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1. Beginning of Turn Players may declare HASTE (+3 to initiative, -3 to actions) to try and go first.
2. Initiative Each Player roll 1d10 + REFlex plus or minus modifiers Haste +3 Encumbrance -(modifier) Turn proceeds in order from highest roll to lowest. Players may delay action to later in the turn . 3. Actions A character may perform 1 action at no penalty. Each additional action incurs a penalty of -3 to any roll. Any weapon may only perform 1 action per round. (No firing, reloading and firing again.)
Actions include: ~ Move up to their MA x 3, or duck for cover, lie prone etc. ~ Take Aim +1 per round aimed up to 3 rounds. A Character must be aiming to take advantage of the Telescopic sight bonus. Only the First shot is considered aimed. ~ Reload, Change or Unjam a weapon. ~ Enter or Exit a vehicle. ~ Repair a piece of equipment or machinery. Complex tasks may take many rounds. ~ Perform a non combat task. Stat + Skill + 1d10 vs Difficulty of task Easy 10 Average 15 Difficult 20 Very Difficult 25 Impossible 30 If a "1" is rolled, the attempt fails, consult the fumble tables. 1-4 No Fumble 5-7 Miserable Failure 8-0 Catastrophic Failure ~ Fire a weapon up to it's ROF, 3 Round Burst (+3 to hit) or Full Auto Burst (+1 /10 bullets fired, for each that point exceeds the to hit number 1 bullet hits the target) REFlex + Weapon Skill + 1D10 +/- Modifiers Difficulty is based on range of weapon POINT BLANK Difficulty 10 0-1m CLOSE Difficulty 15 25% of Range MEDIUM Difficulty 20 50% of Range LONG Difficulty 25 Range EXTREME Difficulty 30 200% of Range +4 Target Immobile -3 Moving Target -3 Snapshot (Haste) -4 Specific Location -3 Blinded (Dust, Smoke etc.) -2 Turning around (Target is not in Firers front arc) -3 Firing while Running +4 Large Target -4 Small Target -6 Tiny Target +3 Three Round Burst +1 per Ten Rounds (Full Auto) -3 (Each Weapon) Using Two Weapons -3 Under Stress (Huge firefight etc) -3 to -4 Under Direct Attack -2 to -6 Wounded -1 per Fatigue Level -1 per Encumbrance Level -4 Hostile Enviroment (Gas, Teetering Rooftop etc.) -1 to -10 Poor Light. If a "1" is rolled, consult Fumble Table. ~ Hand to Hand attack1. Beginning of Turn Players may declare Haste (+3 to initiative, -3 to actions) to try to go first.
Attacker's Reflex + skill + 1d10 vs. Defenders Reflex + skill + 1d10 (Martial Arts, Fencing, Melee, Athletics, Brawling)
Attack with weapon Strike 1d6/2 +Damage Modifier Kick 1d6 +Damage Modifier Block/Parry Absorb Damage with weapon Dodge +2 to defense Disarm knock weapon out of hand Throw opponent knocked down, 1D6+2, Stun -2 Hold opponent immobilised until escape is rolled Escape free from hold Choke after hold, 1d6 +Damage Modifier per turn Sweep/Trip +2 next attack, opponent -2 Grapple precursor to choke, throw, or hold
Body Type Damage Modifiers 2 -2 3-4 -1 5-7 +0 8-9 +1 10 +2
4. Roll Hit Location and Take Damage If shot or hit, roll location and take damage, subtract any armour or cover from that location. Subtract your BTM (Body Type Modifier) from damage taken, doubling any resulting damage to the head. Body Type Modifiers 2 -0 3-4 -1 5-7 -2 8-9 -3 10 -4
Make a Stun Save by rolling under the character's Body Type on a ten sided die subtracting any modifiers from your current wound level. If failed, the character is stunned and can take no action until the Player rolls a successful Stun Save.
All Head Wounds do double damage.
Damage is applied incrementally. 50% of the damage is applied immediately, after another 1d10 rounds the next 25% of the damage is applied and after another 1d10 rounds the last 25% of the damage is applied. A Stun Save against the full amount of damage is made each time damage is applied.
At Serious Wound Level the character is at -2 to his REF.
At Critical Wound Level the character�s REF, INT, and COOL are reduced to half rounded up.
At Mortal Wound Level the character�s REF, INT, and COOL are reduced to one-third rounded up and must make a Death Save.
Make a Death Save, if the character has been mortally wounded, by rolling under the character's Body Type on a ten sided die subtracting the level of Mortality each round until they are stabilized with medical attention. Medical attention is defined as a successful First Aid skill check vs. the current damage taken. If the roll is successful, the character is stabilized and healing can commence. If the roll is failed, the character must make additional Death Saves every minute at an additional -1 penalty per minute
Prompt medical attention can halt the incremental application of damage. If the roll against the full damage is made before more damage is applied, then no more damage is taken from that wound. Medical attention takes 1d10 rounds to apply and a failed roll increases the difficulty by one level (+5 to difficulty.) |
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