TEXT: 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 this 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.
  GrapplinG StuntS
  SP COST
  STUNT
  1-3
  (Core) Hinder: Melee attacks your opponent makes before the start of your next turn reduce their damage by 2 per SP spent.
  1
  (Core) Grapple: You and your target make opposed Fighting (Grappling) rolls; if you win, they can’t move from where they are on their next 
  turn. You and the target both take a −2 Defense penalty until the beginning of your next turn.
  2
  Takedown: You and your target make opposed Fighting (Grappling) rolls; if you win, you and your target fall prone; your target takes an 
  additional 1d6 damage and can’t stand up until you do, or until they succeed at an attack against you.
  3
  Human Shield: You and your target make opposed Fighting (Grappling) rolls; if you win, any failed ranged attack against you hits your target 
  instead, and ranged attacks against you take a −2 penalty, until the beginning of your next turn.
  3
  Strangle: Roll Fighting (Grappling) vs. your target’s Constitution (Stamina); if you win, the target must spend their minor action catching their 
  breath on their next turn.
  4
  Hostage: You and your target make opposed Fighting (Grappling) rolls; if you win, you maneuver them into a vulnerable position. If they do 
  anything other than a free action on their next turn, or if anyone attacks you or your allies before the beginning of your next turn, you may make 
  an immediate attack against your target with a +2 bonus to the Drama Die.
  4
  Pin: You and your target make opposed Fighting (Grappling) rolls; if you win, they can’t do anything other than a free action on their next turn. 
  You and the target both take a −4 Defense penalty until the beginning of your next turn.
  5
  Restrain: If you have appropriate equipment in hand, like handcuffs or rope, you and your target make opposed Fighting (Grappling) rolls; if 
  you win, they become restrained (see Conditions in Chapter 1 of The Expanse RPG), and can’t do anything other than try to escape with a 
  Strength (Might) or Dexterity (Sabotage) test as a major action, with TN = 10 + (your Fighting (Grappling) score).
  
  melee StuntS
  SP COST
  STUNT
  1-3
  (Core) Parry: Your opponent suffers −1 to Defense per SP spent until your next turn, as you guide their limb or weapon off-center, throwing off 
  their balance.
  1+
  (Core) Footwork: You maneuver effortlessly. Gain +1 per SP spent to one combat-related test of your choice before the end of your next turn.
  1
  Feint: Reduce your target’s initiative by 1 (to a minimum of 1) for the rest of the encounter.
  2
  Disarm: You and your target make opposed melee attack rolls; if you win, knock your enemy’s weapon 1d6 + Strength meters away in a 
  direction of your choice.
  3
  Hamstring: Cumulatively reduce your target’s Speed by 3 for the rest of the encounter. If it’s reduced to 0, they become restrained for the rest 
  of the encounter and cannot move.
  3
  Bind Weapon: You and your opponent make opposed melee attack rolls; if you win, your opponent’s next melee attack against you 
  automatically misses.
  4
  Armor Crush: Convert up to 3 points of damage you would inflict on your foe with this attack into a penalty to their worn armor instead, based on 
  the type of damage you dealt. This penalty lasts for 1d6 rounds or until they take a major action to readjust their armor, whichever comes first.
  5
  Break Weapon: You and your opponent make opposed melee attack rolls; if you win, your destroy your opponent’s weapon, rendering it 
  unusable.
  Gun StuntS
  SP COST
  STUNT
  1-3
  (Core) Overwatch: Your opponent suffers −1 to attack rolls per SP spent until the start of your next turn.
  1-4
  (Core) Precision Marksmanship: If you make an attack with a firearm that benefits from an Aim bonus before the end of your next turn, 
  increase the aim bonus by +1 per SP spent.
  1-3
  Ricochet: Make a trick shot that ignores (SP spent) of the armor rating of a target behind cover.
  1-3
  Short Burst (Automatic): Ignore one point of your opponent’s Toughness per SP spent.
  1-3
  Strafe (Automatic): Immediately move up to (SP spent) meters in any direction, and apply this attack to anyone within (SP spent) meters of 
  your original target; you can’t selectively exclude anyone in the area. Halve the damage dealt to the additional targets (round up).
  1-5
  Suppressive Fire (Automatic): At the end of each character’s turn until the start of your next turn (including allies and your current target), 
  make a new attack against that character if they’re within (SP) meters of the spot where your target stands right now.
  1
  Rapid Reload: Next time you miss with a firearm, immediately reload without checking against Capacity.
  2+
  Efficient Gunner: Next time you miss with a firearm, subtract 1 from the Drama Die’s result for each 2 SP spent, for purposes of checking 
  against Capacity.
  2
  Long Burst (Automatic): Make a second attack against the same target or a different one within 5 meters of the first; take a −2 to this attack 
  roll, but gain a +2 to the damage roll if you hit. Immediately check ammo against Capacity afterward.
  3
  Pistol Whip (Pistol): If the attack hits an opponent adjacent to you, or next time you miss with a firearm against an opponent adjacent to you 
  and run out of ammo, make a second attack against the same target with Accuracy (Pistols) to club them with the gun, inflicting 1d6 + Strength 
  damage.
  4
  Called Shot: You target an exposed part of your opponent’s body. The attack’s damage becomes penetrating.
  4
  Sniper’s Perch: You find high ground or another advantageous shooting position. In addition to the usual benefits, if you attack with a firearm 
  on your next turn, double your weapon’s short and long ranges for that turn.
  5
  Spray and Pray (Automatic): Apply this attack to every target within a 5-meter radius of your original target, including allies, using the same 
  attack test result. All additional targets gain +1 to Defense against this attack.
  ChaSe StuntS
  SP COST
  STUNT
  1+
  (Core) Punch It: You gain a +1 bonus on your next chase test for each 1 SP you spend.
  2
  Evasive Maneuver: Until your next turn, attacks against you and your vehicle (if any) suffer a −2 penalty. 
  2
  Follow the Leader: Make a test with a TN you choose and an ability focus you work out with the GM for pulling off a tricky maneuver, such as 
  Dexterity (Acrobatics) to slip through a small opening on the run, or Dexterity (Piloting) to do the same while flying. If you fail, you crash. Anyone 
  following you using the same method of transport must make the same test or crash.
  3
  Attack on the Move: You can make a bonus melee or ranged attack, use the bonus Activate action to use an in-built weapon system, or make 
  a bonus Ram attack against an enemy within range and line of sight, at a −2 penalty to the roll. You must have a loaded missile weapon to make 
  a ranged attack.
  3
  Keep It Steady: Until the beginning of your next turn, passengers gain a +1 bonus when making attacks or making other ability tests that would 
  benefit from stable platform (leaping from vehicle to vehicle, for example). 
  4
  Interference: A character of your choice suffers a −2 penalty on their next chase test.
  5
  Short Cut: Add an additional +2 to your chase total.
  
  VehiCle Combat StuntS
  SP COST
  STUNT
  1-3
  System Damage: Your attack damages the vehicle’s Handling, Sensors, or Weapons. Impose a –1 penalty per SP spent to the damaged ability (up to 3). 
  This penalty remains until the vehicle is repaired. Damage control with a TN 13 Intelligence (Engineering) test can negate (but not remove) the penalty for 
  rounds equal to the Drama Die result. If the ability is reduced below –2, the vehicle automatically fails tests calling for it. If Handling is reduced below –2 
  the vehicle is out of control and helpless.
  1+
  Penetrate Hull: Your attack overcomes the vehicle’s resistance to damage. If a vehicle has a Hull rating, you must spend SP equal to it on this stunt 
  before spending SP on other stunts.
  2
  Off-Course: The vehicle is thrown off-course and the operator must make a TN 15 test to maintain control. A new test can be made each round to regain 
  control if it is lost.
  2
  Scuttle: Your attack destroys the target vehicle. This stunt is only available against a helpless vehicle.
  2+
  Shrapnel: The attack causes a damaging explosion in the vehicle’s interior. The operator and all passengers in the same compartment suffer 1d6 
  damage for 2 SP or 2d6 damage for 4 SP.
  3+
  Hull Breach: You inflict significant damage to the vehicle, reducing its Hull rating by 1 per 3 SP spent. The loss of Hull rating lasts until repaired.
  3
  Slowdown: You damage the vehicle’s propulsion, dropping its Speed class by one category. If it drops to Slow or less, the operator must make a TN 15 
  test to maintain control. The slowdown remains until repaired. Damage control with a TN 13 Intelligence (Engineering) test can negate (but not remove) 
  the penalty for rounds equal to the Drama Die result.
  4
  Disable Drive: Your attack disables the vehicle’s propulsion. The operator must make a TN 15 test to maintain control and, even if they succeed, 
  must deal with a vehicle that can no longer move or maneuver under its own power. The vehicle is helpless. Damage control with a TN 13 Intelligence 
  (Engineering) test can restore the vehicle’s Speed at one degree lower than usual for rounds equal to the Drama Die result. 
