Forward Assault Holding Ground Firing From Concealment Hail of Gunfire Deliberate Fire Keeping Low Profile
Forward Assault Holding Ground Firing From Concealment Hail of Gunfire Deliberate Fire Keeping Low Profile
Forward Assault Holding Ground Firing From Concealment Hail of Gunfire Deliberate Fire Keeping Low Profile
PENALTY
-1
-2
-3
-4
-5
BONUS
CL
PENALTY
-2
-2
-1
-1
BONUS
DAMAGE
TO HIT
ARMOR CLASS
DAMAGE
TO HIT
ARMOR CLASS
PENALTY
ARMOR CLASS
ARMOR CLASS
DAMAGE
TO HIT
DAMAGE
TO HIT
ATTRIBUTE DAMAGE
1
10
STR
STR
DEX
DEX
CON
CON
CON
INT
WIS
CHA
ARMS
LEGS
HANDS
FEET
CHEST
STOMACH
BACK
HEAD
EYES/EARS
FACE
COMBAT NOTES
ACTING WHILE INJURED: SAVE VS PAIN AT A PENALTY = TO ALL TEMPORARY ATTRIBUTE DAMAGE
BLEEDING OUT: WOUNDS THAT DEAL MORE THAN 3 POINTS ATT DAMAGE BLEED. DEATH AFTER 15 MINS./CON POINT REMAINING.
CRIPPLED/SEVERED LIMBS: WOUNDS DEALING MORE THAN 5 POINTS ATT DAMAGE TO A LIMB CRIPPLE IT. INT/WIS/CHA = COMA.
CRIPPLED/SEVERED LIMBS: WOUNDS DEALING MORE THAN 7 POINTS ATT DAMAGE TO A LIMB SEVER IT. INT/WIS/CHA = DECAPITATION
FIRING MODE RULES (UNTRAINED)
SINGLE ACTION
SEMI-AUTOMATIC
AUTOMATIC
NO BONUS/NO PENALTY
GRENADE SCATTER:
BACK AT OF DISTANCE THROWN
1 AND 2
3 and 4
GRENADES/ROCKETS THAT DEAL DAMAGE
WITHIN 10m = FULL DAMAGE
11m-20m = HALF DAMAGE
10 = ATTACKS
ENCUMBRANCE: 3x STR = MAXIMUM WEIGHT TO CARRY AND STILL MOVE STR = WEIGHT COMFORTABLY CARRIED
-1 HIT POINT PER MULTIPLE OF STR ABOVE COMFORT LEVEL PER HOUR UNTIL HP's ARE AT 0 = COLLAPSE AND FALL UNCONSCIOUS
DAILY SUSTENANCE: FOOD 1 RATION/DAY TO SURVIVE AND A # OF RATIONS = TO STR (ROUNDED DOWN) IN ORDER TO HEAL NORMALLY
WATER 1 DRINK/DAY IN ORDER TO HEAL NORMALLY
SEARCHING FOR WOOD AND WATER: ASSIGN 2 DICE VALUES (1 FOR FOOD/1 FOR WATER) . A FULL DAY OH HUNTING ALLOWS ROLL.
SWIMMING: STR OR DEX TEST IF WATER IS DANGEROUS. ENCUMBRANCE IS APPLIED AS A PENALTY.
SLEEP: 6 HOURS SLEEP/DAY. IF LESS LOWER ALL ATTRIBUTES BY 1 FOR THE NEXT DAY. IF LESS FOR 2 DAYS, LOWER ALL ATTRIBUTES BY 5.
EACH SUCCESSIVE DAY AFTER THAT = -4 CUMULATIVE PENALTY. IF STR, DEX, OR CON REACH 0, CHARACTER FALLS ASLEEP. UNTIL GM STATES.
IF INT, WIS, OR CHA REACH 0, CHARACTER IS TEMPORARILY INSANE (GM CONTROL) UNTIL ALL ATTRIBTES >0.
