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And
Your team outnumbers the opponent
You are more agile than the opponent
Then Try
Game Effect:
Good For
Ganging Up.
An Agility Trick.
(Throwing sand in
foes face)
A Smarts Trick.
(Look behind you!)
Taunting.
(Youre so ugly)
Intimidating.
(Flex muscles or give
a war cry.)
Aiming.
(Dont fire until you
Team
Team
You
(success)
Team
(raise)
You
You
A Double Tap.
Burst Fire.
Switching to a
Ranged Attack.
A Wild Attack.
(Strike him down with
all your anger!)
A Called Shot to
unarmoured areas or
head/vitals.
Damaging your
opponent (high
Toughness*)
With many
opponents
Making a Rapid
Attack.
Automatic Fire.
Suppressive Fire.
With your
opponent hurting
you
To Disarm your
opponent.
To Defend yourself
while moving.
Taking an action with
Full Defense.
Diving for Cover.
Dropping Prone to
avoid ranged attacks.
Withdrawing from
combat to fight
another day!
Limb: 2
Head/Vitals: 4
Small Target: 4
Tiny Target: 6
Ignore armor if successful
+4 damage for Head/Vitals
Make up to 3 Fighting attacks at 4; or fire up
to 6 shots from a semi-automatic weapon or
revolver at 4 penalty to each die; -2 Parry
-2 to Shooting attack, make a number of
attacks up to weapons RoF; each attack uses
ammo equal to RoF
With successful Shooting roll, targets in Med
Burst Template make a Spirit
roll or are Shaken; roll of 1 are hit for normal
damage
-2 to attack; target must make a Strength
check, if result is less than damage then target
drops weapon.
+2 Parry; character may take no other actions
Fighting roll at+2 replaces Parry if higher; may
not move
Light 1; Medium 2; Heavy 4; Nearly Total
-6
As Medium cover; prone defenders are 2
Fighting, 2 Parry
All adjacent non-Shaken opponents get a free
attack. Try Defend option for +2 Parry but
normal movement
You
You
You
(if you take
him down)
You
You
You
Team
Team
You
You
You
You
You
(assuming
you
survive!)
* Many of the combat maneuvers that assist in hitting an opponent also help deal damage, as they increase the chance of getting a raise and extra +1d6
damage (or they make an opponent Shaken).