  4+
  Skewer: Your attack is in just the right place to do serious damage inside the vehicle: One character suffers 4d6 damage for 4 SP, or 6d6 damage for 6 
  SP, or the full damage of your weapon +2d6, whichever is less.
  5
  Rupture: Your attack ruptures a fuel line or power conduit, causing an internal explosion. This deals 3d6 penetrating damage to everyone in a particular 
  compartment of the vehicle and also causes the effects of either a System Damage (3 SP) or Slowdown stunt.
  6
  Disable Engine: Your attack disables the vehicle’s engine or main power, such as a ship’s reactor, causing the effect of a Disable Drive stunt and leaving 
  the vehicle completely without power other than emergency back-ups and essentially helpless. Damage control with a TN 13 Intelligence (Engineering) 
  test can restore power for rounds equal to the Drama Die result. Otherwise the power remains offline until repaired.
  SpaCe Combat StuntS
  SP COST
  STUNT
  1+
  (Core) Guidance: You grant a +1 bonus to a chosen ship combat test this round for each 1 SP you spend. Choose one of the following: maneuver test, 
  electronic warfare test, evasion test, point defense test, or damage control test.
  1+
  Blinding Maneuver: You maneuver your ship in such a way as to blind or limit an opponent’s Sensors. Each SP you spend reduces an opposing ship’s 
  Sensors score by 1 (to a minimum score of –2) until the start of the next round.
  2
  Multi-Targeting: Your ship’s point defense cannons (if any) can both attack and defend this round without any penalty (see Point Defense under 
  Defensive Actions, following).
  2+
  On-Target: Every 2 SP you spend increases the TN of tests to evade your ship’s weapon attacks that round by +1.
  2+
  Tactics: Every 2 SP you spend increase the TN of an opposing ship commander’s next command test by +1.
  3+
  Evasive Action: Every 3 SP you spend grants a +1d6 Hull bonus to your ship that round for resisting damage from successful weapon attacks.
  3
  Perceived Weakness: You increase the damage of one successful weapon attack by 1d6. This stunt is a risk, as it has to come in Step 5 of the round, 
  and requires a successful hit.
  4
  Precise Hit: One of your successful weapon attacks results in an additional Loss, even if the target’s Hull completely eliminated the damage.
  4+
  Set-Up: You maneuver an opposing ship into a hazard, such as a normally shorter range weapon, a field of debris, or even a floating rock. This stunt is 
  considered a weapon attack (see Weapon Attacks in Chapter 6 of The Expanse RPG) inflicting damage dice equal to half the SP spent (round down). 
  The Set-Up can be evaded (see Evasion under Defensive Actions in Chapter 6 of The Expanse RPG); the TN is 10 + your Intelligence + Leadership 
  focus (if any) + half the SP spent. So if a character with Intelligence 2 and Leadership spends 5 SP on this stunt, the TN to evade the Set-Up is (10 + 2 + 2 
  + 2.5, rounded down to 2) or 16, and a failure on the evasion test results in 2d6 damage to the target ship.
  General exploration StuntS
  SP COST
  STUNT
  1-3
  (Core) When a Plan Comes Together: You reveal this test was part of your plan all along, granting a bonus equal to the SP spent on one ally’s next 
  test during the same encounter to accomplish the same goal. If desired, you can split the bonus among multiple allies, giving each a minimum +1. You 
  must make this decision before any ally rolls.
  1+
  A Stitch in Time: You put in the effort to do it right the first time, setting yourself up for greater success later. Gain +1 per SP spent on your next test 
  related to this one during this encounter, as long as this roll was part of an advanced test.
  1+
  Pay Dirt: In the course of your endeavor, you win a bet, happen across a conveniently abandoned stash, or discover something valuable you can pawn 
  to make a buck, among other possibilities. Temporarily gain +1 Income per SP spent; this increase lasts until you next fail an Income test. Instances of 
  this stunt don’t stack; only the highest bonus applies.
  2
  Jury Rig: You find or improvise a piece of equipment you need to be more effective. Negate any situational penalties you would suffer for lacking 
  proper equipment on tests appropriate to the improvisation, for the rest of the encounter.
  2
  Speed Demon: You complete your test in half the time it would otherwise take.
  3
  The Upper Hand: If your success leads to combat within the encounter, you receive a +3 on your initiative roll.
  4
  With a Flourish: You impress everyone who watches you with your ability. Gain a +1 to opposed tests against them for the rest of the encounter.
  5
  Frugal: You use only what you must to get the job done, saving resources for a rainy day. This Income test doesn’t deplete your Income even if it 
  normally would.
  
  infiltration StuntS
  SP COST
  STUNT
  1+
  (Core) Just a Shadow: Gain +1 per SP spent to your next test during this encounter as long as you remain unnoticed.
  1
  (Core) Good Instincts: Make a Perception test using an appropriate focus (GM’s choice) with the same TN as the test you just made to learn the most 
  likely immediate consequence of the action you just performed.
  1+
  Calming the Waters: Reduce the current Churn Pool by the SP spent. See The Churn in Chapter 12 of The Expanse RPG for details.
  1
  Bravery: Your success bolsters your courage, granting you 1d6 extra Toughness against the next damaging hazard you face in this encounter.
  2
  Over Here!: Your flashy action makes you the center of attention. Each of your allies gains +1 to their next test to hide or pass scrutiny in this encounter, 
  such as Dexterity (Legerdemain) or (Stealth) or Communication (Disguise). Any action an opponent takes until then automatically targets you.
  2
  Take One for the Team: When you successfully avoid damage from hazard but an ally doesn’t, you may take the damage for that ally while they 
  remain unaffected.
  3
  Cover Your Tracks: Whether you’re hacking into a network, evading the cops, or infiltrating a military base, you impose a −2 on all future rolls to 
  follow your trail related to this test.
  3
  High Tech Hustle: With an injection of technobabble or a quick mod to a device, you sidestep one minor complication impeding your current goal, or 
  give yourself the ability to perform one task you otherwise couldn’t in the current situation, at the GM’s discretion.
  4
  It Wasn’t Me: You leave evidence another character is responsible for the results of your test, such as breaking and entering, cheating at cards, or 
  uploading a computer virus. All failed tests to investigate the truth reveal that person as the culprit, and such tests suffer a −2 penalty.
  5
  Fancy Meeting You Here: Choose a focus or talent your character doesn’t possess. An NPC of the GM’s choice with that focus or talent appears in 
  the scene within a few minutes, or a few rounds if your action leads directly to action time. This doesn’t dictate anything about their situation, attitude, or 
  identity; these are all up to the GM.
  inVeStiGation StuntS
  SP COST
  STUNT
  1-3
  (Core) A-ha!: The GM reveals an additional useful fact about the object of your test per SP spent (Simple); gain +1 per SP spent to your next test 
  following up on the lead you just unlocked (Detailed).
  1
  Flashback: This test reminds you of something important you forgot. The GM reveals the identity or existence of another source of information you didn’t 
  know about (Simple); treat one of your tangential focuses as a primary one on the next test you make to unlock a lead related to this test (Detailed).
  2
  Intuition: The GM reveals a fact about the object of your test you could not have noticed or deduced simply by interacting with it (Simple); when you 
  uncover a clue, you gain two new leads instead of one, making the path branch (Detailed).
  3
  Lucky Break (Detailed): This test’s result leads fortuitously to putting two and two together later. Treat one irrelevant focus as a tangential one on the 
  next test you make to unlock a lead related to this test.
  4
  Down the Rabbit Hole (Detailed): If this test led to a reveal, the GM also provides a brand new lead about a new subject that will lead to greater 
  rewards.
  5
  Breakthrough: You gain not only information but some form of incontrovertible proof (Simple); reduce the total number of leads on the path by one, 
  jumping to a further point in the investigation immediately (Detailed).
  memberShip & reputation StuntS
  SP COST
  STUNT
  1
  (Core) Bon Mot: You tag the perfect witty remark onto the end of your action. If you can’t think of one, let the group brainstorm and pick one among 
  their ideas. Gain a temporary honorific you can use for passive Reputation only, for the rest of the session.
  1
  Stick Your Neck Out: Your test puts your own Reputation in jeopardy to help someone else. An ally of your choice gains a +2 bonus to their next social 
  test in this encounter; if they fail, you lose all Reputation bonuses from one honorific for the rest of the session.
  2
  In Good Standing: When targeting a member of an organization in which you have Membership, treat your rank as one higher for purposes of gaining 
  access to resources for the rest of this encounter.
  3
  Benefit of the Doubt: Your action impresses or charms any one character present. Roll Communications (Persuasion) vs. Willpower (Self-Discipline) to 
  affect someone with an Attitude of Hostile or worse; no roll is necessary for others. Increase all relevant Membership and Reputation bonuses by +1 while 
  interacting with that character for the rest of the session; may improve their Attitude toward you, at the GM’s discretion.
