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Definitions:
Attributes: Stats which measure basic performance criteria resulting from genetics and upbringing.
Skills: Learned skills and abilities resulting from training and experience.
Special Abilities: Unique traits, skills, or abilities granted by a career or lifestyle path.
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Fundamental Rolls:
‘Perform a Skill Roll’: Attribute + Skill + Modifiers if any +d10 vs. Difficulty Value. Critical 10’s allow for an additional roll to be added to the total, every time a 10 is rolled. In addition, where allowed by the GM, a Critical Hit Bonus may be assigned. Critical 1’s (Critical Fumble) are not only automatic failures, but yield a Critical Fumble Penalty as well, which can be anything from a jammed weapon to stumbling over a roof parapet.
‘Perform a Save’: roll 1d10 and consult the Attribute or Skill in question. Roll under that value to succeed. Critical 10’s always fail, and miserably, while critical 1’s always succeed. Usually either while attempting to perform an action, or resist one being performed on you.
‘Save vs. Stun’: Roll 1d10 and consult your SAVE state, applying bonuses or penalties, if any. Roll under that value to stay conscious. Fail, and you are rendered incapacitated for each turn until a successful Save at the beginning of the following turn, or the effect of the weapon, if specified.
‘Save vs. Sleep/Drugs/etc.’: Roll 1d10 and consult your SAVE stat, applying bonuses or penalties, if any. Roll under that value to stay conscious. Fail, and you are rendered incapacitated, or under the listed effects if drugged, the effect of the weapon, as specified.
‘Save vs. Rout’: Roll 1d10 and consult your COOL stat, applying bonuses or penalties, if any. Roll under that value to stay focused on your enemy. Fail, and you have lost your cool, and have been routed. Take the most direct action possible to avoid combat, be it fleeing, ducking under cover to whimper and moan and rock from side to side while the action inexplicably goes in slow motion around you, or just freeze in place in shock and mental breakdown. The Rout is in effect until either cover is found and a successful Save vs. Rout is made, or until a companion breaks the Rout by making a successful Personal skill roll (persuasion, intimidation, etc) and snaps you out of your momentary hysteria.
‘Save vs. Death’: That’s right, roll under your SAVE, including bonuses or more likely penalties, or slip beyond the reach of medical help. A character who is technically dead (Mortal wounds have been received) but not having yet failed a Save vs. Death is either in a coma or complete systemic shock, and will continue to make saves each round until either dead or stabilized.
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Attacking / Defending Stats
Attacker adds PRIME value +/- contextual modifiers +d10. This is the attack roll.
Defender adds CUF value +/- contextual modifiers +d10. This is the defense roll.
PRIME: A measure of the Attacker’s ability to use a given weapon on a target. It combines reflex, the appropriate weapon skill, and the Weapon Accuracy.
PRIME: Ref + Skill + WA
CUF (Cool Under Fire): A measure of the Defender’s cinematic ability to do a ‘combat dodge’, meaning simultaneously dodging attacks while continuing to fight. Plaster and stone fragments bursting around you as you leap sideways through a hail of weapons fire, returning fire while rolling below exploding glass panes, or the whirling dance of two martial artists trading strikes and parries without spilling their cocktails: both scenarios are influenced by the defender’s CUF modifier. The close quarter CUF is a combination of reflexive ability and either melee or martial arts skills, +1d10. In the case of an active dodge from hand-to-hand attacks, without a return attack, athletics may be used. Ranged CUF is slightly different, in that it must measure the defender’s cinematic ability to anticipate ranged fire and avoid it through feats of agility. It is a combination of reflex, awareness, and speed. Contrary to logic, defenders unaware of an attack still use a CUF modifier, representing chance, instinct, and that funny tingling in the hairs on the back of the neck before something painful happens; see Defender Unaware below. Remember, this is cinematic combat. Don’t spill that drink!
Hand to Hand CUF: Ref + Melee (weapon combat) or MA (weapon or unarmed parries, including skill bonuses if any) or Athletics (performing a non-combative active dodge from close quarter attacks)
Ranged CUF: Ref + [(Notice + MA)/2]
For Spacer campaigns:
Zero Gee H-to-H CUF: Ref + Zero Gee Combat
Zero Gee Ranged CUF: Ref + [(Notice + Zero Gee Maneuvering)/2]
If unaware of attack, defender makes a PRONE defense roll, which is a stand-alone d10.
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Combat Mechanics
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Initiative Phase
Combat is broken into rounds (9 seconds), each of which are broken into 3 turns (3 seconds). Initiative determines the order of events for each participant involved, and is resolved at the beginning of each turn. Saves are typically resolved at the beginning of each Turn.
Initiative Roll: REFLEX + d10 [+Combat Sense or sim]. Actions occur in descending order of Initiative rolls.
Action Delay: Players may choose to delay their actions until any point later in the turn.
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Actions
Each participant may perform a single action per turn without penalty.
Multiple actions: possible with cascading penalties (-1 penalty to the first action, -3 to the second, -5 to the third, etc)
Single weapon, Single target: A single weapon may be used on a single declared target using the full rate of fire (ROF) in a single action (ROF=2, two shots rolled against the same target in one turn with no penalty)
Single weapon, Multiple targets: A single weapon may be used on multiple targets by taking multiple actions as described above, but may use the full ROF in each action, as long as ammunition is loaded and available. (ROF=2, 2 shots at -1 penalty to first target, then 2 shots at -3 penalty to second target, etc)
High ROF overheat penalty: if a weapon with ROF higher than 3 is used continually in multiple actions in the same turn, a save vs. weapon Reliability Factor must be rolled to determine if the weapon jams or overheats. If it does so, it may only be cleared for operation in the following round, with a successful save, which requires a full round to service the weapon (not combinable into Multiple Actions). If a weapon jams during a Multiple Action, substitute actions may not be performed for the remainder of the round. Weapon Reliability saves (d10):
VR- Very Reliable: 5 or lower
R- Reliable: 3 or lower
UR- Unreliable: 1 or blammo, there goes your manicure.
Melee / Hand-to-hand: Multiple actions taken with melee weapons or hand-to-hand combat suffer no Reliability saves and are only limited to 5 per turn.
Non-attacks: Multiple actions other than using weapons or hand-to-hand combat attacks are limited to the turn’s time limit. In other words, a player cannot make a series of athletic feats within a single round that would take longer than 3 seconds to perform (drawing weapons, leaping over a barricade, rolling or taking cover behind an object or reasonable; drawing weapons, leaping over a barricade, entering a vehicle, hotwiring the vehicle, reloading weapons, or sewing a sweater are not reasonable) Multiple Actions are always the GM’s judgment call.
Multiple weapons: Using two weapons at once in different hands yields Dual-Weapon penalties similar to those for Multiple Actions, and continue to add penalties if actually used in a Multiple Action (Using two blades at once yields -1 to favored hand, -3 to opposing hand; using two blades in a Multiple Attack yields -1 and -3 in the first attack, and -5 and -7 in the second action). Multiple weapons may be used on the same target using these penalties. For the truly cinematic actions, multiple weapons may be used on separate targets with a Multiple Target penalty of an additional -2 to each target (Using two blades, one on each of two targets, yields -3 and -5 respectively).
