TEXT: //SLOW ACTIONS (usually requires a roll) 
  >>SLOW ACTION - PREREQUISITE - SKILL 
  >>Crawl - You are prone – //
  >>Close combat attack – // - Close Combat
  >>Shoot firearm - Firearm - Ranged Combat
  >>Burst of full auto fire - Firearm - Ranged Combat
  >>Throw weapon - Thrown weapon - Ranged Combat 
  >>Reload - Firearm – //
  >>First aid - Broken or dying victim - Medical Aid
  >>Stop panic - Panicking character - Command
  >>Give orders - Character who can hear you - Command 
  >>Persuade - Your opponent can hear you - Manipulation 
  >>Enter/exit vehicle - Vehicle – //
  >>Start engine - Vehicle –//
    
  //FAST ACTIONS
  >>FAST ACTION - PREREQUISITE - SKILL 
  >>Run - No enemy at Engaged range – //
  >>Move through door/hatch – // – // 
  >>Get up - You are prone – 
  >>Draw weapon – // – //
  >>Block attack - Attacked in close combat -//
  >>Push - Enemy at Engaged range - Close Combat 
  >>Grapple attack - You’ve grappled an opponent - Close 
  Combat 
  >>Retreat - Enemy at Engaged range - Mobility 
  >>Aim - Ranged weapon – //
  >>Seek cover - Cover in same zone – //
  >>Grab the wheel - Vehicle – //
  >>Drive - Vehicle - Piloting 
  >>Use item - Varies - Varies
  //GAIN STRESS
  >> You push a skill roll. 
  >> You fire a burst of full auto 
  fire (see page 62). 
  >> You suffer one or more points 
  of damage. 
  >> You go without sleep, food, or 
  water (see page 70). 
  >> A Scientist in your team fails 
  to ANALYZE something (see page 
  121).
  >> A member of your own crew 
  attacks you. 
  >> A person nearby is revealed to 
  be an android. 
  >> You encounter certain crea-
  tures or locations, as determined 
  by the scenario or the GM.
  //PANIC ROLL 
  Roll a D6, add your current STRESS LEVEL, 
  and check the table below.
  RESULT / EFFECT 
  >>6 or under KEEPING IT TOGETHER. You 
  manage to keep your nerves in check. 
  Barely. 
  >>7 NERVOUS TWITCH. Your STRESS LEVEL, 
  and the STRESS LEVEL of all friendly PCs 
  in SHORT range of you, increases by one. 
  >>8 TREMBLE. You start to tremble uncon-
  trollably. All skill rolls using AGILITY 
  suffer a –2 modification until your panic 
  stops. 
  >>9 DROP ITEM. Whether by stress, confu-
  sion or the realization that you’re all 
  going to die anyway, you drop a weapon or 
  other important item—the GM decides which 
  one. Your STRESS LEVEL increases by one. 
  >>10 FREEZE. You’re frozen by fear or 
  stress for one Round, losing your next 
  point of action. Your STRESS LEVEL, and 
  the STRESS LEVEL of all friendly PCs in 
  SHORT range of you, increases by one.
  >>11 SEEK COVER. You must use your next 
  action to move away from danger and find 
  a safe spot if possible. You are allowed 
  to make a retreat roll (see page 59) if 
  you have an enemy at ENGAGED range. Your 
  STRESS LEVEL is decreased by one, but the 
  STRESS LEVEL of all friendly PCs in SHORT 
  range increases by one. After one Round, 
  you can act normally.
  >>12 SCREAM. You scream your lungs out 
  for one Round, losing your next point of 
  action. Your STRESS LEVEL is decreased by 
  one, but every friendly character who 
  hears your scream must make an immediate 
  Panic Roll.
  >>13 FLEE. You just can’t take it any-
  more. You must flee to a safe place and 
  refuse to leave it. You won’t attack 
  anyone and won’t attempt anything danger-
  ous. You are not allowed to make a 
  retreat roll (see page 59) if you have an 
  enemy at ENGAGED range when you flee. 
  Your STRESS LEVEL is decreased by one, 
  but every friendly character who sees you 
  run must make an immediate Panic Roll. 
  >>14 PSYCHOTIC. You must immediately 
  attack the nearest person or creature, 
  friendly or not. You won’t stop until you 
  or the target is Broken. Every friendly 
  character who witnesses your rampage must 
  make an immediate Panic Roll. 
  >>15 or over CATATONIC. You collapse to 
  the floor and can’t talk or move, staring 
  blankly into oblivion.
  //MAKE PANIC ROLL IF...
  >> You roll one or more  on your Stress 
  Dice in a skill roll. If this happens, you 
  can't push the skill roll—instead, roll 
  for panic. 
  >> You witness a friendly character suf-
  fering from a certain panic effect (see 
  the table). 
  >> You are pinned down by a ranged attack. 
  >> You suffer a critical injury. 
  >> You’re attacked by a strange alien 
  creature that you’ve never seen before. 
  >> A truly horrifying event occurs, as 
  determined by a scenario or the GM
  //DIFFICULTY
  Trivial +3 
  Simple +2 
  Easy +1 
  Average 0 
  Demanding –1 
  Hard –2 
  Formidable –3
  //RANGE
  >> Engaged Right next 
  to you 
  >> Short A few meters 
  away, in the same zone 
  as you 
  >> Medium Up to 25 
  meters away, in an 
  adjacent zone
  >> Long Up to about 100 
  hundred meters (four 
  zones) away 
  >> Extreme Up to about 
  one kilometer
  //TIME UNITS
  DURATION / PRIMARY USE 
  >> Round 5–10 seconds / Combat 
  >> Turn 5–10 minutes / Stealth
  >>Shift 5–10 hours / Recovery
   
  //STEALTH 
  RANGE MOBILITY ROLL 
  >> Short (same zone) –1 
  >> Medium (adjacent zone) 0 
  >> Behind open door/hatch +2 
  >> Long +1 
  >> Extreme +3
  //SNEAK ATTACKS&AMBUSHES 
  RANGE MODIFICATION 
  >> Engaged –2
  >> Short –1
  >> Medium 0
  >> Long +1
  >> Extreme +3
  //RANGED FIRE 
  MODIFICATIONS FACTOR MODIFICATION 
  >> Aimed shot +2 
  >> Engaged range –3/+3 
  >> Short range – 
  >> Medium range –1 
  >> Long range –2 
  >> Extreme range –3 
  >> Large target +2
  >> Small target –2
  >> Dim light –1
  >> Darkness –2
  //COMMON types of COVER 
  COVER ARMOR RATING 
  >> Shrubbery 2
  >> Furniture 3
  >> Door 4 
  >> Inner bulkhead 5 
  >> Outer bulkhead 6
  >> Armored bulkhead 7+ 
  
SOURCE: textdata/thevault/Alien RPG (Year Zero Engine) [multi]/Core/Alien RPG - Player Reference.pdf