crafting, Driving, Free-fall, Initiative, 
  Piloting, Sleight of Hand, Stealth
  FIGHTING: Brawling, Grappling, Heavy Weapon, Light Weapons
  INTELLIGENCE: Art, Business, Cryptography, Current 
  Affairs, Demolitions, Engineering, Evaluation, Law, Medicine, 
  Navigation, Research, Science, Security, Tactics, Technology
  PERCEPTION: Empathy, Hearing, Intuition, Searching, 
  Seeing, Smelling, Survival, Tasting, Touching, Tracking
  STRENGTH: Climbing, Intimidation, Jumping, Might
  WILLPOWER: Courage, Faith, Self-Discipline
  ability tests
  ABILITY TEST RESULT = 3D6 + ABILITY + FOCUS (IF APPLICABLE)
  basic test difficulty 
  Test Difficulty
  Target Number
  Routine
  7
  Easy
  9
  Average
  11
  Challenging
  13
  Hard 
  15
  Formidable
  17
  Imposing
  19
  Nigh Impossible
  21
  advanced tests
  Task Difficulty
  Success Threshold
  Easy
  5
  Average
  10
  Challenging
  15
  Hard 
  20
  Formidable
  25
  hazard category
  Category
  Damage
  Example
  Minor Hazard
  1d6
  Floor littered with  
  glass and debris
  Moderate Hazard
  2d6
  High-G exposure
  Major Hazard
  3d6
  Exploding panel
  Arduous Hazard
  4d6
  Shuttle crash
  Harrowing Hazard
  5d6
  Radiation poisoning
  Murderous Hazard
  6d6
  Space vacuum exposure
  social encounters
  SIMPLE = 3D6 + COMMUNICATIONS +  
  FOCUS (IF APPLICABLE) +/- NPC ATTITUDE MODIFIER
  DETAILED = 3D6 + COMMUNICATIONS + FOCUS (IF APPLICABLE) 
  TO MOVE ATTITUDE 1 STEP, + FINAL ROLL TO GET WHAT  
  YOU WANT; OR GRAND GESTURE (ADVANCED TEST)
  attitudes
  3d6 Roll
  Attitude
  Simple Interaction Modifier
  3 or less
  Very Hostile
  –3
  4–5
  Hostile
  –2
  6–8
  Standoffish
  –1
  9–11
  Neutral
  +0
  12–14
  Open
  +1
  15–17
  Friendly
  +2
  18+
  Very Friendly
  +3
  things to remember about ability tests
  •
  Only one focus applies to a test.
  •
  Leave the dice on the table after a roll because the result
  of the Drama Die may be important.
  •
  The Drama Die only counts for successful tests.
  •
  In opposed tests, ties are broken by the Drama Die, or the
  higher ability if Drama Dice are tied.
  •
  For basic tests, assess the situation and assign a difficulty.
  •
  Circumstances can be represented with bonuses and
  penalties of 1–3.
  things to remember about hazards
  •
  They may sometimes be avoided with appropriate ability
  tests.
  •
  Determine damage using the Hazard Category table.
  •
  Ability tests may allow characters to mitigate damage. A
  successful test usually means half damage (rounded down).
  •
  Some hazards have special effects or cause conditions.
  •
  Some hazards are one-offs, but others reoccur.
  making attacks
  ATTACK ROLL = 3D6 + FIGHTING (MELEE)  
  OR ACCURACY (RANGED) + FOCUS VS. DEFENSE
  ATTACK ROLL > DEFENSE = HIT
  DEFENSE = 10 + DEXTERITY + LEVEL BONUS (IF ANY)
  attack damage
  Attack Type
  Damage
  Unarmed
  1d3* + Strength
  Makeshift 
  1d6** + Strength
  Light Melee 
  1d6 + Strength or Dexterity
  Heavy Melee 
  2d6 + Strength
  Pistol 
  2d6 + Perception
  Rifle 
  3d6 + Perception
  Grenade 
  3d6 (2 meter radius)
  *1d6 if you have Striking Style. **Makeshift weapons have certain drawbacks. 
  Some may inflict greater damage, or use a different ability score for damage, 
  at the GM’s discretion.
  applying damage
  Once you’ve determined the attack’s damage, figure out 
  what effect it has on the target:
  •
  Subtract the target’s Toughness—including armor, if
  any—from the damage.