Ambidexterity: This skill allows the first set of actions performed with weapons in both hands to be Dual-Weapon penalty free, though Multiple Action and Multiple Target penalties do apply (Using Ambidexterity, two blades used on same target yields no penalties; two blades used on same target, then used on second target yields no penalties for first target, -1 and -1 for second target (-3,-3 / -5,-5, etc); finally, two weapons on separate targets yields -2 to each target). In addition, a bonus to hit is given based on skill level: 1-4: +0, 5-8: +1, 9-0: +2. This bonus may not allow the multiple action penalties to become bonuses to hit; in other words, ambidexterity bonuses may only bring multiple attack penalties to -0.
Active Dodge: Making an Active Dodge occupies the full round, but yields +3 vs. any cognizant attacks. Attacks the Defender is unaware of are unaffected. Active Dodges apply to all attacks on the Defender in the same turn.
Reloading: may not be combined with Multiple Actions, and takes one turn. Reloading two weapons at once may not be done in the same turn.
Aiming: Every turn committed to Aiming, take +1 to hit, for up to 5 turn.
Targeting: Declare a specific area of the body or object to strike, take a -3 penalty.
Moving and Running: Characters can move their MA in meters and perform an action without penalty, or move MA x 3 meters only. MA is reduced by the type of terrain being crossed.
See MA Obstruction Table for difficulty of common obstructions
Climbing: Characters can climb a number of meters equal to their MA in one round. An Average (15) Athletics check should be made for every turn spent climbing. Failure indicates a possible fall. An Average BODY (+Strength Feat) check should be made for the character to hang on; climbing can resume next round. The movement rate when climbing without the aid of a rope is MA/2 meters. The GM should assign a difficulty number for Athletics or Strength Feat checks according to the sheerness and angle of the surface being climbed.
Falling: A character can safely negotiate REF/1.5 (round down) meters without taking damage. Falls cause 1D6-1 damage per 3m fallen, and is applied to the whole body, modified by BTM and armor. Soft armor (including skinweave and sub-dermal armor) provides 1SP vs fall damage per 50SP of impact surface, Hard armor provides 1SP vs fall damage per 25SP.
Other actions include: mounting or dismounting vehicles, repairing equipment, or giving medical aid.
A word about Notice checks: the Notice / Awareness skill is a prickly pear. It represents not only the measure of a character’s awareness of their surroundings in a combat situation (initiative) but also represents the ability to notice detail, irregularities or inconsistencies in an environment, and other empirical cues. The basic Notice check is a powerful action. In some cases, a successful Notice check can yield previously unrevealed or hidden information. But is more than just a base-level ‘eye’ for important information; it is more powerful when the information is related to a character’s Special Ability or Expert skill. In other words, while anyone with a high notice may become aware that an infrared security system is protecting a room, a Tech character (perhaps with an electronic security focus) may deduce from that information that the system is a decoy, distracting intruders from a more subtle redundant system. A +2 bonus to Notice checks is given when the subject of the check is related to either a Special Ability or an area of expertise of a character. The application of this bonus , and the allowable skill that triggers it, is the judgment of the GM.
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Combat Cool
Combat situations are stressful and distracting, even for trained professionals. These checks, based on COOL, measure the character’s ability to maintain Combat Cool under different conditions.
Complex Actions: During combat, the referee should evaluate each action that a character (PC or NPC) wants to do, and decide whether the proposed action is simple enough for the character to do it without having to think too much. Simple actions are: shoot at someone, duck for cover, run, attack, reload, etc. More complex actions, requiring more complex thought, require that the character ignore the stress and keep his head clear. Simulate this with an Average (15) COOL check. If the character succeeds, they are free to perform the proposed complex action. If they fail, they are too distracted by environmental stress to focus on the task effectively.
Rout: When a character is wounded, trapped, or outnumbered/outgunned, or when a vehicle a character is in is damaged, male an Average (15) COOL check versus Routing. If failed, the character will try to seek cover, or even flee if the roll is fumbled. In cases where regimented teams are involved, the team leader's Leadership skill can be added to each member's roll if they are in contact or line of sight of him/her.
Seeking Cover: Unless a character has been properly trained to seek cover (or go prone if no cover is available) when a firefight starts, make a (13) COOL check. If the character fails the roll, they automatically stand in shock or return fire without making an effort to take cover. In combat terms, this means that the attacker gains a +1 bonus to hit, and the defender takes no cover bonuses. However, active CUF maneuvering still applies.
Suppressive Fire: Make an Average (15) COOL check (+Combat Sense) in order to negotiate your way through a hail of Suppressive Fire.
Facing Vehicles: All characters must make an Average (18) COOL check when attempting to stand fast while being mowed down by a vehicle or powered armor.
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Attacks
Ranged Attacks: Attacker’s PRIME + modifiers if any + d10 vs. Defender’s CUF + d10; Critical 1’s (Fumbles) are automatic failures and also may require a roll on a Critical Fumble Table; Critical 10’s allow for additional roll to be added to the total, every time a 10 is rolled, and may earn a roll on a Critical Hit Table for the Attacker, if the GM chooses to use this table.
Melee Attacks: Attacker’s PRIME + modifiers if any + d10 vs. Defender’s CUF + d10
Many melee weapons can be used both offensively (strikes) and defensively (parries, grapples, sweeps) but generally only when used in conjunction with a Martial Arts skill involving weapons training. In this case, substitute the MA skill for the Melee skill when calculating CUF, and declaring the intended defense when rolling against the attack, and take the appropriate MA skill bonus.
When in Melee combat, an Attacker may choose to target not only a part of the Defender’s body, but also a weapon. If the hit is successful, the weapon is disarmed and the Defender takes half damage to the arm holding it.
Monoweapons: automatic double-damage on Critical 10 attacks! However, they will break on a Critical Fumble, and save at 4 out of 10 on a parry attack.
Hand-to-Hand attacks: Both Brawling and Martial Arts attacks allow for special moves in the course of combat. When making hand-to-hand attacks using a Martial Art, the Attacker may add the value of the MA skill to the total damage done in the attack, which represents the chi, or special knowledge of pressure points and anatomy that allow ribs to be broken like bricks. Special moves include the following:
Strike: 1d6/2 + Body Type Damage modifier +MA damage bonus
Kick: 1d6 + Body Type Damage modifier +MA damage bonus
Block/ Parry: Stop or absorb damage (only usable if Defender either declares the intention to Parry at the beginning of the turn, or has not yet taken an action, and sacrifices the action to parry the attack. The parry is not rolled in the traditional sense; rather, a save vs. MA skill (including the MA Parry bonus, if any) and the defense is successful. All damage is now drawn to the parrying object (or limb) first. Bladed weapons parry without absorbing damage, but require a save (10% likelihood of failure) or shatter as a result of the damage. Note also that when parrying, any subsequent actions that turn suffer a 3 penalty. This is in addition to any Multiple Action penalties beyond the first attack (Defender successfully parries an Attacker’s blow, and returns a blow at 3; or, returns two blows, including Multiple Attack penalties, at -4 and 7 respectively).
Dodge: Same as Parry, only a successful dodge yields +2 against the Attacker’s roll. The 3 to future same-turn actions also applies.
Disarm: similar to a targeted melee attack, a successful disarm does just that.
