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PC HIT POINTS = STR + DEX + END ** PC MOVEMENT SQUARES = STR + DEX ** ENCUMBRANCE = STR + END kgs **
1 TURN = 6 ROUNDS = 36 PHASES = 1 MINUTE Initiative & Surprise Check: Roll 2d6 + Tactics or Recon or Leadership (highest in group) --> Highest wins
DECISION PHASE Roll 2d6 to Check for Initiative & Surprise (5+ difference). Deterrmine the number of activity rounds (1d6 + Tactics)
Declare movement to cover (loser declares first) Surprised = no cover.
COVER FIRE Winner fires first (1 Shot in Cover Fire, then half move; or 1 Shot in Cover Fire and one in Snap Shot. Results are immediate.)
MOVEMENT Loser moves first (First ½ move if fired or planning to fire; Full move if no fire; No move if firing twice. May throw objects.)
SNAP SHOT Simultaneous fire (1 Shot if moved half; two shots if no move. Explosives go off. Results are immediate)
AIMED FIRE Figures that did not move and were in the “Aimed Shot” mode may fire. This is usually applied to man portable fusion or plasma
weapons, or any crew served weapon(s). Aimed shots = “sniper shots,” or “ambush shots.”
MORALE CHECKS Used for Striker/Mercenary Character actions once every Turn
TO HIT DIE MODIFIERS: Natural 2 (Snake Eyes) = Clutz Roll 7 or less = A MISS 8 or more = A HIT! Natural 12 (Box Cars) + Critical Roll
FIRE COMBAT = Weapons Skill + Auto DMs + Attacker to Hit DMs + Target to Hit DMs + Dex DMs - Movement DMs
MELEE COMBAT = (Weapons Skill) + Brawling + to Hit DMs + Str DMs - Movement Dms (Penetration = 2d6 + Brawling + Penetration Value)
-5 -4 -3 -2 -1 +1 +2 +3 +4 +5
dash* sprint* run* jogging* walking* closing rear atk ¤ adjacent small huge ¤
4x move 3x move 2x move 1.5 move 1x move range * downed vehicle ¤
surprised ¤ foe ¤ † adjacent
jinking flying in slow flying lengthening flank electronic prone
vehicle* fast* vehicle* slow* range * attack ¤ stunned ¤ prone sights a foe ¤ †
fire a
in fast 75% cover ¤ 50% cover ¤ 25% cover ¤ soft lower ¤ adjacent
vehicle* cover ¤ foe ¤ †
full darkness ¤ moonlight ¤ twilight ¤ atchd (Point Blank)
total dark¤ higher ¤ pistol
swing fire multiple hvy shadow ¤ stock a large ¤
target in to rear a adjacent cover
melee ¤ targets ¤ glare ¤ fire a telscopic
fire while sights a
hurricane a dropping a hvy rain ¤ multi hits folded
single ¤ stock a atchd bipod
tornado a auto fire 75% wnded a unreq'd a
at area a rain/snow ¤ stalking a
no weapon jumping a aimd fire a
skill a windy ½ sized ¤ shadows a
storm a uncertain
draw and footing a 50% wnded a per 1g >1 a HIT POINTS LIGHT WOUND EQUIVALENT (LWE)
fire a hvy drunk a (what the character can take)
rifle in snap shot a Atmos >9 a HPs LWE
sneaking a badly ill a one hand a 3+ 2
evading a medium 6+ 3
panic crawling a w/o req'd wind a 9+ 4
fire a tripod a wrong hand 12+ 5
wnded arm used a w/o req'd 15+ 6 The usual NPC Red Shirt
exhausted a or hand a under- bipod a 18+ 7
water a teleported a 21+ 8
under heavy swinging a upside 24+ 9
fire a in melee a no Øg down a 27+ 10 A Major NPC
blinded a skill a 30+ 11
medicated a un-natural 36+ 12
fire to position a 39+ 13
fatigued a side a 42+ 14
25% wnded a 45+ 15
wind a
stim drugs a
per attack
same target
NOTES: * applies to target and/or attacker † not additive ¤ applies to target only a applies to attacker only
PENETRATION DIE MODIFIERS [Laser DMs] To penetrate, roll 2d6 + Wpn Pen Factor + Armor Dms = Penetration Damage
-18 -10 -8 -7 -6 -5 -4 -2 -1
CA14 CA12 CA11 Vacc Suit Cmbt Env Cloth Flak Vest Mesh Ablat
BD14 BD13 Suit Vacc Skin Jack
Mil Vacc Delux Vacc
[Reflect] Skin
[Ablat]
PENETRATION DAMAGE *
* For each d6 rolled: if any rolls are "6" --> Stunned 1 round per "6"
Morale Failure: Unit takes complete cover if available, or runs until suitable cover is found. May take snapshots only if threatened. May be rallied by an adjacent leadership
figure (Ldr Skill). Add leader skill to current morale value of cowering unit.
Reload, Single Shot -10 Reloading prevents Wounds, Light -10 Crawl, Back up -75
Revolver -20 fire combat by the Medium -20 Sneak/Stalk, Sidestep, Evade -50
Insert Clip -20 attacker Heavy -40 Walk 0
1 Rnd into Clip -20 Serious -80 Jog [Max move in Cbt Armr] x 1.5
1 Rnd into Belt -40 Limb Out of Use -10 Run [Max move in Btl Dress] x2
Energy Cell -50 Stunned -20 Sprint x3
Energy Cartrdg -75 Dash x4
Energy Pack -100 Encumbrance, Lgt (1x) 0
Med (2x) -10 Open/Close Door, Sliding -25
Drop Weapon -10 Hvy (3x) -20 Iris -50
Draw Weapon -20 V.Hvy (4x) -40 Airlock Cycle -75
Arm Grenade -20 Burdened (5x) -80 Dog Hatch - 100
Holster Weapon -30 in Battle Dress x 0.5
Pick up Weapon -40 Pick up Item - 1d6 x 10 Force Door as above x2
Change Weapon -50 Utter Expletive -10
Throw Weapon/Grenade -80 Flip a Switch -10 Climb/Descend Stairs 0
Cross Openings, Normal Equipment 0
Traverse/Cross Equipmnt -20 Don Vacc/CA/BD 8 Turns Bulky Equipment -50
Climb Onto Equipment -80
Max 0-G Movement Jog Climb/Descend Ladder -50/-25