  •
  Spend Fortune to eliminate some or all of the remaining
  damage.
  •
  Take an injured or wounded condition to account for the
  remaining damage - 1d6 damage removed per condition.
  •
  If any damage remains, the target is taken out.
  
  The Expanse Game Master’s Kit is ©2018 Green Ronin Publishing, LLC. All rights reserved. References 
  to other copyrighted material in no way constitute a challenge to the respective copyright holders of 
  that material. Green Ronin, The Expanse Roleplaying Game, and their associated logos are trademarks 
  of Green Ronin Publishing, LLC.  The Expanse is © 2011-2018 Daniel Abraham and Ty Franck.
  cover
  Rating
  Armor Bonus
  Ranged Attack Penalty
  1
  +2
  –1
  2
  +3
  –2
  3
  +4
  –3
  Total
  Can’t be attacked at range
  Can’t make ranged attacks
  interludes
  Interlude Activity
  Resolution
  Advancement
  Consolidate your advancement in 
  membership. Optional advanced 
  Communication test.
  Maintenance
  Requires sufficient time, materials, 
  and possibly focus.
  Making or Fixing
  Advanced test with appropriate focus 
  (TN = item’s cost –2).
  Recovering
  Advanced TN 11 Constitution (Stamina) 
  test: threshold 5 to eliminate an injured 
  condition, 15 for a wounded condition.
  Relating
  Take time to establish, change, 
  or strengthen a bond.
  Reputation
  Take time to maintain, further, 
  or change a reputation.
  Researching
  Advanced Intelligence (Research) test.
  Training
  Take 100 hours of training to acquire 
  a new focus, talent degree, or ability 
  increase after gaining a level.
  Upkeep
  Take time and use Income to 
  maintain a lifestyle level.
  Working
  Take time to work and  
  maintain Income level.
  general combat stunts
  SP Cost
  Stunt
  1-3
  (Core) Adrenaline Rush: Regain Fortune equal to the SP spent.
  1-3
  (Core) Momentum: Gain +3 to initiative per SP spent, changing your place in the initiative order.
  1-3
  (Core) Duck and Weave: Gain +1 to Defense per SP spent until the beginning of your next turn.
  1-3
  Take Cover: If there is cover available in your immediate vicinity, gain a cover rating equal to SP spent, up to the maximum 
  rating available.
  1+
  Guardian Angel: Choose an ally within 5 meters of you. If they would take damage before your next turn, 1 
  damage point per SP spent transfers to you instead as you interpose yourself in front of the attack.
  1+
  Skirmish: Move yourself or your attack’s target 2 meters in any direction for each 1 SP you spend. If this movement would 
  expose the target to a hazard, such as pushing them off a ledge, roll an opposed test of your attacking ability versus the 
  target’s Strength (Might) or Dexterity (Acrobatics), whichever is higher. If you lose the test, the target doesn’t move.
  1
  Whatever’s Handy: Immediately arm yourself with anything in your environment you can reasonably wield as a 
  makeshift weapon (see Makeshift Weapons in Chapter 5 of The Expanse RPG).
  2+
  Group Tactics: Choose one ally to move 2 meters in a direction of their choosing for each 2 SP spent.
  2
  Double-Team: Choose one ally to make an immediate attack on your target, who must be within range and sight of 
  the ally’s attack.
  2
  Injure: If your target has lost half or more of their Fortune, your attack imposes an injured condition so long as its 
  damage exceeds the target’s Toughness. This condition does not reduce the attack’s damage.
  2
  Knock Prone: Knock your enemy prone (see Prone under Conditions in Chapter 1 of The Expanse RPG).
  2
  Lightning Attack: Make a second attack on your turn, either against the same target or a different target.
  2
  Overcome Toughness: Against this attack’s damage, the target’s Toughness is considered to be half its normal value, 
  rounded down.
  2
  Taunt: Roll an opposed test of Communication (Deception) vs. Willpower (Self-Discipline) against any target within 
  10 meters of you; if you win, they must attack or oppose you in some way on their next turn.
  2
  Vicious Blow: Inflict an extra 1d6 damage on this attack.