Grapple: A partial move, which must be done before a Hold, Throw or Choke occurs.
Throw: if successful, Attacker is thrown to the ground, taking 1d6 + Body Type Damage modifier +MA damage bonus, and must make a save vs. stun at 2. Requires a Grapple the previous turn.
Hold: If successful, foe is immobilized until a successful escape is made. Requires a Grapple the previous turn.
Choke: Opponent loses 1d6 per turn (assumed to torso) automatically until an Escape is made.
Escape: If successful, freed from a Hold or Grapple, and capable of attacks.
Sweep: Knocks opponent to the ground. Next turn, they are 2 to attack, while you are +2 to attack.
Area Effect weapon attacks: This includes grenades, microwavers, thrown detonation devices, gas attacks, and shotguns on open choke.
Attacks are made as with Ranged attacks, with the target being the center of the area effect of the weapon. If the target is missed, consult the Grenade Table to the right to determine where the weapon strikes. In some cases, the target may still be within the range of the blast.
Shotgun, Open Choke: Consult the Shotgun Range Table, which determines the width of the pattern area as a function of range between firer and target. All targets within range take damage, based on distance from firer, unless behind protective cover. Note: Shotguns on closed choke perform differently: Roll to hit: if hit, the target is within the center of the shot pattern, and takes the full shot damage to the chest (or targeted area). Additionally, at close range, the target also takes half again that amount to one other area of the body, using the Random Damage Location Table. If the target is missed by 1 point, then roll to determine random damage location, but only apply 1/2 damage to this area. This makes shotguns extremely effective at close range...
Autoshotguns: Particularly effective in close quarters against multiple targets. The Attacker may fire as many shells as the weapon’s ROF, with a cascading penalty of 2 for every shell past the first. This means that multiple shells can be fired at the same target, or spread evenly across a given area (Attacker fires 5 shells into a crowded bar: to hit penalties are 0,-2,-4,-6 and 8 respectively).
Gas Weapons: These differ from grenades and thrown explosives in that the gas moves once released. The gas initially spreads to an area 3m surrounding the target. In the following round, roll on the Grenade Table to determine the direction the gas is carried by air currents, if outdoors, or extend the coverage to 6m in the second turn if indoors. In the third round, the gas dissipates. Targets affected may make a save to halve the effects of the gas. Stun and sleep gases are halved to grogginess (-2 REF)
Flamethrowers: Attacker selects, and rolls, a start and finish point for a sweeping action. Use the Grenade Table to determine locations of each point that the Attacker failed to hit successfully. Anything between these two points is ignited, taking 2d10 every turn until extinguished. If a Critical Fumble occurs, make a skill save or be ignited in the misfire, as well as consulting the Critical Fumble Table. Note that flamethrowers most often require a Heavy Weapons skill to operate.
Consult Weapons Tables
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Damage Types
Point Blank: Firing a weapon at point blank range is automatically successful, as long as the weapon isn’t fumbled (roll d10), and does maximum possible damage. Since head hits are double damage, the allure of the execution style back-of-the-head hotel hit is obvious)
Head Hits: Double damage!
Ballistic Damage:
Ballistic ROF: most ranged weapons have a rate of fire that represents re-chambering speed. Weapons with an ROF of 2 can be fired twice in one turn to the same target, not at different targets, with no penalty, and each shot is rolled individually.
Three-Round Burst: Weapons with an ROF of 3 may fire a three-round burst at a single target with a single Attack roll. If successful, 1d6/2 rounds hit the target.
Full Auto:
Single Target: Add +1 to hit for every 10 rounds fired in a single volley up to the maximum ROF at close/medium range. Take a 1 instead for every 10 rounds at long range. To determine how many rounds hit the target, subtract Defense roll from Attack roll. This represents the total number of rounds that hit the target. Use the Random Damage Location Table to determine hit locations if untargeted.
Multiple Targets: When firing full-auto at multiple targets the distance between targets is included when dividing the number of possible hits. So two characters 5 meters apart = 7, 6 targets over 8 meters = 10, etc. The ROF of the weapon is divided by this number to determine the maximum number of hits per target. If ROF is 30 and targets are 5 meters apart (7 including targets themselves) then 30/7 = 4; a maximum of 4 rounds per target. Naturally everything in the background (i.e. between the targets) makes a save as well. Natural 10 means the target takes extra hits (roll 1d10 again).
Fire Corridor: A fire corridor is where you plot an area where the enemy can advance, then set up a machine gun, or other automatic weapon, to cover it with sweeping fire. That way you don't have to aim when the enemy starts moving through it, you just hold down the trigger and sweep. This Ambush doesn't grant +5 to Attack rolls, but +10 to Initiative.
Suppressive Fire: Attacker may choose to lay down suppressive fire, which is not aimed at any specific target, but rather a sweep of fire intended to force opponents to take cover. Suppressive fire expends the full ROF for the weapon. Any targets in the line of fire must save vs a Suppressive Fire Value (SFV) equal to # rounds fired (max ROF) / width of fire zone (m). Defender’s roll is simply Athletics +d10, and must be greater than the SFV, or take 1d6 randomly located rounds! So keep your head down. Note that if Defenders choose to make an Active Dodge, they automatically succeed unless they fumble, but may NOT take additional actions that round. This is the means by which suppressive fire can cover for retreating parties, by forcing opponents to stay hidden.
Grazing Fire: Alternate method of laying down suppressive fire where you set the machinegun at knee level and fire; this way, you usually hit not-so-well-armored legs.
Melee Damage: Damage from Melee weapons is per weapon, though if a Martial Arts skill bonus is used in the attack, half of the MA damage bonus is applied. Additionally, the Attacker’s Body Type Damage Bonus is also applied. Keep that katana away from me. Note that if random objects are used as weapons, or to parry, they take equal damage from the attack as the Defender, which explains the chair bursting over the opponent’s head.
Hand-to-Hand damage: Damage from hand-to-hand attacks can be underwhelming compared to weapon attacks, until you consider damage modifiers.
Consult the Body Type Modifier Table
Martial Arts Damage Bonus: Add the value of the MA skill to the total damage.
Anti-Vehicle Weaponry vs. Personnel:
Roll normally to hit. If successful, then victim makes LUCK test 15+. This does not use up any LUCK points, unless the victim wants to throw LUCK points into the roll. Success indicates that they were just grazed and suffer 5D6 damage to a random location. Armor helps against this, but only at half strength! If the LUCK test failed divide victim's average Armor SP by 20, rounding off. This is the victim's Armor Value. Subtract this Armor Value from the weapon's Penetration (Average Damage/10, round off; times 2 for any type of AP; times 1/2 for small arms using D6 for damage). If the result is 0 or less, the victim takes 2D6 impact damage and loses 10 SP of armor for every point of Penetration stopped. If the result is 1 or more, multiply the result times 10 to find the damage the victim receives. In addition, the victim's armor is destroyed.
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Armor and Damage Calculation
Armor Burden: All armor provides Stopping Power versus certain types of attacks, but yields penalties for weight and mobility limitation.
Encumbrance: The combined weight and restriction of movement from armor, weapons, and equipment carried will negatively influence both movement and actions. Encumbrance is established initially by consulting the Encumbrance Value of the body armor being worn. This value is increased as layered armor is utilized.
