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ACTIONS ATTACKS

Interupting Actions Autofire - Short Burst


You may interupt a Guard or Aim action before the Fire three bullets with a single squeeze of the trigger
ticks have ended with another action. You DV does for +1 on the attack (cannot be part of a multiple
not refresh. attack action).
Aim (3/-1): Autofire - Long Burst
Each tick spent aiming adds one die to an attack on a Fires 10+ bullets with a long trigger pull for +2 on the
target, to a maximum of three dice. attack, which can be part of a typical multiple attack.

Attack (Varies/-1): Grappling


Attempt to harm a single target. You may make two Roll [Dex or Str]+Brawl to grapple. The target
attacks as a single action. This action has a -2 DV becomes Innactive. Do one of the following:
penalty and a uses the greater of Speeds. The attack Throw: Toss target Str yards, causing knockdown.
incurs a -4 penalty, made on the lesser of the two dice Wrassle: as per Clinch attack
pools. You can apply -1 DV against each attack or -2 Hold: No extra action
DV against one. On your next action roll Grapple vs opponent to
maintain or escape.

Dash (3/-2): Crippling Attack


Run all-out. Move Dash number of yards each tick Attack to disable. Add +2 difficulty. Roll damage as
until next action. As a diceless action, you may normal - choose how much you inflict. If you could kill
perform a rolled action simultaneously with a Dash, the target you may instead rend a limb useless, cut
adding that actions DV penalty. out an eye, etc. Scions heel this normally.

Guard (3/-0): Flat of the Blade


This is the optimum choice for a defense or to wait for Do Bashing with a Lethal weapon. +1 difficulty and -2
the right moment. You can Stunt a guard and apply damage.
the bonus to DV.
Move (0/-0): Fierce Blow
Run up to Move yards in a single tick. Move actions A special attach - +1 difficulty and either +3B or +2L/A
are reflexive - you may move any tick without penalty. (based on the attack’s normal damage type).

Coordinated Assault (5, DV –2) Disarm Attack


Roll Charisma + Command = coordinate 2 people per +2 difficulty, +4 if a ranged attack. If successful send
success. You must all go on the same tick against the the weapon flying 1 ft for each die of damage that
same target. Target get -DV equal to number of would have been rolled. If 5+ initial successes, dictate
attackers. the direct the weapon flies.

Miscellaneous Action (5/Varies): Pulled Punch


Perform a task which may be only tangentially related +1 difficulty. Reduce damage to a minimum of 1.
to combat.
Hide (Misc action) Sweep
Roll Dex+Stealth. All others roll Perc+Awareness Don't roll damage, cause knockdown if you beat DV.
automatically to resist.
MODIFIERS Conditional: Based on condition
30% Hard Cover/Shield +1 Lower Than Attacker -(1–3)
60% Hard Cover +2 +2 Prone -1 melee/+1 ranged
90% Hard Cover +3 +3 Unstable Terrain -(1–3)
Higher Than Attacker +(1–3) Wearing Armor -(Mobility Penalty)
Instant: Against a single attack Lasting: Until DV refreshes
Suffer Multiple Attacks -(1-2) Onslaught Penalty -1 after attacks > L
Under Coordinated Assault -(varies) Taking Multiple Actions -(varies)
Being Prone Surpise!
No Dash/Move til a misc action to get up. +1DV vs An ambushed characters DV becomes 0. Roll to sneak
ranged, -1DV vsmelee. up.
Automatic Defense Height Advantage
If final DV is 2(attacks final dice pool), the attack The higher party gets a bonus while the lower
automatically misses. The attack still counts toward chracter gets and equal penalty.
onslaught penalty.

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