  3
  Expose: Destroy or move any one object in weapon range, such as a door or crate, that could provide cover. This 
  can take out small sections of larger objects like pillars or walls. The GM may rule some objects are too heavy or 
  tough to be removed by this stunt, such as the bulkheads of spaceships and stations.
  3
  Shock and Awe: When you succeed at a non-attack physical feat or take an opponent out, anyone who witnesses it 
  rolls Willpower (Courage) or (Morale) vs. your Strength (Intimidation). If you win, they suffer a −1 to the next opposed 
  roll they make against you, or a −1 to their Defense vs. your next attack against them, whichever comes first.
  4
  Knock Out: If your target has lost half or more of their Fortune, your attack imposes an unconscious condition so 
  long as its damage exceeds the target’s Toughness.
  4
  Seize the Initiative: Move to the top of the initiative order until someone else seizes the initiative. You may get to 
  take another turn before some others act again.
  5
  Lethal Blow: Inflict an extra 2d6 damage on this attack.
  5
  Wound: If your target has lost half or more of their Fortune, your attack imposes a wounded condition so long as its 
  damage exceeds the target’s Toughness. This condition does not reduce the attack’s damage.
  4
  Seize the Initiative: Move to the top of the initiative order until someone else seizes the initiative. You may get to 
  take another turn before some others act again.
  5
  Maim [Gritty]: Roll an attack opposed by your target’s Constitution (Stamina). If you win, you remove (with blades) 
  or disable (with other weapons) one of their limbs or an organ (such as an eye). They take a –5 to relevant actions 
  and the GM may rule that some actions become impossible.
  5
  Lethal Blow: Inflict an extra 2d6 damage on this attack.
  5
  Instant Kill (Wound Damage) [Gritty]: If your opponent has less than half their Health left, you may roll an attack 
  opposed by your target’s Constitution (Stamina) roll; if you win, they die.
  actions
  MAJOR ACTIONS:  All-Out Attack, Charge, Defend, Melee 
  Attack, Ranged Attack, Run, Stunt Attack
  MINOR ACTIONS: Activate, Aim, Guard Up, Move, Prepare, 
  Press the Attack, Ready, Stand Firm
  
  space combat
  1. COMMAND: The character in command of the ship rolls a 
  TN 11 Communication (Leadership) test. Success = 1 Stunt 
  Point (+ Drama Die SP with doubles)
  2. MANEUVERS: At the start of a round of combat, determine 
  the range between the ships involved. Space combat ranges 
  fall into one of three broad bands: Long, Medium, and Close 
  Ranges or CQB (Close Quarters Battle). Ships can make 
  opposed Dexterity (Piloting) tests to change range.
  3. ELECTRONIC WARFARE: 3d6 + Intelligence (Technology) 
  + Sensors vs. TN 11. The winner of the test gains a bonus 
  equal to half the Drama Die (rounded up), which can be 
  applied to either defensive actions or the TN to evade the 
  winning ship’s attacks that round. 
  4. WEAPON ATTACKS: All ships involved in the combat select 
  targets and make attacks with their available weapons.
  5. DEFENSIVE ACTIONS: All targets of weapon attacks take 
  defensive actions, including evasion and the use of point 
  defense weapons.
  EVASION TEST = 3D6 + DEXTERITY (PILOTING) VS.  
  TN 10 + ATTACKING SHIP’S SENSORS
  POINT DEFENSE TEST = 3D6 + SENSORS VS.  
  TN 10 + ATTACKING SHIP’S SENSORS
  6. ATTACK DAMAGE: Resolve the damage of any weapon 
  attack that successfully gets past defenses in Step 4.
  7. DAMAGE CONTROL: advanced test = 3d6 + Intelligence 
  (Engineering) vs. TN 11, success threshold 5 for one loss, 
  10 for two losses.
  ship Weapon attacks
  Weapon
  Range
  Damage
  Grapplers
  Close
  n/a
  Point Defense Cannon
  Close
  2d6
  Rail Gun
  Medium
  3d6
  Torpedo
  Long
  4d6
  losses
  If damage remains after subtracting the ship’s Hull total, the 
  ship may suffer losses to further reduce the damage. One loss 
  reduces damage by 1d6 and imposes two of the following loss 
  conditions or roll 1d6:
  1. COLLATERAL: Crew members in one compartment of 
  the ship suffer 1d6 damage. If there is crew in multiple 
  areas, the GM chooses which area(s) are affected.