Layering Armor: multiple layers of variably stiff armors will negatively influence the Encumbrance Value. Penalties are assessed for the Torso and Legs; your torso including arms and head (as both need considerable leeway to move freely). Layers are not interchangeable! (i.e. 2x Lights do not equal a Heavy!) Also, EV penalties for over-layering are in addition to those for armoring clothing.
Consult the Clothing and Armor Encumbrance Table
Weapons and Equipment: most weapons carried do not affect Encumbrance alone, but compounded, they may be factored. No penalty for 1 medium or large ballistic weapon and up to 2 holstered pistols. Every additional large weapon, or pair of pistols adds +1 EV. Equipment EV penalties apply when equipment is oversized and unwieldy (+1 EV) or excessively heavy (+1 EV per 50lbs). Heavy backpacks are +1 EV. Carrying another human on the back is +2 EV, over the shoulders is +3 EV.
Calculating Encumbrance: In most cases, EV will not be modified by weapons and equipment weight due to common sense. However, the rules are listed for scenarios where items must be carried while in combat.
EV Effects: Subtract your Encumbrance Value from Reflex while applicable.
Helmets: All helmets (unless specifically designed) reduce sight Awareness checks by -1 and hearing Awareness checks by -3. They're also hot and fatiguing; it's inadvisable to wear other head covering under it (such as bandannas or ski masks) for any length of time. If you do, expect Awareness penalties to be doubled (GM's call)
Visibility: In general, the higher the armor’s SP, or the greater number of armor layers, the harder it is to conceal. Bonuses to opponents’ Notice checks may be applied by the GM.
Consult Armor Tables
Damage Location: All damage is taken to specific areas of the body, as determined by either the Random Damage Location Table, or specified target areas. Damage taken by objects or vehicles is assumed to hit the fuselage or body, unless specified, and is measured in Structural Damage Points (SDP). All damage taken to an individual area in a turn is added before being subtracted from that area. Common sense indicates that if an area of the body or an object is obstructed by another object providing cover, that any damage applied to areas of the Defender under cover are re-rolled until occurring on unprotected areas.
Staged Penetration: Damage is always first absorbed by the Stopping Power (SP) of any armor worn in that area. Any time damage exceeds the SP of an specific area, the SP of that area is reduced permanently by 1 point. Armor for inanimate objects is measured similarly.
Certain types of armor take damage differently than others. Soft armors take half damage from edged weapons, but is halved by bludgeon weapons. Hard armors take half damage from beam weapons, but is halved by edged weapons. Each armor type has advantages and disadvantages, and in some cases, encumbrance penalties.
Any attacks on Defenders taking cover from other objects or people transfer damage to those objects.
Inanimate cover objects have SDP that may be exhausted by opposing damage, and rendered useless.
Human Shields: Living or dead, bodies make great armor.
SDP : Body x 4.
SP: is a factor of both the Body Type of the body and the Armor it may be wearing. Unarmored shield’s SP is merely it’s Body Type Modifier (BTM). Armored shields consult the following table. Subtract the shield’s BTM from it’s average SP, and match the difference to the table to get a bonus number. This number is added to the SP average of the shield. This measures the limited protective value of the meat of your shield relative to the armor it is wearing. Keep in mind that human shields are cover, not armor, and as they take damage, you wear it. Additionally, while using a dead or incapacitated body as a shield is relatively easy (save vs Body to hold it up while fighting), using a live and struggling body as a shield is more difficult. Make a successful Grapple every turn you attempt to use them as cover.
Consult Human Shield Armo Conversion Table
BTM: Any damage that passes through armor is also reduced by the Defender’s Body Type Modifier, which represents constitutional resistance to the effects of pain and shock, though damage can never be reduced below 1 point.
Damage is recorded, cumulatively by area, on the Wound Table. More than 8 points to any limb or extremity in a single attack renders it severed / destroyed / pulped. Make a stun/shock save or collapse from shock and dismay.
Wound Levels:
Light Wounds 1-4 pts. : No penalties, but it hurts like hell.
Serious Wounds 5-8 pts.: -2 Ref, “I can’t feel me legs!”
Critical Wounds 9-12 pts. : Ref, Int. and Cool are halved, “…the strangest thing!”
Mortal Wounds 13+ pts. : Ref, Int, Cool are reduced by two-thirds, “My Anna’s gone!”
Save vs. Stun: Every time damage is taken through Critical Wounds, save with penalties if any, or fall into shock.
Save vs. Death: When taking Mortal Wounds, save vs. death or push up the daisies. This save is done every round until either the wounds are stabilized through medical attention, or it’s curtains.
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Special Weapons
Rules for specific weapon types are described below, and represent some, but not all, examples of unique weapon systems requiring GM's consideration both in availability and effective use
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Payload Less-than-Lethal Weapons: Most flachettes, dartguns, and some edged/puncture ranged weapons can be laced with chemical agents for an additional effect.
Shooting, Hitting, Hurting: Roll to hit as normal. Damage is determined per weapon. Soft armor counts as 1/3 SP. Any damage that gets through armor delivers the effect of the payload.
Resist Drugs skill allows the target to subtract current level/3 (round up) from any dice to avoid the effects of these loads and subtract 1 from the time the effect lasts for or current level/3 from any damage done by poison agents. Toxin Binders add -4 from your save dice roll, + toxin damage and + "down times".....
Common payloads:
Sleep: Target must make a stun save at -4 or fall asleep for 1D10 hrs (cannot be woken for + this time). If test passed target is drowsy and gets -4 to all stats for 1D10/2 hrs. Each shot after the first within 30mins applies an extra -4 modifier and an extra D6 hrs. More than three successful hits will stop the average person breathing and kill them. Cost 600eb per 5-pack.
K.O.:Target must make a stun save at -2 of become unconscious for 1D10 mins, (cannot be woken). If the test is passed the victim is groggy and suffers -2 to all stats for 1D10 minutes Each shot after the first within 10 mins adds -2 to save and D6 minutes out cold. More than 6 hits will stop the target's heart killing them. Cost 150eb per 5-pack.
Nausea: Target must make a basic stun test or suffer -4 REF. If passed still suffer -2 REF. Lasts 2D10 turns. Multiple hits are cumulative. More than 5 hits in 5 mins has 75% chance of causing permanent brain damage, (INT = 2, -2 to all other stats). Cost 75eb per 5-pack.
Hallucination: Target must make a basic save or be confused (-4 INT). Passing the test will halve this effect. Duration 2D10 turns. NOT cumulative. Cost 150eb per 5-pack.
Biotoxin: Target must make a basic save or suffer 4D6 damage. If passed only 2D6 occurs. Armor is ignored as this is a biotoxin damage applied directly to the wound track if the dart penetrates. Cost 200eb per dart.
Biotoxin II: Target must pass a save at -4 or suffer 8D6 damage. Passing halves this. Cost 300eb per dart.
Nerve Agent: Target must pass a save at a huge -7 or suffer 8D10 damage. If passed this is halved. Cost 800eb per dart.
Drugs: One shot of any of the drugs shown in the more comprehensive Chemical Agents table under Exotic Weapons can be loaded for the cost of one dose of that drug. An unmodified save is allowed to avoid this but the strength of the drug is added to your die roll. However subtract your current level of the resist drugs skill from your roll and or subtract 4 from the roll for toxin binders.