  3
  Go Viral: Whether via you or others sharing a video or audio recording, news gets out quickly about what you’ve just done. For the rest of the session, 
  the honorific most related to this test applies even in situations where it seems unrelated.
  4
  Oozing Confidence: Your action impresses or fools all the right people. Gain one temporary Reputation honorific or rank of Membership for the rest of 
  the session, or until you next fail a test relevant to this influence, whichever comes first.
  5
  Name-dropping: Your action displays your affiliation with someone whose Membership rank is higher than yours in an organization to which you belong, 
  or who has a relevant honorific you don’t. You may use their Reputation or Membership benefits with that honorific or organization as your own for the 
  rest of the session; if they find out and disapprove, worsen their Attitude toward you by one shift.
  
  General SoCial StuntS
  SP COST
  STUNT
  1–3
  (Core) Impress: Gain a +1 per SP spent to your next social test against the same target as this test, during this encounter.
  1
  Cards on the Table: If you were completely honest when making this test, your target must be completely honest in the next social test they make 
  against you during this encounter. This doesn’t stop either character from omitting information or offering misleading truths.
  1
  Making an Entrance: If this is your first action of the encounter, gain +1 to your next opposed roll against one character who witnessed it. You can 
  choose this stunt multiple times per roll.
  2
  And Another Thing: Make a second, related test as part of your action, before anyone else has a chance to respond or make any tests of their own.
  2
  Hidden Message: Your words convey a different message to one person than to everyone else who hears them; the character you choose is the only 
  one who can decipher your true meaning.
  2
  Sway the Crowd: Your words affect one additional person of your choice. You may choose this stunt multiple times per roll, but if someone opposed 
  your test you can’t expand the effect to anyone with a higher ability + focus total than the original target.
  3
  Good Cop/Bad Cop: Choose an ally to immediately make a test in seeming opposition to the one you just made, with the same target. If they succeed, 
  rather than garnering the usual results, they prompt the target to give up a secret you didn’t already know.
  3
  Let’s Make a Deal: Your action turns out to benefit a character you didn’t target, who now owes you a favor, however grudgingly.
  3
  Objection!: You step in on someone else’s behalf. Another character in the scene may use your ability + focus score instead of their own next time they 
  oppose a test during this encounter.
  4
  Class Clown: Your words lighten the mood, imposing a –2 penalty to all enemies’ initiative rolls if a fight breaks out during this encounter.
  4
  Flirt: Roll Communication (Seduction) vs. your target’s Willpower (Self-Discipline) as a simple social roll against a character whose Attitude toward you 
  is Open or better, with a positive bent; if you win, they become enamored with your character, opening the door to future romance or intimacy. How this 
  proceeds is up to you and the GM to work out together.
  4
  From the Heart: You believe wholeheartedly in what you say. Choose one Willpower focus. If you don’t have it already, gain it for the rest of the 
  encounter. If you do, it adds +3 instead of +2 to rolls you make with it.
  4
  Sleep with One Eye Open: Applies to a test targeting someone you have a negative Relationship with, or who has harmed someone you have a 
  Relationship with. The next attack you make against that target in this session is automatically a surprise attack, as long as they weren’t already in 
  combat.
  5
  Enrage: Choose one character present whose Attitude toward you is Neutral or worse, or a negative variant of a more positive Attitude. They must 
  immediately either attack you or storm out of the scene. If they attack, it needn’t be deadly, though it can be.
  5
  Patter: Your rapid-fire words confuse your target, who must succeed at a Perception (Empathy) roll vs. your Communication (Deception), or automatically 
  fail their next non-attack test against you.
  7
  My Word is My Bond: Applies to a test relevant to completing a task you’ve promised someone you have a Relationship with you’ll perform. Gain +2 to 
  tests directly related to completing this task until the end of the session. This stunt requires bonus SP available from a Relationship in order to meet the 
  necessary cost.
  attitude StuntS
  SP COST
  STUNT
  1-3
  (Core) Making an Offer: Your test implies a promise or olive branch, temporarily shifting the target’s Attitude toward you up by one per SP spent 
  (even if this test already shifted it); it shifts back by the same amount as soon as you fail a social test against them. Inapplicable when performing a grand 
  gesture.
  1
  Read the Room: The GM reveals the current Attitude, or an intention or mood indicator, for one character present of your choice, in reaction to your 
  test. You can choose this stunt multiple times per roll. Characters with either the Communication (Deception) or Willpower (Self-Discipline) focus may roll 
  vs. your Perception (Empathy) to avoid this.
  2
  On the Fence: Choose a character you didn’t target who’s Standoffish, Neutral, or Open toward you. They’re convinced to take your side in the conflict, 
  as long as they don’t already oppose you (Simple); shift their Attitude toward you up by one for the rest of the encounter (Detailed).
  3
  Bad Form: Immediately regain the SP you spent on this stunt, plus 1 more. Then choose any character present; they now consider you a rival, threat, or 
  enemy, shifting their Attitude to Hostile if it was Standoffish or Neutral, or shifting it to its negative variation if it was more positive. Inapplicable if all NPCs 
  present are already Hostile toward you.
  3
  Cast Out: Your action shames or embarrasses another character present, imposing a −2 penalty on their next social roll against anyone but you in this 
  encounter (Simple) or worsening the Attitude of one other character present toward them by one shift (Detailed).
  4
  Risky Business: Your action reveals a secret or contains a significant lie, shifting your target’s Attitude toward another character in the scene from 
  Neutral or worse to Very Hostile; it also worsens your target’s Attitude toward you by one shift, as they’re inclined to shoot the messenger. If you lied and 
  the target later finds out, their Attitude toward you shifts to Very Hostile as well.
  5
  Meddle: Your action brings others together or drives a wedge between them. Choose two other characters present and shift their Attitudes toward each 
  other up or down by one (both in the same direction).
  
  major aCtionS
  ALL-OUT ATTACK
  You attack one adjacent enemy in close combat, 
  throwing the full force of your Strength behind the 
  attack at the cost of your ability to defend yourself. If 
  your attack hits, you do +1 damage, but whether or not 
  the attack hits, you have a –1 to your Defense until the 
  start of your next turn.
  CHARGE
  You move up to half your Speed (rounded down) in 
  meters and finish with a close combat attack against 
  an adjacent enemy. If you moved at least 4 meters in a 
  straight line before reaching your target, you gain a +1 
  bonus on your attack roll. You cannot take this action 
  if you are prone (you’d need to use the Move action to 
  stand up first). 
  DEFEND
  You focus on defending yourself. Until the start of your 
  next turn, you gain a +2 bonus to your Defense.
  MELEE ATTACK
  You attack an enemy within 2 meters of you in hand-
  to-hand combat. 
  RANGED ATTACK
  You fire or throw a ranged weapon at one visible 
  enemy within range. 
  RUN
  You move up to twice your Speed in meters, sacrificing 
  the ability to perform another action so you can move 
  farther. You cannot take this action if you are prone 
  (you’d need to use the Move action to stand up first). 
  STUNT ATTACK
  Instead of trying to damage an opponent, you focus 
  on performing a specific action stunt, like subduing an 
  enemy with a hold instead of hurting them (a Grapple 
  stunt). Roll an attack test as usual. A successful test 
  awards you 1 SP of a type appropriate for the attack, 
  but the attack itself inflicts no damage. If you roll 
  doubles, you earn additional SP as normal, and may 
  choose a stunt that damages your opponent, but 
  there is still no damage from the base attack. You can 
  attempt stunt attacks against objects as well as oppo-
  nents, though the GM may rule that some stunts do not 
  apply. See Attacking Objects in this chapter for more 
  information.
  minor aCtionS
  ACTIVATE
  This action allows you to start using certain abilities or 
  items, such as certain talents or technology.
  AIM
  You take the measure of your opponent and plan your 
  next strike. If your next action after Aim is a melee or 
  ranged attack, you gain a +1 bonus on your attack roll.
  GUARD UP
  You balance action and defense. Add +1 or +2 (your 
  choice) to your Defense until the end of the round. 
  However, the same modifier becomes a penalty to all 
  tests you make, even opposed tests, until the end of 
  the round as well (unlike the Defend action, which lasts 
  until the beginning of your next turn). If you choose this 
  minor action, you must do it before any major action 
  on your turn, and you cannot Defend on the same turn.
  MOVE
  You move up to your Speed in meters and can 
  combine this with actions like dropping prone, 
  standing up, or climbing in a vehicle, but each 
  these types of actions consume half your Speed 
  (rounded down).
  PREPARE
  When you take this action, you postpone your major 
  action. You declare one major action and your choice 
  to Prepare it. After you do so, the next person in initia-
  tive order acts, and so on, but at any time until the 
  beginning of your next turn, you can interrupt another 
  character and take your prepared action immediately. 
