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Damage DAMAGE EFFECTS

Rogue Stars Quick Reference Hit Location Table CRIPPLED A temporarily


Roll Succeeds By Body Part Crippled limb lasts until a Pin
Activate Roll up to 3 dice,TN 8. Every Failure grants opponent a Reaction dice. 03 Torso marker is removed from the
MELEe STAND UP PICK UP OBJECT 45 Torso or Arm character.
Attack adjacent enemy. Prone character stands up Pick up item from ground. 67 Torso, Arm or Leg
KNOCKED PRONE The
CRAWl QUANTUM LEAP PRIME GRENADE 8+ Torso, Arm, Leg or Head
Place face down, move 1. Attempt teleport with Draw grenade and ready to target is knocked Prone.
Quantum Harness. throw.
SNEAK / HIDDEN Attack's Damage - variable LEG GRAZED The characters
Move 2, Become hidden (pg. RALLY THROW GRENADE movement is reduced by -1 the
13) Remove Pin marker. or two Throw readied grenade. Armour on body part hit + variable
if no enemy in LOS. next time he moves.
TECh ROLL Target's level of Tough +1, +2 or +3
WALK
Move 2, no terrain roll for PSI ROLL Interact with scenario ter- Per Wound marker -1 SEVERED The effects of a
broken terrain. Use Psionic ability. TN10 + rain. Target's squad has the Hard to Kill Tactical Discipline +1 Severed limb are the same as for
mods. LEADERSHIP Roll
RUN Shot was a critical hit -2 a permanently Crippled one.
Move 4, Terrain roll in AIM Persuade, impress, rally
broken terrain. +1 to next Shoot roll this allies. Damage Table STAGGERED Target is losing
turn. May be stacked to +2. Result
SPRINT FIRST AID consciousness, and will go OOA
Move 6 in straight line, ter- SHOOT Roll TN10 + targets Wounds 2 or less OOA when he next rolls 14 on ANY
rain roll for broken terrain. Perform Ranged Attack. - targets Tough) 35 1 Pin, 1 Wound. Critical Damage die roll. A TN10 First Aid roll will
DRAW SPOT Roll TN10 + mods to 69 1 Pin, 1 Wound. Serious Damage remove the Staggered effect.
Draw a weapon. detect a hidden character,
targets within 2 are auto- 1014 1 Pin. Light Damage
RELOAD SUPERFICIAL DAMAGE
matically spotted. 15
If this result occurs, the attacker
Reload weapon.
16+ 1 Pin chooses one of the following
Hit Location Damage Table effects:
Body Part Damage Result
Morale Every time a character goes OOA, all squad members must pass a TN10 Morale roll Tear in suit: The targets armour is
Light Weapon dropped, arm temporarily Crippled no longer Sealed, or loses Plasma
Arm Serious Weapon dropped, arm permanently Crippled Proofing.
Character's level of Steadfast +1, +2 or +3
Critical Weapon dropped, arm Severed, pass TN7 Endure roll or go OOA
Squad leader's level of Leadership +1, +2 or +3 Small weapon destroyed: A
Light Leg Grazed
At least one friend within 2" with no Wounds who is not Routing, Surrendering, or Entangled +1 one-handed or Primitive weapon is
Leg Serious Leg Crippled
Per Pin or Wound on the character -1 destroyed.
Critical Leg Crippled, knocked Prone, pass TN7 Endure roll or go OOA
Character is a Civilian -4
Light 1 additional Pin Disarmed: A two-handed weapon
Character is Green -2
Torso Serious 1 additional Pin, knocked Prone (1 additional Wound if already Prone) is knocked up to 3 away from
Character is the last man standing from his squad -1
Critical 1 additional Pin, knocked Prone, Staggered (OOA if already Prone or Staggered) the target (the attacker chooses
+1
Light Knocked Prone, pass TN5 Endure roll or go OOA where it lands).
+1
Head Serious Knocked Prone, pass TN10 Endure roll or go OOA
+1 Equipment Destroyed: One
Critical OOA, pass TN10 Endure roll or die! Civilian (C) piece of equipment on
Pirates as attackers in a Steal Valuables, Smuggling, or Boarding Action mission +1
Miners as attackers in a Repair mission +1 the target is destroyed.