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Demolitions: This section includes demolition types, process and effects, including how the explosives are prepared, installed, detonated, and what kind of a mess they make of the target (and you). Critical to know: a failed Demolitions roll just means that, to some degree, something went wrong. While a Critical Fumble means big problems for someone using a Demolitions skill, ANY failed roll for someone without the Demolitions skill just winging it, acts as a fumble. This may discourage players from tossing C-4 charges back and forth like grenades, without the training on how to detonate them, how long the fuse timer lasts, and what kind of cover could protect them.
Demolition Types: Consult the Explosive Weapons section for detailed information.
Working with Explosives:
Plastique is very stable. It can be molded, tossed, stomped on, burned, eaten and used for all sorts of things. Making plastique takes a Chemistry roll of Difficulty +25 and a full lab. It does 7d10 per kilo, with an explosive radius of 4m, and costs 50eb per kilo to make (75+eb to buy). It will explode 5% of the time if exposed to strong radio or electric transmission (large radios, high-tension wires, microwave guns, etc.). The source doesn't have to touch it to set it off; mere static electricity does it! It is set off with an electric fuse, and will explode if hit by another explosion. It can be tamped.
TNT is even more stable and reliable. It won't go off if dropped or mistreated, unless it's old or really mistreated. Making it requires a Chemistry roll of Difficulty +20 and a full lab. It does 4d10 per stick, with an explosive radius of 3m, and costs 20eb per stick to make (30+eb to buy). It will explode 20% of the time if exposed to fire or extreme heat. It is set off with a fuse (electric or fire-based), and will explode if hit by another explosion. It can be tamped.
Explosives Field Kit: It costs 1500eb. It is necessary to work with most explosives. It weighs 30kg and contains 100 blasting caps (50 electric and 50 non-electric), demolitions tools (wire cutters, pliers, knives, etc), 200 meters of electrical wire, 500 meters of trip wire, an electrical plunger, 5 digital timers, 5 pull-release "trap" detonators for booby traps, and hundreds of meters of various fusing cords.
Process: Each step involves a separate skill check, time required determined by GM based on contextual conditions.
Evaluate a Structure for weakness: if successful, your explosives may do up to 3x listed damage, though failure can limit damage to 1/3 listed damage.
You may use a grenade to specifically target and damage a structure or object, with a skill roll. This means aiming for vital areas and crippling the target.
You may use a conventional explosive as a thrown weapon with a skill roll. Non-trained attempts would be embarrassing.
You may attempt to ‘tamp’ most configurable explosives to respond to the shape of the target contact point, halving the range of the explosion but doubling the damage.
Damage Extents: To determine the extent of damage from an explosive detonation, consult the following table.
Damage Multiplier is the multiplier for the base damage done by one unit of explosive. So, for instance, 10kg of C6 does 8d10 x 3.5 damage points.
Radius Bands is the number of times the explosive radius is multiplied. Each basic radius away from the explosion does half damage. The example 10kg block of C6 would affect items of up to 15 meters away from the explosion. Anything within 5 meters takes 4d10 x 3.5 damage points. anything within 6-10 meters takes 2d10x3.5 damage points. anything within 11-15 meters takes 1d10x3.5 damage points. Anything beyond that radius only takes shrapnel damage.
Consult the Explosive Multiplier Table
Damage: Damage from conventional explosives comes in two forms: heat / concussion, and shrapnel (from destroyed target material).
Concussion Damage: Explosive concussion can pick people up and throw them. Any living creature in an explosion treats the damage as HEP - that is, armor SP doesn't protect, half the damage that gets through and half is stun/blunt trauma; soft armor takes 2SP damage and hard armor takes SP damage equal to 1/4 the explosion damage! In addition, explosions can blind if you're looking at them, and will definitely deafen unless Level Dampers are employed. Equipment and other items with SDP also take 1/2 damage from concussion.
Shrapnel Damage: Explosions kick up a lot of debris, moving at high speed. Anything and anyone within 2 extra range bands (remember, a range band is equal to the base explosive radius of the detonable) takes 1d10 damage to a random body location, unless protected behind something quite solid. Armor SP protects as usual. By the way, it's highly unlikely that any sensitive equipment survive the explosion intact. Fragile stuff like firearms, scopes, SmartGoggles, etc.
Explosions in confined spaces do up to 3x damage, but are harder to control.
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Monoblade Conversions: A standard blade weapon can be fitted with a monoblade; add 1D6 to damage, (Soft armor is 1/3SP, Hard armor is 2/3SP) On a parry roll 1D10, on a 4 or less the blade breaks. The blade will also break on a fumble. This weapon’s value is 5x the listed price for the base weapon.
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Remote Drones: Airborne surveillance robots with limited adaptive programming can be deployed in areas where human surveillance is infeasible. They are expensive, difficult to maintain, and delicate.
Visual Detection: Remotes are normally made out of radar-absorbent plastics, with a neutral infrared signature. Some of the bigger ones can have chameleon covering, so the normal method of detecting remotes is visual. Roll a Notice check with difficulty based on range and cover, with the following difficulty modifiers:
+5 Difficulty against normal-sized remotes.
+10 Difficulty against small-sized remotes.
Remote Stability under ECM: Electronic interference interferes with remote operations, both with their radio transmissions and their ill-protected brains. Roll 1D10 every minute a remote is on operation in a high ECM environment; on a roll of 1-2, the remote's operation is interrupted and it returns to base (its normal default programming) -3 if within an active ECM generator's radius. The following modifiers apply:
+1 if using an Adrak "animal brain" remote or an R-Brain.
+1 if using wire, direct microwave, or laser guidance to work the remote.
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Electronic Warfare: Electronic Counter-Measures (ECM) are not to be confused with Electro-Magnetic Pulse (EMP) weaponry. The former is used to disrupt communications, whether defensively (versus military weapons) or offensively (ECM generators).
EMP: these weapons are notoriously difficult to maintain and control, but are well worth the effort, as they can completely disrupt electrical signals over a large area for a short period of time. Anything traveling through an EMP field will be affected. Roll per weapon stats to determine if certain critical equipment is affected, and for the duration of the shutdown before the affected systems are successfully rebooted. EMP devices not only affect electronic equipment, but vehicle navigation systems, digital phone lines, long-distance land line switchers, and in rare circumstances, the human nervous system.
ECM: A 3’-0” ECM pod can blanket enough major frequencies that effective communications become difficult, and radars fill up with interference "fuzz". Jamming isn't strong enough to affect land-lines (cable and fiberoptics), but it does a number on cellular and radio-link calls. Within double the normal ECM jamming radius, all Net-cellular, normal cellular, and civilian radio suffers a 50-100% drop out rate. This cripples 65% of all phone calls and around 32% of Net transmissions in most urban areas. Jammed radio waves interrupt broadcasting of all types, including commercial, emergency, and law enforcement. The land-line systems are no longer adequate to handle the additional communications normally done via cellular, so they will jam up as well. These jamming periods don't often last more than 15-30 minutes.
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Special Actions
The procedures described below represent some, but not all, special actions that require the GM's consideration both in feasibility and difficulty factors.
