This cheat sheet summarizes the core mechanics of the Blade Runner tabletop roleplaying game. It outlines the 4 abilities, 13 skills, opposed and pushing rolls, combat zones, initiative, turns, close combat, ranged combat, vehicles, chases, damage, stress, and character advancement points. The key information is presented concisely in 3 sentences or less.
This cheat sheet summarizes the core mechanics of the Blade Runner tabletop roleplaying game. It outlines the 4 abilities, 13 skills, opposed and pushing rolls, combat zones, initiative, turns, close combat, ranged combat, vehicles, chases, damage, stress, and character advancement points. The key information is presented concisely in 3 sentences or less.
This cheat sheet summarizes the core mechanics of the Blade Runner tabletop roleplaying game. It outlines the 4 abilities, 13 skills, opposed and pushing rolls, combat zones, initiative, turns, close combat, ranged combat, vehicles, chases, damage, stress, and character advancement points. The key information is presented concisely in 3 sentences or less.
This cheat sheet summarizes the core mechanics of the Blade Runner tabletop roleplaying game. It outlines the 4 abilities, 13 skills, opposed and pushing rolls, combat zones, initiative, turns, close combat, ranged combat, vehicles, chases, damage, stress, and character advancement points. The key information is presented concisely in 3 sentences or less.
4 Abilities: Strength, Agility, Both participants roll and the one Intelligence, Empathy with more successes wins. No effect on a tie. Opponents do not always 13 Skills, 12 tied to an Ability roll for the same Skill.
Close Combat (Strength) ADVANTAGE/DISADVANTAGE
Force (Strength) Advantage: Add third die to roll, Stamina (Strength) same as lower die (Skill or Abili- Firearms (Agility) ty) Mobility (Agility) Stealth (Agility) Disadvantage: Remove lower die, Medical Aid (Intelligence) rolling one die Observation (Intelligence) Tech (Intelligence) HELPING Connections (Empathy) Manipulation (Empathy) Fellow PC can contribute their Insight (Empathy) Skill die to a roll. Must make Driving (Vehicle’s Maneuverability) sense in situation and helper must be physically present. Each Skill and Ability ranked A to D - determines die size COMBAT ZONES Combat areas are divided into A D12 zones: B 10 Engaged - right next to you C D8 Short - same zone as you D D6 Medium - in adjacent zone Long - up to four zones away When rolling a Skill, roll Skill Extreme - further but still in area die and relevant Ability die. 6+: Success INITIATIVE 10+: 2 Successes 2+ successes: Critical Success Everyone involved draws cards. Turns taken from lowest to highest result. Surprise attack/ambush au- PUSHING ROLLS tomatically grants the 1 card.
Can reroll any dice that are not 1. TURNS
However, for each 1 rolled take 1 point damage (Strength & Agility A move and an action. Action is skill rolls) or 1 stress (Intelli- usually a Skill roll (attacking, gence & Empathy skill rolls). first aid, etc.) and move going be- tween zones. Replicants can push twice and al- Free actions include shouting a few ways take stress instead of damage. words, standing up, dropping prone. BLADE RUNNER CHEAT SHEET CLOSE COMBAT STRESS Opposed Close Combat roll. Winner Caused by pushing rolls, going 3 or hits and uses weapon damage die. more shifts without downtime, or stressful situations. Roll Insight Two or more succeses than enemy is in stressful situations, each suc- critical hit, causing critical in- cess removing 1 potential stress. jury. Broken by stress at zero Resolve. If you leave engaged range with enemy or move past an active enemy Heal stress through another PC suc- within the same zone, roll Mobility ceeding a Manipulation roll or re- to avoid enemy gaining free attack. cover one point of lost Resolve after a shift has passed. RANGED COMBAT Roll Firearms (including for ranged VEHICLES attacks with throwing weapons). Driver makes move before passen- gers- most rolls replaced with Two or more successes a critical Driving rolls. hit. Passengers can fire vehicle weapons Careful aim: spend an action to get (if present) or ranged weapons with advantage next turn. disadvantage.
Automatic advantage firing on large CHASES
targets, disadvantage on small tar- Pursuer and Prey choose a maneuver gets. before the GM prsents an obstacle. Manuevers are resolved with prey DAMAGE first. If range goes past extreme, Broken at zero Health (can’t go chase is over. negative). Cannot take any meaning- ful actions. Maneuvers: Pursue/Flee, Hide, Block, Cut Off, Stand and Shoot, Someone can perform First Aid or Other. heal one point automatically after one shift has passed. If broken and POINTS critically injured, two successful Promotion: awarded for job well First Aid rolls required. done or deducted for misconduct. Can be spent on new specialities or Critical injuries can kill and re- requesting specialized LAPD gear. quire Stamina roll. Any damage tak- Humanity: awarded for acts of com- en while broken is an automatic passion or humanity, used to in- critical injury. crease skill levels. Chinyen: currency for non-mundance purchases