  If you don’t use the prepared action by your next turn, 
  you lose it. 
  PRESS THE ATTACK
  You stand ready to pursue an enemy if they fall back or 
  flee. You can take this action after successfully striking 
  an enemy target with a melee attack (whether you 
  inflict damage or not). After you declare this action, if 
  that foe moves away from you, you may immediately 
  move up to your Speed in meters in direct pursuit 
  at no additional cost in actions. This occurs immedi-
  ately after your foe’s movement, before they can do 
  anything else.
  READY
  You draw a weapon, pull out a device, or otherwise 
  ready an item that is stowed. As part of this action, you 
  can put away something already in hand. You could 
  holster a pistol and pull out a grenade with the same 
  Ready action, for example. 
  STAND FIRM
  You stand firm and prepare to resist any effort to move 
  you. Until the start of your next turn, any enemy using 
  the Skirmish or Knock Prone stunts to move you or 
  knock you to the ground must succeed in an opposed 
  test of their Strength (Might) against your choice of 
  your own Strength (Might) or Dexterity (Acrobatics). 
  If you win the test, the attempt fails. If the attacker 
  wins, the attempt proceeds normally. The attacker still 
  spends the stunt points, regardless of whether the 
  attempt to move you succeeds or fails.
  ConditionS
  The following is a listing and description of the condi-
  tions Expanse characters may acquire. 
  BLINDED
  A blinded character cannot see and automatically 
  fails ability tests reliant on sight, such as Perception 
  (Seeing).
  DEAFENED
  A deafened character cannot hear and automatically 
  fails ability tests reliant on hearing, such as Perception 
  (Hearing).
  DYING
  A dying character is in danger of perishing. A dying 
  character loses 1 point of Constitution score each 
  round on the start of the character’s turn. When the 
  character’s Constitution score reaches –3, the char-
  acter dies. Successful first aid applied to a dying 
  character stabilizes their condition, making them help-
  less, unconscious, and wounded instead. They must 
  recover from these conditions normally (see Interludes 
  in Chapter 5).
  EXHAUSTED
  An exhausted character is severely fatigued. The 
  character’s Speed is halved and they cannot take the 
  Charge or Run actions. An exhausted character who 
  receives an additional fatigued or exhausted condition 
  becomes helpless.
  FATIGUED
  A fatigued character is tired and cannot take the 
  Charge or Run actions. A fatigued character who 
  receives an additional fatigued condition becomes 
  exhausted.
  FREE-FALLING
  A free-falling character is effectively weightless in a 
  microgravity or free-fall environment. The character 
  can only move with access to hand-holds or a surface 
  to push off from or some type of thrust (such as from 
  a thruster pack) and, once moving, continues to move 
  with the same speed and trajectory unless acted upon 
  to stop of change their movement.
  HELPLESS
  A helpless character is incapable of doing anything. 
  The character cannot take any actions.
  HINDERED
  A hindered character’s Speed is halved (round down) 
  and they cannot take the Charge or Run actions.
  INJURED
  An injured character is hurt. The character has a –1 
  penalty to all tests and is fatigued, unable to take 
  the Charge or Run actions. An injured character who 
  receives an additional injured condition becomes 
  wounded.
  PRONE
  A prone character is lying on the ground. The char-
  acter cannot take the Charge or Run actions, as they 
  can only move by crawling, and standing up from 
  prone requires a Move action using half the charac-
  ter’s Speed. Melee attacks have a +1 bonus against 
  prone characters, while ranged attacks have a –1 
  penalty.
  RESTRAINED
  A restrained character’s Speed becomes 0 and they 
  effectively cannot move. A restrained condition may 
  prevent a character from taking certain other actions 
  as well, defined by the nature of the restraint.
  UNCONSCIOUS
  An unconscious character is unaware of their 
  surroundings or the passage of time. The character 
  falls prone and is helpless, unable to take any actions.
  WOUNDED
  A wounded character is severely injured. The char-
  acter has a –2 penalty to all tests and is exhausted, 
  their Speed halved and unable to take the Charge or 
  Run actions. A wounded character who receives an 
  additional injured or wounded condition becomes 
  dying.
  aCtionS
  
  Accuracy measures aim and precision, and 
  measures your ability to do hit targets with ranged 
  or thrown weapons.
  Communication covers social skills and gener-
  ally making friends and influencing people.
  Constitution is your character’s overall health, 
  fortitude, and resistance to harm, illness, and 
  fatigue.
  Dexterity covers deftness, agility, and reaction 
  time, affecting how quickly and gracefully you 
  move.
  Fighting is your character’s capability in close 
  combat, ranging from a brawl to wielding weapons.
  Intelligence measures a character’s reasoning, 
  memory, problem-solving, and overall knowl-
  edge.
  Perception is the ability to pick up on and notice 
  things using any of the character’s senses.
  Strength is sheer muscle power and the ability 
  to apply it, from lifting heavy things to feats of 
  athletics. 
  Willpower measures self-control, self-discipline, 
  mental fortitude, and confidence.
  aCCuraCy foCuSeS
  BOWS: Proficiency with string-fired weapons, from 
  a hand-drawn compound bow to a mechanical 
  crossbow.
  GUNNERY: Proficiency with precision heavy ranged 
  weapons, including ship-mounted weapons.
  PISTOLS: Proficiency with single-grip, short-barrel 
  ballistic weapons.
  RIFLES: Proficiency with double-grip, long-barrel 
  ballistic weapons.
  THROWING: Proficiency with thrown weapons, 
  including grenades.
  CommuniCation foCuSeS
  BARGAINING: Negotiating with others and making 
  deals.
  DECEPTION: Tricking and lying to other people.
  DISGUISE: Changing your appearance to look like 
  someone else.
  ETIQUETTE: Knowing the social niceties of various 
  cultures.
  EXPRESSION: Conveying thoughts and ideas effec-
  tively through words.
  GAMBLING: Playing games of chance and profiting 
  from them.
  INVESTIGATION: Interviewing people for information 
  and finding and deciphering clues.
  LEADERSHIP: Guiding, directing, and inspiring others.
  PERFORMING: Entertaining an audience with a type 
  of performance art.
  PERSUASION: Convincing others to agree with you.
  SEDUCTION: Getting attention through romantic and 
  sexual allure.
  abilitieS & foCuSeS 
  ConStitution foCuSeS
  RUNNING: Moving quickly in both short sprints and 
  long-distance hauls.
  STAMINA: Enduring fatigue, disease, and privation.
  SWIMMING: Moving across water and staying afloat.
  TOLERANCE: Withstanding the effects of potentially 
  toxic substances, imbibed for recreation or unwitting 
  exposure.
  dexterity foCuSeS
  ACROBATICS: Executing gymnastic, balancing, and 
  tumbling maneuvers.
  CRAFTING: Making things with manual skills, including 
  the various fine and plastic arts. Examples of specific 
  Crafting focuses include Carpentry, Carving, Drawing, 
  Glass-blowing, Leather-working, Painting, Origami, 
  Sculpting, and so forth, but feel free to come up with 
  your own. 
  DRIVING: Handling surface vehicles like cars, trucks, 
  or motorized carts, to name a few.
  FREE-FALL: Maneuvering and moving while in free-
  fall, usually in microgravity.
  INITIATIVE: Reacting quickly under pressure.
  PILOTING: Operating vehicles that move in three 
  dimensions like aircraft, drones, and spaceships.
  SLEIGHT OF HAND: Using sleight of hand and deft 
  movements to trick others, hide things, or pick pockets.
  STEALTH: Moving around without being noticed.
  fiGhtinG foCuSeS
  BRAWLING: Proficiency in fighting unarmed, from 
  bare-knuckle boxing to various styles of martial arts.
  GRAPPLING: Proficiency in unarmed techniques 
  intended to immobilize and restrain.
  HEAVY WEAPONS: Proficiency with large or heavy 
  close combat weapons like axes, clubs, hammers, and 
  large swords, to name a few.
  LIGHT WEAPONS: Proficiency with light close combat 
  weapons like batons, knives, light staffs, and swords, 
  among others.
  intelliGenCe foCuSeS
  ART: Knowledge of artistic movements, styles, artists, 
  and works in any of the fine arts. Making art uses the 
  Crafting focus.
  BUSINESS: Knowledge of running a business as well 
  as of the business and corporate world.
  CRYPTOGRAPHY: Creating and deciphering codes 
  and ciphers.
  CURRENT AFFAIRS: Knowledge of politics, news-
  worthy events, and popular culture.
  DEMOLITIONS: Identifying, using and safely handling 
  explosives, as well as understanding their effects and 
  detonation methods.
  ENGINEERING: Making, repairing, and maintaining 
  technological items as well as knowledge of the princi-
  ples and practicalities of their design and development.
  EVALUATION: Knowledge of the value of goods, 
  works of art, and other valuables.
