TEXT: PLAYER’S CHEAT SHEET
                       BEGINS
  COMBAT
  CHECK FOR SURPRISE
  YES
  NO
  FEAR SAVE
  SPEED CHECK
  STUNNED 1 ROUND
  SUCCEED
  FAIL
  SUCCEED
  FAIL
  TAKE YOUR TURN
  ENEMIES TAKE THEIR TURNS
  TAKE TWO ACTIONS
  » Attack 
  » Bandage a wound
  » Check a crewmember’s vitals
  » Draw a holstered weapon
  » Find something in your pack
  » Fire a vehicle’s weapons
  » Move (½ SPEED in meters)
  » Open a door/airlock
  » Operate a machine
  » Pilot/Drive a vehicle
  » Throw something
  » Take a drug
  » Use a computer
  » Use an item
  ALL CREWMEMBERS WHO                      
  AT THEIR SPEED CHECK HAVE TAKEN A TURN
  SUCCEEDED
  ALL CREWMEMBERS WHO                      
  AT THEIR SPEED CHECK HAVE TAKEN A TURN
  FAILED
  NEW                       BEGINS
  ROUND
  ATTACKING
  DAMAGE
  DEFENDING
  MISS OR FAIL TO INFLICT DAMAGE
  SUCCEED
  ROLL DAMAGE
  MAKE AN                                           COMBAT VS. ARMOR
  OPPOSED CHECK
  BASIC
  MECHANICS
  STAT CHECKS: Roll equal to or under your Strength, Intellect, Speed, or Combat on                or fail. 
  SKILLS: If you have a relevant skill it may add 10%, 15%, or 20% to a Stat check (giving you a higher number to roll under).
  CRITICAL HITS/FAILURES: Rolling doubles on a Stat Check or Save means that you have critically hit or failed.
  SAVES: Roll equal to or under your Sanity, Fear, Body, or Armor on                or fail. 
  ADVANTAGE/DISADVANTAGE: Whenever you have a situational Advantage, roll 2 sets of                and 
  take the best result. Whenever you have Disadvantage, roll 2 sets of               and take the worse result.       
  OPPOSED CHECKS: Roll equal to or under the relevant Stat or Save on                while your opponent rolls under 
  their relevant Stat or Save. Whoever rolls higher, while still rolling under their relevant Stat/Save, wins the opposed check. 
  USE                     TO GAIN ADVANTAGE ON ARMOR SAVES
  COVER
  AT                          MAKE A                                       OR DIE 
  0 HEALTH
  BODY SAVE
                  NORMAL ARMOR:
  You can move ½ your Speed (in meters) per action.
  MOVEMENT
  STRESS & PANIC
  Gain Stress whenever you: 
  » Any time the ship you’re in gets hit
  » Are near a Scientist and 
     they fail a Sanity save
  » Fail a Save
  » Get knocked unconscious
  » Go 24 hours without rest
  » Go without food or water
  Roll for Panic whenever you: 
  » Encounter a horrific creature for the first time
  » Lose more than ½ your Max Health in one hit
  » Get hit by a Critical Hit
  » Critically Fail a save
  » See a crewmember die
  » See more than one crewmember Panic
  » Your ship loses more than ½ its Hull
  FAIL
  HEAVY ARMOR: Make a Strength check
  Failure means you can only move 1⁄4 your Speed.
  WEAPON RANGE
  » Short Range: Weapons firing within 
     this range (or lower) suffer no penalty to 
     the shooter’s Combat stat.
  » Medium Range: Weapons firing at this 
     range confer a -10% penalty to the 
     shooter’s Combat stat.
  » Long Range: The maximum distance 
     the weapon can effecitively target. Firing 
     at this range confers Disadvantage to the 
     Shooter’s Combat check.
  
SOURCE: textdata/thevault/Mothership [multi]/Cheat-Sheet.pdf