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Searching people / Spotting hidden weapons: Visual searches are done using the Awareness / Notice skill. In some cases, another skill may be added to the skill check, such as Visual Inspection. Base difficulty is 15, and modified by various factors. See Visual Search Table.
Crowd Brawling: When grappled by a group of targets, or in heavy crowds, -2 penalty to actions for each person in H-to-H range
Escape or Strength Feat vs difficulty = #people in H-to-H range x 2; success roll difference= #meters moved that turn
Grappling a target as a group: Use highest MA or Brawling skill in group, with each additional person adding +2 to that attacker’s grapple roll.
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Indirect Fire: This is a multi-personnel method of calling in heavy weapon strikes remotely.
Indirect fire requires a spotter, who can see the target, and relay information back to the firer. If the firer can see the target, roll to hit as normal, including range modifiers. Unless the spotter has the firing weapon right next to him, they must know where they are in relation to the firer. This requires a map and an Average (15) Wilderness Survival, Expert: Indirect Fire Tactics, or Urban Survival roll, or a satellite or computer navigation/GPS system. Mortars and launched grenades travel at 400m per turn, and artillery shells travel at 600m per turn. At those speeds, some distant indirect fire may take several turns to reach the target. At the end of the turn in which the shells reach the target, after all other combatants have moved and taken their actions, roll for the artillery to hit versus (25) with the following calculation:
Spotter's (Heavy Weapons+INT)/2 + Firer's Heavy Weapons/2 +/- Visibility Modifiers that apply to the Spotter +3/turn (max 4 turns) of spotted fire at the same target area, not at the same target (this bonus can only be gained after the first shot(s) hit, since it simulates the spotter correcting the fire).
If the shot hits, roll on the Grenade Table to see just where it hits and work out damage as usual. Once a shot hits, the To-Hit# drops to 10 and the weapon(s) can continue to fire at that location for as long as desired without a need for a spotter to correct fire. If the shot misses, it does so by (range/100m) x the number of points missed by, in a direction determined by the Grenade Table. A spotter can only spot and correct for one target location at a time, but there is no limit to the amount of weapons one spotter can spot for, as long as they're shooting at the same target.
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Vehicle Rules:
All vehicle maneuvers are REF+ Skill+ Modifiers(speed, handling, conditions, see tables) [+Vehicle Stunt] vs Difficulty Modifier (see Vehicle Maneuvering Difficulty Table)
Small Craft Rules
Maneuvering
Chases/ Races: Each participant makes a vehicle operations roll: Skill + Reflexes + modifiers + D10. If the roll equals or exceeds the Difficulty level, the vehicle suffers no mishap, and gains distance as per its current speed. If the roll fails then the driver may lose control and crash. During a chase, the pursued can announce a maneuver, that will cut off one or more pursuers, all participants that wish to follow must roll against the maneuver's Difficulty rating.
Crashes: Total up the amount by which you missed the Driving/Piloting roll, and apply below:
1-5 Vehicle slews briefly out of control. Weapons fire at -5 this turn.
6-9 Vehicle slews out of control. All weapons fire at -10 this turn and next. Driver must make a Diff 20 roll to regain control next turn of crash/spin.
10+ Vehicle crashes (aerial vehicles spin). No weapons fire from this vehicle.
Ground Vehicles: In a crash, the vehicle skids its current speed in meters forward, hitting anything in the way (1d10 damage per 5mph/9kph of vehicle speed. Assessed against the vehicle, and whatever it hits). If two vehicles crash into each other, add their relative speeds to each other to determine damage. If the vehicle has not been trashed, the driver has to succeed at a Driving roll vs. Difficulty 20 to regain control in the following turn, -5 Difficulty per successive turn.
Air Vehicles: In a spin, an air vehicle plummets down 25m per turn. If this loss of altitude brings it to ground level, the vehicle is destroyed. As above, the pilot must succeed at a Piloting roll vs. Difficulty 20 to regain control. Weapons fire is not possible while the vehicle remains out of control.
Dogfighting: Each contestant declares the maneuver they wish to make that turn and which particular target he's dogfighting. All contestants make appropriate skill tests. Those who fail may crash. Count the difference between the skill roll and the difficulty and compare to the Dogfight table below, subtracting lower differences from higher.
Attacks: Make Vehicle to Vehicle attacks as normal, and consult the Vehicle Damage Location Table. If the hit location roll indicates a result that's impossible, move the result to the next highest location that's logically possible.
Armor: The effectiveness of vehicle armor is modified by certain factors, as shown in the Vehicle Armor Modifiers Table.
Damage Effects:
Vehicle Body: When the vehicle has taken it's total SDP in damage (from any combination of locations) the vehicle is rendered inoperable.
Motive Gear: 1/3 total SDP. When the motive systems have sustained 1/2 of their SDP, the vehicle's top speed is halved, and it suffers a -3 maneuverability modifier. When the motive systems have lost all their SDP, the vehicle is immobilized (aerial vehicles crash).
Engine: 1/3 total SDP. If it takes over 1/2 its SDP top speed is halved, and it suffers a -1 maneuverability modifier. When it has lost all its SDP it is immobilized (aircraft may try to glide). Once the engine has taken over 50% of its SDP in damage, there is a 1 in 10 chance of a fuel explosion - roll this each time the engine takes damage. If the fuel explodes, the vehicle is destroyed.
Pilot or crew: Roll randomly for the crew-man hit. Apply the damage to the person, subtracting personal armor SP from the damage. An unconscious or dead crew member can't operate the vehicle; most vehicles tend to crash when the driver is incapacitated (although some have autopilots that will take over when this happens).
Weapon: Weapons have 10 SDP. When a weapon has taken damage to all its SDP, it is destroyed. When a weapon is destroyed, there's a 1 in 10 chance that it will explode, doing the full damage of one shot to the part of the vehicle to which it is attached.
Turret: Have 1/3 the vehicle's total SDP. When the turret loses any SDP, there's a 2 in 10 chance that one of the weapons mounted there will be rendered useless. When the turret takes damage to all its SDP, it and all equipment in it are no longer functional.
NOTE: ACPA Have no target size modifier and use the human hit location chart. Any damage that penetrates the suit's SP is divided in half: One half goes to the suit's total SDP and the other to the pilot. When a limb has taken damage to all its SDP, it is rendered inoperable, along with all weapons mounted on it.
Large Craft Rules
Averages Factors: speed game calcs
Penetration: Average Damage/10, round off; x2 for any type of AP; x1/2 for D6 weapons.
Armor Value: SP/20, round off.
Body Value: SDP/20; round off.
Attacks: Roll to attack as normal.
Consult the Penetration and Armor Modifiers Tables
Subtract Armor Value from Penetration. If the result is 0 or more, consult the Large Vehicle Damage Table. If not, calculate Surface Damage.
Roll 1D10 and add positive difference between Penetration and Armor Value.
Subtract the target's Body Value, and consult the Large Vehicle Damage Table
Vehicle Weapons vs. Personnel:
Roll normally to hit.
Victim makes LUCK test 15+. This does not use up any LUCK points, unless the victim wants to add points to the roll. Success indicated that he takes 5D6 damage to a random location. Armor works at half SP.