  LAW: Knowledge of codes, regulations, and different 
  legal proceedings of all levels of the judiciary and law 
  enforcement.
  MEDICINE: Tending to the sick and injured, and under-
  standing medical and anatomical knowledge. 
  NAVIGATION: Planning and following a route from 
  one place to another, interpreting maps and carto-
  graphic data, and figuring out where you are.
  RESEARCH: Conducting a systematic search for infor-
  mation, usually using records, archives, and books.
  SCIENCE: Knowledge of an organized field of study 
  and the ability to understand things related to it. 
  Examples of Science focuses include: Anthropology, 
  Astronomy, Botany, Biology, Chemistry, Economics, 
  Genetics, History, Planetary or “Earth” Sciences, 
  Physics, Psychology, and Theology, but you can 
  choose another scientific field, if you wish (see the 
  Unusual Focuses sidebar).
  SECURITY: Knowledge of different security devices, 
  systems, protocols, and personnel.
  TACTICS: Knowledge of strategy, tactics, and famous 
  applications thereof.
  TECHNOLOGY: Knowledge of the design and oper-
  ation of technology, particular computers, which are 
  incorporated into nearly all technological items in The 
  Expanse.
  perCeption foCuSeS
  EMPATHY: Picking up on and interpreting the feelings 
  and emotions of others.
  HEARING: Perceiving using your auditory sense.
  INTUITION: Having a “gut feeling” about certain 
  things you can’t otherwise sense.
  SEARCHING: Finding things that are hidden or 
  obscured, such as hidden compartments.
  SEEING: Perceiving using your visual sense.
  SMELLING: Perceiving using your olfactory sense.
  SURVIVAL: Practical skills of wilderness survival.
  TASTING: Perceiving using your olfactory sense.
  TOUCHING: Perceiving using your tactile sense.
  TRACKING: Following tracks and other signs of 
  passage.
  StrenGth foCuSeS
  CLIMBING: Scaling walls and other vertical obstacles.
  INTIMIDATION: Overawing others with your physical 
  presence and threats.
  JUMPING: Making standing or running jumps.
  MIGHT: Feats of raw power, such as lifting or holding 
  up heavy objects.
  WillpoWer foCuSeS
  COURAGE: Overcoming fear in the face of adversity.
  FAITH: Deriving inner strength through spiritual or 
  moral belief.
  SELF-DISCIPLINE: Focusing your mental energy or 
  controlling your impulses and emotions.
  
  reCoVerinG or faVored aCtiVity = 
   10 + leVel fortune per 8 hourS      
  other aCtiVitieS =  
  5 + leVel fortune per interlude
  ADVANCEMENT
  During the interlude, you spend time 
  consolidating an advancement within 
  an organization.
  REQUIREMENTS: 
  You 
  must 
  have received an advancement 
  in Membership as a reward prior 
  to the start of the interlude (see 
  Membership in Chapter 13 of 
  The Expanse RPG).
  RESOLUTION: This requires a test 
  only if the GM feels it is needed 
  to close the deal of an award of 
  advancement in rank, in which 
  case it should generally be an 
  advanced test of Communication, 
  unless the organization prizes 
  some other ability you can use 
  to demonstrate your worthiness. 
  The test should have a fairly low 
  success threshold, between 5 and 
  10, reflecting your already existing 
  value to the organization.
  MAINTENANCE
  You make sure things are functioning 
  properly.
  REQUIREMENTS: You need the 
  necessary tools, parts, and equip-
  ment. If you’re lacking them, or 
  they are poor quality, the GM 
  may say your maintenance work 
  takes longer or is less effective. 
  If you need to acquire them, then 
  an Income test is needed, with a 
  Cost set by the GM using guide-
  lines in Chapters 3 and 4 of The 
  Expanse RPG.
  RESOLUTION: Usually, no test is 
  required, although the GM may 
  require a character have the 
  appropriate focus, like Intelligence 
  (Engineering) or (Technology) to 
  do the work, and sufficient time 
  and resources.
  MAKING OR FIXING
  You spend time making or fixing some-
  thing.
  REQUIREMENTS: You need the 
  necessary materials (which can 
  be acquired with an Income test 
  with a TN equal to the item’s 
  value –5) and necessary tools 
  and equipment. If you are lacking 
  in the latter, the GM may apply a 
  penalty to the advanced test. If 
  you are fixing rather than building 
  something, subtract an additional 
  2 from the TN of the Income test.
  RESOLUTION: Make an advanced 
  test using the appropriate focus, 
  such as Dexterity (Crafting), Intel-
  interlude aCtiVitieS
  ligence (Engineering), or Intelli-
  gence (Chemistry) with a TN equal 
  to the item’s cost –2. The GM 
  determines the success threshold 
  based on the item’s complexity: 
  5 for a simple item; 10 to 15 for 
  more complex ones; up to 20 to 
  25 for truly complex works or 
  pieces of equipment. Lower the 
  success threshold by as much as 
  half for fixing something rather 
  than building it from scratch, so 
  a threshold of 20 might become 
  10, for example. The GM can 
  adjust this based on the extent 
  of the repairs needed. Each roll 
  represents 6 hours of work. When 
  you reach the threshold, the item 
  is complete.
  RECOVERING
  Sometimes, you need to spend an inter-
  lude, perhaps even several, recovering 
  from the results of your prior encounters.
  REQUIREMENTS: While recov-
  ering, the character needs to 
  engage in only light activity: 
  resting, 
  reading, 
  conversation, 
  and so forth. No other activities 
  can be undertaken during the 
  same interlude while recovering
  RESOLUTION: 
  Make 
  an 
  advanced TN 11 Constitution 
  (Stamina) test every 24 hours. If 
  you are under medical care, your 
  physician (or auto-doc) can make 
  an Intelligence (Medicine) test 
  against the same TN and you can 
  use the better of the two rolls. 
  Track the result of the Drama 
  Die for each successful test. At a 
  success threshold of 5, you can 
  remove an injured condition. At a 
  success threshold of 15, you can 
  remove a wounded condition. For 
  recovering for additional condi-
  tions due to hazards, the GM sets 
  the necessary success threshold. 
  If recovery conditions are less 
  than ideal—such as trying to 
  recover in the wilderness with 
  little shelter or food, or on a ship 
  low on supplies with minimal life 
  support—the GM may increase 
  the TN of the test.
  RELATING
  You take time to get to know someone 
  better, or to change the nature of your 
  relationship.
  REQUIREMENTS: Relating only 
  requires time and someone willing 
  to relate to you, or given no choice 
  but to do so by circumstances. At 
  the GM’s discretion you might 
  need to at least get someone else 
  to an attitude of Neutral toward 
  you in a social encounter before 
  you can really relate to them 
  during an interlude.
  RESOLUTION: No test is required 
  (except perhaps to improve the 
  other person’s initial attitude, see 
  Requirements). You just take time 
  to either change your relationship 
  with someone (see Changing 
  Relationships in Chapter 13) or to 
  establish or strengthen a bond 
  (see Adding Relationships in 
  Chapter 13  of The Expanse RPG). 
  The GM determines how long this 
  takes: It might be anywhere from a 
  heartfelt conversation for an hour 
  or two to spending days or even 
  longer together.
  REPUTATION
  You live up to your reputation, or create 
  a new one for yourself.
  REQUIREMENTS: You need either 
  an existing reputation to main-
  tain or a new one you are looking 
  to achieve. See Reputation in 
  Chapter 13 of The Expanse RPG 
  for details. 
  RESOLUTION: You spend time 
  doing things in accordance with 
  your reputation in order to main-
  tain it; reputations and fame can 
  be fleeting, and a known pattern 
  of behavior can reinforce them. 
  Exactly what depends on your 
  reputation, but during an interlude 
  it is often making your actions 
  known in some way, whether it 
  is giving an interview or broad-
  casting a video or a piece of 
  writing out to the system. In 
  some cases, the GM may require 
  a test, such as Communication 
  (Expression or Performing) to 
  measure the effectiveness of your 
  efforts. You can likewise do things 
  counter to a current reputation in 
  order to try and rid yourself of it, 
  or something new in order to gain 
  a new reputation. The GM decides 
  when it is appropriate to drop an 
  old reputation or to award you a 
  new one.
  RESEARCHING
  You spend time looking up (or digging 
  for) information.
  REQUIREMENTS: 
  You 
  need 
  access to sources of information, 
  usually your hard terminal and a 
  network, although some research 
  might 
  also 
  require 
  specific 
  sources of data or even subjects 
  of study, such as biological or 
  material samples.
  RESOLUTION: Make an advanced 
  Intelligence (Research) test with 
  a TN based on how obscure or 
  difficult to find the information 
  you’re looking for is. Each test 
  represents 4 hours of work. The 
  GM sets the success threshold 
  for when you find what you’re 
  looking for. Optionally, the GM 
  can set multiple thresholds, each 
  revealing a particular piece of 
  information about the subject, 
  until you have found out every-
  thing there is to know about it.