+1 Character's level of Tough +1, +2 or +3
Equipment Damaged: One of
+1 Per Wound marker -1 the targets Cybernetic Enhance-
RESULTS OF MORALE ROLLS PANIC A Panicking character rolls d20: 110, the character Surrenders,
spot TN10 Spot roll to detect a Hidden target. Targets within 2 are automatically Spotted ments or one of its Military (M) or
1120, the character Routs. Intelligence (I) items of equipment
Critical failure is damaged. A TN15/2 Tech
the character Panics. SURRENDER The character immediately drops all weapons and can be Character's level of Perceptive +1, +2 or +3 Complex Task is required to
automatically captured by any active opponent within 4.
Failure Target character's level of Stealth -1, -2 or -3 repair it.
the character receives 1 Pin and 1 ROUT The character Sprints towards the closest table edge, and does so -1, -2 or -3
Stress. every time the initiative switches. He will not perform any action other than Using a Motion Detector +2
WEAPON DROPPED Any
attempting to run off the table. A character with Leadership may rally the weapon held in the affected limb
Success Target using a Stealth Suit -2
Routing character by passing a TN10 Leadership roll. No LoS between falls to the ground, adjacent to
the character fights on as normal. leader and Routing character is needed. If the attempt fails, the Routing Psi TN10 (although there are exceptions see Psionic Abilities, p.57), with the following modifiers the characters base.
Critical success figure immediately performs another Sprint. A figure moving off the table
gain Steadfast 1 until the end of may not be rallied. If the figure is rallied, it may then activate again as
Character's level of Psionic Master +1, +2 or +3
the game, or remove all Pin and normal. Routing figures lack the concentration to use Psionic Abilities or a
Stress markers players choice. Quantum Harness, but will use Jump and Flight Packs to move faster and Per Wound marker -1
avoid obstacles. Character is in melee -3
mELEE aTTACK Ranged Attack RANGED COMBAT
Make a TN10 Melee roll with the following modifiers versus a target within 1 Make a TN10 Shoot roll with the following modifiers RESULTS
Critical failure: Roll a die. On
Attacker Range* 115, the weapon is out of
Attacker's level of Weapon Master or Martial Arts +1, +2 or +3 Point Blank (target is within 2") +1 ammo and cannot shoot until
one action has been used to
Per Wound marker -1 Close Range (28")
reload it. On 1620, the
Per friend in contact with target (max. 3) +1 Short-Range weapon at Long Range (for each additional 2" between shooter and weapon malfunctions and
-1
Fighting from higher ground +1 target beyond 8")
cannot shoot until it has been
Defending an obstacle +1 All other weapons at Long Range (for each additional 4" between shooter and target fixed by performing a TN10
-1
beyond 8")
Powerful Blow +1 or +2 Tech roll. Some weapons (those
* Note that certain weapons have a maximum range. with the Infinite Rounds and
Surprise Attack +2
Shooter Overheating special rules,
Called Blow: Limb (arm, leg, pseudopod, tentacle etc.) -3
Per Pin marker -1 p.2627) have unique rules for
Called Blow: Two-handed weapon -4
Shooter's level of Marksman +1, +2 or +3 critical failures.
Called Blow: One-handed weapon -5
Accurate weapon +1 Failure: The attack misses and
Called Blow: Head or Equipment -6
Primitive weapon -1 no Damage is dealt.
Prone -2
Called Shot: Limb (arm, leg, pseudopod, tentacle etc.) -3
Unarmed attack (ignore if attacker has Martial Arts) -2 Success: Normal Damage is
Called Shot: Two-handed weapon -4
-1 inflicted, as per the weapon
Called Shot: One-handed weapon -5 type.
Two-handed melee weapon used with Crippled arm -3
Called Shot: Head or Equipment -6
Big or Huge Trait +1 Critical success: The attack
Hail of Fire -2
Target Target Number inflicts +2 Damage.
Double shot using Ambidexterity Trait -1
Per Pin marker -1
-1
Target's level of Weapon Master or Martial Arts +1, +2 or +3
-3
Prone -2
Per Aim action performed in the same Activation (max. 2) +1 THROW GRENADE ROLL To
MELEE COMBAT RESULTS LEAVING MELEE If you leave a melee with an Surprise Attack +2 throw a primed grenade to a
Critical failure: The opponent may choose to opponent who is not Prone, Entangled, Mind-con- designated point up to 12
Limited visibility (fog, darkness, smoke, dust etc., as per mission) -1, -2 or -3
either immediately perform a Free Hack, have trolled, Panicking or OOA, that opponent performs away, perform a TN10 Throw
Target Grenade roll, adding +1 for
the attacker drop the weapon used in the attack, a Free Hack against you. This is a +2 Surprise
Attack. You may not counterattack. Free Hacks In light cover (vegetation, dead mount, wooden fence, computer monitor/desk etc.) -1 every level in the Chucker Trait.