CORE BOOK LOCATIONS:
TOXINS AND DRUGS: SEE PAGE 53
EXPLORING A SITE: SEE PAGE 54
FOOT COMBAT: PAGE 55
UNDERSTANDING TECHNOLOGY: PAGE 58
VEHICLE RULES: PAGE 71
VEHICLE COMBAT: PAGE 72
GIFTS: PAGE 86
FOOT COMBAT (6 SECOND ROUNDS 2 STEPS)
TAKING ACTIONS: LOWEST DEXTERITY ACTS 1ST TO HIGHEST DEXTERITY LAST. MAKE SAVES VS PAIN IF REQUIRED
APPLYING DAMAGE: ONCE ALL ACTIONS HAVE BEEN TAKEN AND ALL DAMAGE ROLLED, IT IS APPLIED SIMULTANEOUSLY.
COMBAT ACTIONS: ATTACK/DRAW & ATTACK/MOVE & ATTACK/MOVE/USING AN ABILITY/PARRY/DODGE/HOLD/CHARGE/
GRAPPLE/RELOAD MAGAZINE/SURRENDER
VEHICLE COMBAT MECHANICS: SAME METHOD AS FOOT COMBAT EXCEPT ACTIONS
(ATTACK/CONTROL/CONTROL & ATTACK/EVADE/HOLD/RAM/RELOAD/SURRENDER)
RANGE
VU's
WEIGHT
ASSAULT RIFLE
2d8
500m
400
4kg
COMBAT SHOTGUN
2d12
40m
300
4kg
HUNTING RIFLE
2d8
750m
150
5kg
MACHINE GUN
2d10
800m
500
10kg
PISTOL
2d6
50m
100
1kg
SHOTGUN
2d12
40m
175
3kg
SNIPER RIFLE
2d10
1000m
500
8kg
SUBMACHING GUN
2d6
75m
150
3kg
DAMAGE
RANGE
VU's
WEIGHT
FLAME THROWER
3d6
25m
650
25kg
FRAG GRENADES
3d8
5xSTR
40
0.5kg
GAS GRENADES
1d4
5xSTR
--
0.5kg
PLASMA GRENADES
5d10
5xSTR
120
0.5kg
ROCKET LAUNCHER
4d8
200m
700
5kg
SMOKE GRENADES
1d4
5xSTR
--
0.5kg
STUN GRENADE
1d4
5xSTR
75
0.5kg
SPECIAL WEAPONS
ENERGY WEAPONS
DAMAGE
RANGE
VU's
WEIGHT
LASER PISTOL
3d6
40m
300
1kg
LASER RIFLE
3d8
100m
600
3kg
PLASMA PISTOL
3d8
30m
450
1kg
PLASMA RIFLE
3d10
75m
1000
4kg
RAIL GUN
2d12
600m
600
4kg
RANGE
VU's
WEIGHT
AXE
1d8
--
10
4kg
BATON
1d6
--
3kg
ENERGY SWORD
3d10
--
500
2kg
KNIFE
1d4
--
1kg
SPEAR
1d6
--
2kg
SWORD
1d8
--
275
2kg
ARMOR
AC
TYPE
VU's
WEIGHT
BALLISTIC VEST
LIGHT
100
10kg
MEDIUM
250
15kg
CERAMIC VEST
MEDIUM
450
20kg
MEDIUM
750
30kg
HEAVY
1000
25kg
HEAVY
2800
80kg
STANDARD HELMET
--
75
1kg
COMBAT HELMET
--
300
2kg
PLAYERS CAN (OF COURSE) OWN MULTIPLE ARMOR SETS AND SWITCH OUT WHEN NECESSARY IF THEY HAVE A WAY TO TRANSPORT THEM.
HOUSE RULES NOTES (RECORD ANYTHING THAT LEADS TO A NEW HOUSE RULE HERE SO IT CAN BE DEVELOPED