  TRAINING
  Practice makes perfect, or at least 
  secures progress.
  REQUIREMENTS: You need the 
  time and the right conditions to 
  train with whatever focus or talent 
  you’re practicing. This may also 
  call for certain equipment, at the 
  GM’s discretion, such as a shooting 
  range (or at least a virtual simulator) 
  to train with guns, for example.
  RESOLUTION: No test is needed, 
  but you need a hundred hours of 
  training (cumulative) to acquire 
  a new focus or new degree in a 
  talent, or to advance an ability after 
  gaining a level (see Advancement 
  in Chapter 1 of The Expanse RPG). 
  The GM is free to reduce or even 
  waive this time as best suits the 
  overall story. Otherwise, interludes 
  after characters gain a level can 
  be assumed to be taken up with at 
  least some training time.
  UPKEEP
  You put time and Income into main-
  taining a lifestyle.
  REQUIREMENTS: 
  None 
  other 
  than the needed Income.
  RESOLUTION: No test is required, 
  unless the characters is trying to 
  live above their means and enjoy 
  a higher lifestyle than their Income 
  would normally allow. In that case, 
  reduce the character’s Income by 1 
  per additional class of lifestyle, just 
  like overextending Income on a 
  purchase. Naturally, this makes this 
  sort of living quite unsustainable.
  WORKING
  A prime way to handle upkeep is by 
  working to get paid.
  REQUIREMENTS: A paying job 
  the character can perform.
  RESOLUTION: Characters can 
  spend interludes working a job, 
  either for a particular employer 
  or a freelance or gig approach 
  of getting paid for certain tasks. 
  The default is the characters 
  maintains their Income score, and 
  may recover from any reduction 
  in Income from expenses prior to 
  the interlude, at the GM’s discre-
  tion. Alternately, the character can 
  take a riskier approach, making a 
  test with a suitable focus for the 
  work against TN 13. If successful, 
  the character scores a tempo-
  rary windfall, a +1 to Income 
  that lasts until after the next 
  purchase requiring an Income 
  test. However, if the test fails, the 
  character suffers a reversal: a –1 
  penalty to Income that lasts until 
  the next character’s next opportu-
  nity to increase or restore Income 
  by reward, leveling, or interlude.
  
  SpaCe Combat SequenCe
  1.  COMMAND: The character in command of the ship 
  issues orders, determining how hard the crew can 
  push themselves this turn and what advantages the 
  commander’s leadership grants.
  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 Range, Medium Range, and Close 
  Range or CQB (Close Quarters Battle). Range deter-
  mines effective weapon attacks and defenses. Ships 
  can attempt to maneuver to extend or close the 
  distance between them.
  3. ELECTRONIC WARFARE: Determine the effec-
  tiveness of the ship’s sensor information and any 
  efforts to deceive enemy sensors, and therefore 
  targeting, using electronic warfare techniques.
  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.
  6. ATTACK DAMAGE: Resolve the damage of any 
  weapon attack that successfully gets past defenses 
  in Step 4.
  7.  DAMAGE CONTROL: If a ship is suffers losses due 
  to damage but is not taken out, its crew can attempt 
  to minimize the effects of the losses.
  Command
  At the start of each round of combat, the character in 
  command of the ship can make a TN 11 Communica-
  tion (Leadership) test. If successful, the commander 
  generates 1 Stunt Point, plus additional SP equal to the 
  value of the Drama Die, if the roll contains doubles, 
  much like a Stunt Attack action (see Chapter 5 of The 
  Expanse RPG).
  The commander may spend SP generated from 
  the command test on other ship combat actions that 
  round. This is an exception to the general rule that SP 
  must be spent immediately—they can apply to any test 
  by the ship’s crew that round. Once a new round of 
  ship combat begins, any unspent command SP from 
  the prior round are lost, and the commander makes a 
  new command test.
  Command teSt = CommuniCation (leaderShip) VS. tn 11     
  SuCCeSS = 1 Stunt point (+ drama die Sp With doubleS)
  Reference the Space Combat Stunts table for a list 
  of what these Stunt Points may be spent on.
  maneuVerS
  For combat to occur between ships, they must be 
  within range of each other’s weapons. Ship combat 
  at the longest ranges uses torpedoes, then medium 
  range weapons like rail guns, and finally relatively 
  short-distance weapons like point defense cannons. 
  If a ship is not within range to use its weapons, it can 
  execute all of the other steps of combat, but cannot 
  effectively attack the opposing ship.
  LONG RANGE (1OO TO 1,000 KM OR MORE): 
  At this distance, self-guided torpedoes are the 
  only really effective weapons, as other attacks 
  are too easy to predict and dodge under normal 
  circumstances.
  MEDIUM RANGE (5 TO 100 KM): At this 
  distance, direct fire weapons like rail guns are 
  effective, whereas they are fairly easy to evade 
  at longer ranges.
  CLOSE RANGE (5 KM OR LESS): At this distance, 
  a ship’s Point Defense Cannons make effective 
  ship-to-ship weapons for close quarters battle.
  CHANGING RANGE
  In the maneuver phase, ships can shift their relative 
  positions by one range band, moving from Long to 
  Medium Range, for example, or from Short to Medium 
  Range. If a ship wants to maintain the distance 
  between it and a pursuing attacker, roll an opposed 
  Dexterity (Piloting) test between the two ships, with 
  the smaller (and therefore faster and more maneu-
  verable) ship getting a +1 bonus per Size category 
  smaller than the larger ship. So, for example, a Large 
  ship maneuvering against a Gigantic ship has a +2 
  bonus for being two Size categories smaller. If the 
  maintaining ship wins, the relative range remains 
  unchanged. If the closing ship wins, it decreases by 
  one range band.
  HIGH-G MANEUVERING
  A pilot has the option of going for a high-g maneuver, 
  adding a bonus from +1 to +6 to the maneuver test 
  result and allowing the ship to shift up to two range 
  bands. This puts strain on everyone on board the 
  ship, however, requiring a Constitution (Stamina) 
  test with a TN of 8 + maneuver bonus. On a failure, 
  the character suffers 1d6 penetrating damage per 
  point of maneuver bonus, half that (rounded down) 
  with a successful test. For a +1 bonus, that means a 
  successful Constitution test results in no damage. 
  Characters with access to the juice can take fatigued 
  and exhausted conditions first to mitigate the 
  damage before they take injured or wounded condi-
  tions, otherwise they have to take just injured and 
  wounded conditions.
  If one ship is simply trying to escape from another, 
  use the Chase rules from Chapter 5 of The Expanse 
  RPG.
  eleCtroniC Warfare
  In order to effectively fight, a ship must be able to 
  detect its opponents to target and out-maneuver them 
  while working to fool their sensors and present as 
  little of a target as possible. Roll an electronic warfare 
  test for each ship involved in the combat. This is an 
  opposed Intelligence (Technology) test, plus the ship’s 
  Sensors score, against a target number of 11.
  eleCtroniC Warfare teSt =  
  3d6 + intelliGenCe (teChnoloGy) + SenSorS VS. tn 11
  The winner of the test gains a bonus equal to 
  half the Drama Die (round up), which can be applied 
  to either defensive actions or the TN to evade the 
  winning ship’s attacks that round. The character 
  performing the electronic warfare test determines how 
  the bonus is divided.
  Weapon attaCkS
  Each round, each of the ship’s weapons within 
  range can attack an available target designed by a 
  crew-member with weapons control. Sensor-guided 
  targeting and computer-controlled firing means a 
  weapon attack within the weapon’s range automati-
  cally hits unless the target ship executes a defensive 
  action to evade it (see Defensive Actions, following).
  GRAPPLERS
  Grapplers do not inflict damage and can only be used 
  at Close Range (usually a kilometer or less). A grappler 
  hit that is not evaded locks on to the target ship and, 
  when it moves, the grappled-on ship moves with it. The 
  grappled ship is treated as having a Size category equal 
  to one greater than the Size of the larger of the two 
  ships, if its drive is moving their total mass. Once a ship 
  is grappled, neither ship can evade the other, which 
  is why grappling is usually only performed on ships 
  unable to fire weapons.
  POINT DEFENSE CANNONS
  Primarily defensive weapons, PDCs can be used for 
  attacks at Close Range (5 kilometers or less). A PDC 
  hit does 2d6 damage. If the ship’s PDCs are used to 
  attack that round, the TN for any Point Defense test 
  increases by +2 (see Point Defense under Defensive 
  Actions, following).
  RAIL GUNS
  Rail guns are useful out to Medium Range, after which 
  their shots are easy to evade. A rail gun attack can only 
  be made against a target in the gun’s firing arc, either 
  in front of or behind the ship (for spinal-mounted rail 
  guns) or along one side of the ship (for turret-mounted 
  rail guns). A rail gun hit does 3d6 damage.