or have the attacker fall Prone.
are ignored if one of the following applies: In heavy cover (low wall, vehicle, pile of bricks, boulder, big log, corner of building etc.) -2 THROW GRENADE RESULTS
Failure: The attack misses and no Damage is
dealt. If the roll fails by 5 or more, the opponent 1. You have the Free Disengage Trait.
-3 Critical failure: The grenade
may perform a free counterattack or move 2 Crawling/Prone (ignore if at Point Blank range) -2 malfunctions and does not
away, leaving the melee without suffering a Free 2. Your opponent fails a melee attack by 5+ Diminutive -1 explode.
Hack. points and you opt to move away from the Failure: The opponent may
Large target (small vehicle, Big Trait) +1
melee. reposition the point of impact by
Success: Normal Damage is inflicted, as per the Very large target (large vehicle, Huge Trait) +2
1 for each two full points by
weapon type. 3. You move away using a Jump Pack, bionic Sitting Duck +1 which the roll was failed (e.g. on
Critical success: The blow inflicts +2 Damage, legs, Flight Pack, Levitation, Quantum
-1, -2 or -3 a roll of 5, the opponent could
unless it was an unarmed attack. Harness, Blink or Teleportation.
move the point of impact by up
LONG WEAPONS Long weapons allow a character to attack an opponent 1 away, but may not be used CALLED SHOTS A Called Shot must be announced before rolling to hit, and then the appropriate to 2.
against a target in base-to-base contact. I modifier applied in addition to any other modifiers (for range, Pins, etc.). Called Shots may not be Success: The grenade explodes
combined with a Hail of Fire. at the designated point. Anyone
UNARMED ATTACKS AND MARTIAL ARTS Unarmed attacks are performed at -2 and are Damage
0. Martial artists ignore the -2 and add their Martial Arts level to the Melee roll AND to Damage. When within its blast radius is hit and
HAIL OF FIRE Automatic weapons may perform two attacks at -2 per action instead of the usual single automatically knocked Prone.
you attack a target who has both Martial Arts and Weapon Master, apply only the higher of the two attack. The shots must be directed at the same target, or at two targets within 4 of each other. Damage is determined for all
levels, not both. Targets must be declared before rolling you may not determine the effect of the first shot before targets individually, in an order
POWERFUL BLOWS Powerful Blows are melee attacks performed by spending multiple actions. A assigning your second shot. chosen by the thrower.
two-action Powerful Blow is at +1 to hit. One using three actions is at +2 or +1 to Damage. Critical success: As a success,
OFF-HAND AND ONE-HANDED RIFLE SHOTS If a characters main arm is Crippled, he may still
OUTNUMBERING Outnumbering an enemy grants +1 to Melee rolls for each friend in contact with the fire a one-handed weapon at -1 with his other hand. This penalty does not apply if the character has and the thrower may increase
same enemy, up to a maximum of +3. Prone, Entangled, Mind-controlled or OOA models do not count Damage by 1. If using a
Ambidexterity. An alien or robot with Extra Arms has one main arm per pair of arms. A character with
for this purpose. In a melee involving multiple combatants from both sides, count all figures belonging to Fragmentation or Plasma
a Crippled arm may fire a two-handed weapon with one hand at -3. A character with all arms Crippled
each side, and apply the outnumbering modifier as normal. grenade, the thrower may
may not fire. instead choose to create a dust
CALLED BLOWS A melee attack can be aimed at a specific body part or weapon. Use the same rules as cloud of the same size as the
Called Shots (see p.16). FIRING AND MELEE A character may not perform ranged attacks if involved in melee. However,
blast radius that blocks LoS.
one-handed weapons may be fired as part of a melee (see Melee Combat, p.18). If a character fires
PRONE FIGURES A Prone figure attacks at -2 in melee, is attacked at +2 in melee, may not counterat- This cloud provides a limited
into a melee, he will hit a random target unless he has the Fire into Melee Trait.
tack, and does not count for outnumbering purposes. Standing up requires one action. visibility modifier of -3, and
clears when initiative switches.

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