  2. HULL: Damage to the hull imposes a –1 penalty on Hull 
  score totals (after dice are rolled).
  3. MANEUVERABILITY: Damage to the ship’s thrusters 
  or navigation impose a –1 penalty on Dexterity (Piloting) 
  checks.
  4. SENSORS: Damage to the ship’s sensors reduces its 
  Sensors score by 1.
  5. WEAPONS: Damage to the ship’s weapons impose a –1 
  penalty to the target numbers to evade attacks with those 
  weapons and –1 to the weapon’s damage. Re-roll, if the 
  ship has no weapons.
  6. Re-roll.
  You can choose the same loss condition twice, in which 
  case its effects stack. Two losses reduce damage by 2d6 and 
  impose four of the previous conditions or one of the following 
  serious loss conditions:
  REACTOR OFFLINE: Damage to the ship’s reactor or 
  power systems takes the main drive offline; the ship is 
  incapable of high-g maneuvers and suffers a –2 penalty to 
  evasion defensive actions.
  WEAPON OFFLINE: Damage leaves one of the ship’s 
  weapon systems non-functional. The GM may choose or 
  roll randomly to determine the affected weapon.
  the churn
  At the beginning of each adventure, the Churn Pool is “reset,” 
  starting at 0. Add 1 to the Churn Pool each time one of the 
  following events occurs:
  • A character succeeds on an ability test and rolls a 6 on the 
  Drama Die.
  • A character spends 4 or more stunt points to perform a stunt.
  • Fortune points are spent to alter a die roll.
  • The characters successfully overcome an encounter or 
  hazard
  • At the end of a scene in the adventure.
  When the Churn Pool reaches 10 and 20, roll 1d6 and consult 
  the Churn Over table.
  The Churn Pool then continues building. When it reaches 30, 
  an Epic Effect occurs automatically (no die roll required) and the 
  pool “resets” to 0 and begins building again.
  churn over
  Churn Pool
  d6 Result 1–3
  d6 Result 4–6
  10
  Minor Effect
  No Effect
  20
  Major Effect
  Minor Effect
  MINOR: The characters face a setback, a minor complication that 
  makes things more difficult for them. Examples include:
  • CHALLENGE: A character automatically fails an ability test, or 
  has to make a second, follow-up test, to complete a task. The 
  crew suffers a moderate consequence on a challenge test.
  • HAZARD: A new hazard appears, or an existing hazard 
  increases by one level.
  • INVESTIGATION: It takes an additional test or special 
  circumstance to unlock a clue.
  • SOCIAL: An NPC’s attitude shifts one step less favorable 
  or can only be maintained through extra effort from the 
  characters.
  MAJOR: The characters have to deal with a more serious setback, 
  such as:
  • CHALLENGE: An existing threat is increased to the next rank 
  (normal to Elite, etc. see the Threats chapter). The crew has 
  go though an unexpected challenge test.
  • HAZARD: A new hazard appears, or an existing hazard 
  increases by two levels. The crew suffers a Loss to their ship 
  (see Losses under Space Combat).
  • INVESTIGATION: Opposing forces are alerted to the 
  investigation and misdirect it so an additional lead or clue 
  must be investigated to progress.
  • SOCIAL: An NPC’s attitude shifts two steps less favorable or 
  can only be maintained by performing a difficult task. An NPC 
  learns a secret detrimental to the characters. The PCs make a 
  new minor enemy.
  EPIC: Things go from bad to really bad. A whole new threat enters 
  the story, and its worse than whatever the crew is already dealing 
  with. Examples include:
  • CHALLENGE: A test can only succeed at a significant price, 
  sacrificing lives, valuable equipment, or social standing. A 
  new Epic adversary enters the plot, or an existing adversary is 
  upgraded to that level.
  • HAZARD: A new Murderous hazard enters the plot, or an 
  existing hazard is upgraded to that level.
  • INVESTIGATION: The investigation leads to a trap, where 
  characters might be ambushed, framed, or otherwise 
  seriously harmed.
  • SOCIAL: An NPC with a favorable attitude becomes Hostile 
  or one with an unfavorable attitude becomes Very Hostile. An 
  NPC learns a secret that could have disastrous effects on the 
  characters.
  
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