  TORPEDOES
  Torpedoes are Long Range weapons, since they can 
  accelerate faster than any ship, becoming virtually 
  impossible to evade, although they can still be shot 
  down with PDCs. A torpedo hit does 4d6 damage. 
  Plasma torpedoes (see Ship Qualities) do 3d6 
  damage, but reduce the target ship’s Hull score by one 
  category against their damage.
  • TORPEDO ACCESLERATION: Torpedoes have 
  to accelerate towards their target, using the firing 
  ship’s targeting and their own internal guidance 
  systems. Torpedoes fired at Close Range reach 
  their target on the same round. At longer ranges, 
  it takes the torpedo an additional round per range 
  band, so at Medium Range the torpedo reaches 
  its target on Step 4 of the following round. At Long 
  Range, it reaches its target on Step 4, 2 rounds 
  after launch. On the other hand, torpedoes fired 
  at longer ranges are traveling faster when they 
  reach their targets, making them more difficult—
  or even impossible—to evade (see Evasion under 
  Defensive Actions, following).
  • TORPEDO CHASES: At the GM’s discretion, a 
  ship can attempt to outrun incoming torpedoes 
  as a chase (see Chases in Chapter 5). Torpedoes 
  are treated as Tiny Size ships with an additional 
  +2 bonus to chase tests due to size and speed, 
  and a +2 bonus to the Drama Die result added 
  to their Chase Total, so they have a substantial 
  advantage. The targeted ship starts with a Chase 
  Total of 2 for Close Range, 5 for Medium Range, 
  and 10 for Long Range, but there is no success 
  threshold at which the ship escapes unless the 
  torpedo hits something else or is shot down or 
  otherwise disabled. When the torpedo’s Chase 
  Total exceeds the ship’s Chase Total, the torpedo 
  SpaCe Combat
  Ship Weapon attaCkS
  WEAPON
  RANGE
  DAMAGE
  Grapplers
  Close
  n/a
  Point Defense Cannon
  Close
  2d6
  Rail Gun
  Medium
  3d6
  Torpedo
  Long
  4d6
  
  hits. Therefore, outrunning a torpedo is a strictly 
  temporary measure that might buy a little time, 
  but that’s all.
  TARGETED WEAPON ATTACKS
  Weapon attacks are normally assumed to be aimed to 
  inflict the greatest possible damage to their targets. 
  Characters can choose, however, to fire a targeted 
  weapon attack aimed at causing a particular type of 
  loss to the target (see Losses under Attack Damage, 
  following). In this case, a successful attack is reduced 
  by only half of the target’s Hull score (round down 
  after rolling a Hull total) but the attack cannot cause 
  any effect greater than the intended loss, and there-
  fore cannot Take Out the target ship. Any damage in 
  excess of the intended loss has no effect.
  Targeted weapon attacks are sometimes the only 
  effective attacks small ships can make against much 
  larger targets, until they have inflicted enough losses 
  on the target’s systems to give them an advantage. 
  The GM rules if a particular targeted weapon attack 
  is reasonable, given the nature of the target, and may 
  choose to modify the Hull penalty against the target 
  accordingly.
  defenSiVe aCtionS
  Once attacks are declared, targeted ships can take 
  defensive actions. There are two ways to defend 
  against incoming weapon attacks: evasion and point 
  defense.
  EVASION
  The targeted ship’s pilot can make a Dexterity (Piloting) 
  test to maneuver the ship out of the path of a weapon 
  attack. The target number is 10 + the attacking ship’s 
  Sensors score, plus any bonus from command stunts 
  and electronic warfare this round (see the Command 
  and Electronic Warfare steps, previously). If the test 
  is successful, the attack misses the ship. If it fails, the 
  attack still hits.
  eVaSion teSt = 3d6 + dexterity (pilotinG)  
  VS. tn 10 + attaCkinG Ship’S SenSorS
  If outside the weapon’s effective range, an evasion 
  test is automatically successful. Rail gun and PDC 
  rounds don’t just disappear beyond Medium and 
  Close Range—they keep on flying at the same speed 
  through space until they hit something—but evading 
  them becomes child’s play at that distance.
  • TORPEDOES: Evading a torpedo actually 
  increases in difficulty with range, as the torpedo 
  accelerates to greater and greater speeds. At 
  Medium Range, the TN to evade a torpedo is 12 
  + the attacking ship’s Sensors. At Long Range, 
  ships cannot evade torpedoes and can only 
  use point defense to shoot them down, as the 
  torpedoes are moving too fast. If the ship doesn’t 
  have PDCs, it cannot defend itself against a Long 
  Range torpedo attack.
  • HIGH-G MANEUVERING: The pilot has the 
  option of going for a high-g evasive maneuver, 
  adding a bonus from +1 to +6 to the maneuver 
  test result, much the same as a high-g maneuver 
  for changing range (see High-g Maneuvering 
  under Maneuvers, previously). This requires the 
  same Constitution (Stamina) test to avoid damage 
  from the maneuver. A high-g evasive maneuver 
  has another cost—it throws off targeting. If a pilot 
  chooses it, the bonus from the maneuver test 
  also applies as a bonus to the evasion tests of 
  other ships trying to evade the attacks from the 
  pilot’s ship that round.
  POINT DEFENSE
  Ships can also defend against torpedo attacks with 
  point defense cannons, using them to shoot down the 
  incoming attack before it hits. This is a test of the ship’s 
  Sensors, since the reaction-time required is faster than 
  the best human gunner. The target number is the same 
  as evasion: 10 + the attacking ship’s Sensors score, 
  plus any bonus from electronic warfare and command 
  stunts this round.
  point defenSe teSt =  
  3d6 + SenSorS VS. tn 10 + attaCkinG Ship’S SenSorS
  If the defending ship’s PDCs were used to attack 
  during the weapon attacks step of the round, the TN 
  for the point defense test is increased by +2 to 12 + the 
  attacking ship’s Sensors. For this reason, some ship 
  commanders and weapon officers will conserve PDC 
  fire for defensive purposes.
  attaCk damaGe
  If defensive action fails to prevent an attack, it may 
  inflict damage on the targeted ship. Roll dice equal to 
  the weapon’s damage to determine its effect.
  attaCk damaGe = Weapon type diCe roll
  The ship can then absorb that damage in a series 
  of steps:
  • Take the ship’s Hull score and subtract that from 
  the damage. If the ship’s Hull score is rated in 
  a number of dice, roll that many dice, add them 
  together, and subtract the total from the damage.
  • Apply loss conditions to the ship to further 
  reduce the damage by 1d6 or 2d6.
  If any damage remains, the ship is taken out.
  HULL TOTAL
  Generally, the ship’s full Hull score is used against any 
  weapon damage to the ship, the exceptions being:
  • A targeted weapon attack halves the target’s 
  Hull total (after the dice are rolled), rounded 
  down. However, the attack cannot inflict more 
  than its intended loss (see Targeted Weapon 
  Attacks, previously).
  • A plasma torpedo treats the target’s Hull score as 
  one category lower, from 3d6 to 2d6, or from 1d3 
  to 1, for example. See Plasma Torpedoes under 
  Ship Qualities in Chapter 6 of The Expanse RPG.
  LOSSES
  If damage remains after subtracting the ship’s Hull 
  total, the ship may suffer one or two losses to further 
  reduce the damage. One loss reduces damage by 1d6 
  and imposes two of the following loss conditions:
  COLLATERAL: Crew members in one compart-
  ment of the ship suffer 1d6 damage. If there is 
  crew in multiple areas, the GM chooses which 
  area(s) are affected.
  HULL: Damage to the hull imposes a −1 penalty 
  on Hull score totals (after dice are rolled).
  MANEUVERABILITY: Damage to the ship’s 
  thrusters or navigation impose a −1 penalty on 
  Dexterity (Piloting) checks.
  SENSORS: Damage to the ship’s sensors 
  reduces its Sensors score by 1.
  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.
  You can choose the same loss condition twice, in 
  which case its effects stack, such as −2 to Hull score 
  totals or −2 to Sensors, for example. A ship cannot 
  take the same loss condition more than six times 
  total.
  To determine a loss condition randomly roll 1d6. 
  Re-roll results of 5 if the ship has no weapons:
   1 = Collateral, 2 = hull, 3 = SenSorS,  
  4 = maneuVerability, 5 = WeaponS, 6 = re-roll.
  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 maneu-
  vers and suffers a −2 penalty to evasion defen-
  sive 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.
  To randomly determine a serious loss condition, roll 
  a die, with 1–3 = Reactor Offline and 4–6 = Weapon 
  Offline. If the ship has no weapon systems, Reactor 
  Offline is the only serious loss it can take.
  TAKEN OUT
  If damage remains after applying all losses, then the 
  target ship is taken out. This is similar to when a char-
  acter is taken out in a conflict. The attacker chooses 
  the target’s condition, ranging from crippled and help-
  less to destroyed outright.