If the LUCK test failed, divide average Armor SP by 20 to get the Armor Value. Subtract this from the weapon's Penetration. A result of 0 or less, the victim takes 2D6 impact damage and loses 10SP of armor for every point of Penetration stopped. Multiply results of 1+ by 10 to find the damage the victim receives, his armor is also destroyed.
Indirect Fire:
The spotter must know where they, and the target, are. This requires a map and a Difficulty 15+ Wilderness Survival roll, or a satellite, or a computer navigation/GPS system.
Mortars and launched grenades travel at 400m per turn, artillery shells travel at 600m per turn. At the end of the turn when the shells reach the target, after everybody has moved and taken their actions, roll for the artillery to hit versus Difficulty 25+ Modifiers to the D10 roll are: Spotter's (Heavy Weapons+INT)/2 and Firer's Heavy Weapons/2
Visibility Modifiers that apply to the Spotter +3/turn (max 4 turns) of spotted fire at the same target area.
If the shot hits, roll on the Grenade Table to see just where it hits and work out damage as usual. Once a shot hits, the To-Hit# drops to 10 and the weapon(s) can continue to fire at that location for as long as desired with-out a need for a spotter to correct fire. If the shot misses, it does so by (range/ 100m) x number of points missed by, in a direction determined by the Grenade Table. There is effectively no limit to the amount of weapons one spotter can spot for, as long as they're all shooting at the same target. A spotter can only spot and correct for one target location at a time.
Bombing:
Deviate 10m on the Grenade Table per point the To-Hit roll is missed by, x height/100m.
Hitting with a bomb: Diff 25+. Fall at 175m/ turn. Guided bombs can correct their point of aim 100m/turn.
Dive-bombing: Diff 25+. Aircraft has to dive at the target for at least one turn; diving for more than one turn counts at aiming (+1 WA/turn, max +3). When a bomb is released it has the aircraft's speed, but will lose half it's speed every turn after the first until it reaches 175m/turn.
Maneuvering, Chasing, Evading:
GM determines range and terrain the battle is being fought in.
Determine each vehicle's maximum speed in meters per combat turn. Divide kph by 1.2, mph by 1.33 to get meters/ turn.
Roll Initiative, adding vehicle operation skill, plus any modifers to the vehicle operation skill, as well as REF and Combat
Sense. Vehicles that were in an Advantageous Position get a +5 to this roll.
All vehicles declare actions, in reverse order of initiative.
All vehicles make skill rolls to determine if their actions are successful, and apply the results below:
Roll Fails: Roll 1D6 on table below, adding +1 to the die roll for each full 3 points the action roll was missed by.
Roll succeeds within 10 points of the other vehicle's roll: The faster vehicle opens or closes the range (as desired) by 1/2 the amount of movement that was declared. Firing is possible by weapons that are pointed directly towards the target or turret weapons.
Roll succeeds and is 10 or more points better than the other vehicle's roll: You've obtained Advantageous Position. Weapons facing up to 90 degree away from the side facing the target can shoot. Open or close the range by your declared speed, if desired (even if slower than other vehicle).
Crashes:
Sideswipe: Minor crash directed at vehicle's side (75% armor). Penetration caused is the vehicle's speed/75 (round up), times the Weight Modifier.
Crash: Involve the armor facing appropriate to the situation. Penetration caused by the crash is the vehicle's speed/60 (round up), times the Weight Modifier. Remember, if you head-on another vehicle, add the two vehicle's speeds to determine collision Penetration. If one vehicle runs into another from behind, subtract the rammed vehicle's speed from the rammer's to determine collision Penetration (3.5 points per D10; 10 points per point of Penetration).
Wide Turns: A vehicle takes 1/3 of the actual distance traveled when it makes a mild turn (up to 30º). On a tight turn (over 30º), it takes 1/6 actual distance. An extremely tight turn takes 1/12 the actual distance. Tracked vehicles, PA suits on foot and cycles halve this distance; hovercraft, boats, helicopters, PA suits flying, and AVs multiply it by two and airplanes and airships by three. Example: An AV traveling at 120mph tries a tight turn into a street 20m wide. Lateral movement takes it (1/6 of 160m x 2) 53m, and into a building at 120mph. A cycle trying the same turn at 50mph will slew (1/6 of 66m) 11m, allowing it to make the corner.
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Spacer Rules
Triad: critical factors for space survival
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Gravity
Daily doses of Calcium tablets, diuretics (water retention) and vasoconstrictors (raise BP)
One hour exercise on a gravity wheel per 3 days zero gee minimizes atrophy.
-1 Body penalty per month in zero gee without gravity therapy, permanently.
Space Sickness: psychological adaptation, or lack thereof, to zero gee environment: roll 1d10 once, either first trip into orbit, or when creating Orbital character:
7-10 space sickness immunity
5-6 occasional discomfort 1d6/2 weeks
1-4 non-adaptable; incapacitated
space-born characters receive +4, +1 per 3 years above age 17
earthsiders undergoing specific zero gee training, +2
Maneuverability in Zero Gee Environment:
Zero Gee Maneuver skill: low, zero gee environment, kick off surfaces, rebound off opposing surfaces, turns and flips, hold positions.
Orbital characters receive skill at 6 automatically.
Earthsiders roll COOL roll vs 10 when confronted with zero gee problems or shocked for 1d6 turns. 5 such rolls allows for adaptation to zero gee environment, and skill may be learned.
Recoil: Fire a recoil or ballistic weapon, face Newton’s Third Law: REFLEX roll vs 15 (15 diff) modified by Recoil Save Table.
1m opposite direction recoil per point failed in Reflex roll. Impacting wall 1d6 bludgeon damage. Uncontrolled Spin: ZGM roll vs 15 to recover.
Zero Gee Combat: Measures understanding of recoil physics, plus training in zero gee melee and hand-to-hand fighting, keeping close to target, using leverage and holds.
Used instead of MA, Brawling for ZG H-to-H
Added to Recoil Save when using recoiling weapons
Orbital characters receive skill +2 automatically
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Pressure
Membranes: Due to balance between weight and acceleration, most orbital construction is ultra-thin.
Consult Typical Hull SP Table
Remember: projectiles easily breach membranes, and stray fire is very dangerous in ZG environment with no gravity exerted on the round, theoretically indefinite vector.
Penetration Damage: The size of the penetration affects rate of atmospheric collapse
1” hole per point of penetration damage
Evacuation Time: 1” hole = 210 cf per turn
Calculate habitat volume, then track atmosphere loss per turn
Maintaining Seal: Goop balls (2” rad), Slap patch (12” rad)
Effects of atmospheric collapse:
Half Volume: low pressure: Body roll vs 10 or pass out (Orbital characters +4)
Quarter Volume: All characters pass out; hypoxia damage: -1 INT per 3 minutes; upon pressure restoration, restore 1d6/2 points of Intelligence with treatment
Zero Volume: unconscious characters with reduced INT now suffer 1d6 INT loss per turn, until zero = dead; holding breath = lungs explode on third turn
Effects of oxygen depletion: less oxygen, same pressure
1 hour remaining: INT, REF, COOL reduced -3 temporarily
Nearly gone (within 1 Turn): seeQuarter Atm. Volume above.