  ROLLING OVER
  Also like personal combat, a ship can choose to roll 
  over. The ship’s captain chooses to take the ship out 
  of the encounter, and the player (or GM for a GM-con-
  trolled ship) chooses the ship’s condition. As with 
  personal combat, a ship can only roll over before the 
  application of damage in a round, although this can be 
  after the defensive action step, but before damage is 
  calculated and applied.
  damaGe Control
  After a ship takes damage its engineering crew gets to 
  work. Many ships dedicate space near the drive to an 
  engineering bay. A good engineering bay is a machine 
  shop where any part of the ship can be repaired from 
  everything but the most catastrophic damage. A great 
  engineering bay in the hands of a hands of a skilled engi-
  neer is a place where replacement parts can be fabri-
  cated from scratch, if materials are available.
  A single loss to Maneuverability, Sensors, or 
  Weapons can be eliminated with a damage control 
  test: Intelligence (Engineering) vs. TN 11 and a success 
  threshold of 5. Two losses require a success threshold 
  of 10. Damage control in combat cannot eliminate 
  Collateral or Hull losses.
  damaGe Control adVanCed teSt =  
  3d6 + intelliGenCe (enGineerinG) VS. tn 11,  
  SuCCeSS threShold 5 for one loSS, 10 for tWo loSSeS
  SpaCe Combat
  
   
  COMBATANT 
  INITIATIVE 
  NOTES
  Combat  
  round
  General noteS
  Combat Tracker
  1
  2
  3
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  4
  
  major aCtionS
  ALL-OUT ATTACK
  You attack one adjacent enemy in close combat, 
  throwing the full force of your Strength behind the 
  attack at the cost of your ability to defend yourself. If 
  your attack hits, you do +1 damage, but whether or not 
  the attack hits, you have a −1 to your Defense until the 
  start of your next turn.
  CHARGE
  You move up to half your Speed (rounded down) in 
  meters and finish with a close combat attack against 
  an adjacent enemy. If you moved at least 4 meters in a 
  straight line before reaching your target, you gain a +1 
  bonus on your attack roll. You cannot take this action 
  if you are prone (you’d need to use the Move action to 
  stand up first). 
  DEFEND
  You focus on defending yourself. Until the start of your 
  next turn, you gain a +2 bonus to your Defense.
  MELEE ATTACK
  You attack an enemy within 2 meters of you in hand-
  to-hand combat. 
  RANGED ATTACK
  You fire or throw a ranged weapon at one visible 
  enemy within range. 
  RUN
  You move up to twice your Speed in meters, sacrificing 
  the ability to perform another action so you can move 
  farther. You cannot take this action if you are prone 
  (you’d need to use the Move action to stand up first). 
  STUNT ATTACK
  Instead of trying to damage an opponent, you focus 
  on performing a specific action stunt, like subduing an 
  enemy with a hold instead of hurting them (a Grapple 
  stunt). Roll an attack test as usual. A successful test 
  awards you 1 SP of a type appropriate for the attack, 
  but the attack itself inflicts no damage. If you roll 
  doubles, you earn additional SP as normal, and may 
  choose a stunt that damages your opponent, but 
  there is still no damage from the base attack. You can 
  attempt stunt attacks against objects as well as oppo-
  nents, though the GM may rule that some stunts do not 
  apply. See Attacking Objects in this chapter for more 
  information.
  minor aCtionS
  ACTIVATE
  This action allows you to start using certain abilities or 
  items, such as certain talents or technology.
  AIM
  You take the measure of your opponent and plan your 
  next strike. If your next action after Aim is a melee or 
  ranged attack, you gain a +1 bonus on your attack roll.
  GUARD UP
  You balance action and defense. Add +1 or +2 (your 
  choice) to your Defense until the end of the round. 
  However, the same modifier becomes a penalty to 
  all tests you make, even opposed tests, until the end 
  of the round as well (unlike the Defend action, which 
  lasts until the beginning of your next turn). If you 
  choose this minor action, you must do it before any 
  major action on your turn, and you cannot Defend on 
  the same turn.
  MOVE
  You move up to your Speed in meters and can combine 
  this with actions like dropping prone, standing up, or 
  climbing in a vehicle, but each these types of actions 
  consume half your Speed (rounded down).
  PREPARE
  When you take this action, you postpone your major 
  action. You declare one major action and your choice 
  to Prepare it. After you do so, the next person in initia-
  tive order acts, and so on, but at any time until the 
  beginning of your next turn, you can interrupt another 
  character and take your prepared action immediately. 
  If you don’t use the prepared action by your next turn, 
  you lose it. 
  PRESS THE ATTACK
  You stand ready to pursue an enemy if they fall back or 
  flee. You can take this action after successfully striking 
  an enemy target with a melee attack (whether you 
  inflict damage or not). After you declare this action, if 
  that foe moves away from you, you may immediately 
  move up to your Speed in meters in direct pursuit 
  at no additional cost in actions. This occurs immedi-
  ately after your foe’s movement, before they can do 
  anything else.
  READY
  You draw a weapon, pull out a device, or otherwise 
  ready an item that is stowed. As part of this action, you 
  can put away something already in hand. You could 
  holster a pistol and pull out a grenade with the same 
  Ready action, for example. 
  STAND FIRM
  You stand firm and prepare to resist any effort to move 
  you. Until the start of your next turn, any enemy using 
  the Skirmish or Knock Prone stunts to move you or 
  knock you to the ground must succeed in an opposed 
  test of their Strength (Might) against your choice of 
  your own Strength (Might) or Dexterity (Acrobatics). 
  If you win the test, the attempt fails. If the attacker 
  wins, the attempt proceeds normally. The attacker still 
  spends the stunt points, regardless of whether the 
  attempt to move you succeeds or fails.
  ConditionS
  The following is a listing and description of the condi-
  tions Expanse characters may acquire. 
  BLINDED
  A blinded character cannot see and automatically 
  fails ability tests reliant on sight, such as Perception 
  (Seeing).
  DEAFENED
  A deafened character cannot hear and automatically 
  fails ability tests reliant on hearing, such as Perception 
  (Hearing).
  DYING
  A dying character is in danger of perishing. A dying 
  character loses 1 point of Constitution score each 
  round on the start of the character’s turn. When the 
  character’s Constitution score reaches −3, the char-
  acter dies. Successful first aid applied to a dying 
  character stabilizes their condition, making them help-
  less, unconscious, and wounded instead. They must 
  recover from these conditions normally (see Inter-
  ludes in Chapter 5 of The Expanse RPG).
  EXHAUSTED
  An exhausted character is severely fatigued. The 
  character’s Speed is halved and they cannot take the 
  Charge or Run actions. An exhausted character who 
  receives an additional fatigued or exhausted condition 
  becomes helpless.
  FATIGUED
  A fatigued character is tired and cannot take the 
  Charge or Run actions. A fatigued character who 
  receives an additional fatigued condition becomes 
  exhausted.
  FREE-FALLING
  A free-falling character is effectively weightless in a 
  microgravity or free-fall environment. The character 
  can only move with access to hand-holds or a surface 
  to push off from or some type of thrust (such as from 
  a thruster pack) and, once moving, continues to move 
  with the same speed and trajectory unless acted upon 
  to stop of change their movement.
  HELPLESS
  A helpless character is incapable of doing anything. 
  The character cannot take any actions.
  HINDERED
  A hindered character’s Speed is halved (round down) 
  and they cannot take the Charge or Run actions.
  INJURED
  An injured character is hurt. The character has a −1 
  penalty to all tests and is fatigued, unable to take 
  the Charge or Run actions. An injured character who 
  receives an additional injured condition becomes 
  wounded.
  PRONE
  A prone character is lying on the ground. The char-
  acter cannot take the Charge or Run actions, as they 
  can only move by crawling, and standing up from 
  prone requires a Move action using half the charac-
  ter’s Speed. Melee attacks have a +1 bonus against 
  prone characters, while ranged attacks have a −1 
  penalty.
  RESTRAINED
  A restrained character’s Speed becomes 0 and they 
  effectively cannot move. A restrained condition may 
  prevent a character from taking certain other actions 
  as well, defined by the nature of the restraint.
  UNCONSCIOUS
  An unconscious character is unaware of their 
  surroundings or the passage of time. The character 
  falls prone and is helpless, unable to take any actions.
  WOUNDED
  A wounded character is severely injured. The char-
  acter has a −2 penalty to all tests and is exhausted, 
  their Speed halved and unable to take the Charge or 
  Run actions. A wounded character who receives an 
  additional injured or wounded condition becomes 
  dying.
  aCtionS
  
SOURCE: textdata/thevault/Adventure Game Engine (AGE)/The Expanse/The Expanse Roleplaying Game - Game Master's Kit - Cards.pdf