Zero oxygen: see Zero Atm Volume above
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Radiation
exposure measured in mrads (1/1000) and rads (1)
Cosmic Rays, background radiation: gradual 250 mrads/ yr
1d6 mrads per hour of space exposure
Nuclear power plants: short, intense
Leakage, plant failure or explosion, or weapon: every turn of exposure, 1d10 rads (10 minutes will kill you dead)
RSP suits protect SP 6 per turn
Solar Flares: very short, very intense
Get to safe ground or ‘tornado cellar’ or take 10 rads per hour of exposure
Consult Flare Prediction/ Duration Table for the long haul
Exposure Effects: 50 rads (50,000 mrads) serious damage begins, consult Radiation Sickness Table
Cancer: discovery, treatment, remission: all ugly business. Beware!
Mutation: effects offspring. They will hate you even more.
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Space-Specific Weaponry
Flachette weapons, bolt throwers: ½ armor SP, no recoil, no damage to hard armor or targets; if laced, see Dart / Flachette Payload Table
Gyrojets: min. 5m to gain kill velocity, no recoil, will breach hulls
BDP (Break-down Bullets [tm]), Safety rounds: powdered or composite material slugs shatter on hard armor/target impact. 1/3 damage vs hard armor, ½ damage vs soft armor; any penetration damage receives +2 damage bonus.
Dartguns: 1/3 soft armor protection, full hard armor protection: any penetration damage delivers payload: see Dart / Flachette Payload Table
Tasers, stun weapons
Consult Non-Ballistic Weapons
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Space-Specific Equipment
Spacesuits (EVA) Encumbrance Values (in addition to clothes EV):
Skinsuit EV 1
Standard EV 2
Worksuit EV 3
Battlesuit EV 2
Radsuit EV 3
Marssuit EV 3
Consult Special Equipment
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Miscellaneous Rules
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Malfunctioning / Damaged Equipment: If a piece of equipment is subject to unusual circumstances, (e.g. being dropped from a moving vehicle, in an explosion, or left out in the rain) the referee should call for a malfunction test. A well-maintained item only has half its given percentage chance of malfunction. For the purposes of malfunction, a simple item is one so interconnected that a malfunction either makes little difference, or degrades operation so much that it becomes use-less (e.g. hand computers, simple tools, and firearms). Complex items are made up of sub-machine assemblies, where one sub-assembly might cease working but its loss would degrade performance, not stop it entirely (e.g. auto-mobiles). Equipment may be repaired, if necessary resources are available and focused attention is applied, with a successful equipment-specific tech skill check, with the GM applying both a difficulty modifier and a repair process duration. Weapons that have been broken or severely jammed/misfed may be repaired with a Weapontech skill check with the conditions stated above. Weapons that have jammed or suffered other field-repairable problems may be cleared and returned to normal operation with a repair process duration of 1 turn of focused attention.
Consult Item Reliability and Malfunction Table
Professional Repair (damaged equipment, weapons, vehicles, etc.): The hard part if securing a technician with both resources and willingness to complete the task.
Repair / Maintenance Costs
Routine Annual Maint.(Parts).........1D10% Base
Parts Minor Malfunction (Simple) ..1D6x5% Base
Minor Malfunction (Complex) ....... 1D10x3% Base
Major Malfunction (Simple) .......... 1D6x10% Base
Major Malfunction (Complex) ....... 1D10x5% Base
Catastrophic (Simple) .................. 3D6x10% Base
Catastrophic (Complex) ............. ..1D10x10% Base
Repair Labor ................................100-150% Parts
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Resource Requisition: Some Special Abilities are applied to resource requisition efforts as a bonus. However, the Special Ability is not a pre-requisite for requisitions. Any character which operates in a field or environment where a requisition source is available, may attempt to make a requisition request, if the GM determines the circumstances are appropriate (a custodial engineer would likely not be allowed to make a requisition request to call on corporate resources outside of his/her field, ie. new cleaning supplies are reasonable, thumper mines are not). Whenever a character attempts to requisition resources outside of their area or outside of their normal operating parameters, roll 1d10 and consult the following:
See Requisition Table
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Pharmaceutical Requisition: Drug availability is determined by the following factors:
Military/Militech Drugs: It would be extremely difficult for any normal (non-military) character to obtain these drugs legally. A Near Impossible Streetwise or a Very Difficult Streetdeal check could be made to obtain a single dose of one of these drugs at triple cost.
Medical/Trauma Team Drugs: These drugs are legally available to licensed medical personnel. They can also be obtained illegally with an Average Streetdeal or Difficult Streetwise check. If obtained illegally, prices are doubled.
Recreational Pharmaceuticals: These drugs are illegal but commonly available with Streetdeal or Streetwise checks, weighted for the exotic nature and risk factors of the drug in question.
Electronic Addictions:
VR Dramas/Sims: More than 4 hours without at least a 2-hour break requires an Average COOL roll or you'll want to re-enter the VR at the earliest possible opportunity.
Braindance: Average COOL roll to avoid being mildly hooked after two hours of use. Further Difficult to Very Difficult COOL rolls are required to keep from embracing the 'dancer's beliefs and emotional reactions.
Subliminals: Average COOL roll to avoid minor habits due to subliminals. Any habits require an Easy or Average COOL roll to resist. It requires a Difficult COOL roll to avoid the implantation of intensive subliminals and to resist when exposed to the activating stimulus.
Task Difficulties for Sublimanals Identification / Manipulation:
Determining detection technique: Average
Spotting subliminals: Average
Cleaning up broadcast: Difficult
Creating simple subliminals: Difficult
Creating sophisticated subliminals: Very Difficult
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Streetdeal and Streetwise Actions:
Information Gathering [Information Broker]: Information gathering is more a measure of deadlines than scarcity of resources. Nearly anything can be learned with the proper resources and experience. The difficulty comes in trying to clandestinely gather data on short notice. The Streetwise (Streetdeal) skill check is weighted against a difficulty modifier based on the time available to retrieve the information:
INT + Streetdeal + Trashing or Streetwise or Interview or Research, etc. +1d10 vs. Difficulty
Consult the Information Gathering Table
Difficulty is increased +1 to +5 based on the sensitivity of the information.
For every 5 pts the roll exceeds the Difficulty Value, the time duration for success drops one category.
Resource Acquisition [Fence, Gopher]: The Streetdeal skill check is weighted against the availability of the item: INT + Streetdeal +1d10 vs. Difficulty
Consult the Resource Aquisition Table
Note: Securing the item is only part of the task. Securing an authentic item is the hard part.
A second Streetdeal roll is required to determine authenticity:
Consult the Resource Authenticity Table
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Pharmaceutical Acquisition: Pharmaceuticals are acquired by two means: by a Fixer searching for them specifically by type, and by a Pusher. In both scenarios, Availability informs the Difficulty Modifier of the Fixer’s skill check, and the chart from Resource Acquisition is used to determine the result. In the former scenario, the Fixer is searching for, and acquiring, the merchandise directly from the source (pharmaceutical lab, wholesaler, distribution node) while in the latter scenario, the Fixer is identifying the right supplier from which to purchase the merchandise on behalf of the client, acting as a middleman. Once the drugs are acquired, a separate roll is required to verify drug purity (and validity):
Streetdeal + LUCK +1d10 vs Average Difficulty (15)
Consult the Pharmaceutical Aquisition Table
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Now you know what you're up against... time to make your impression felt.

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