This document provides tables and modifiers for ranged combat, cover, area effect weapons, and drugs/poisons. It lists numerical values for the to-hit rolls of different ranged weapons at various distances, and modifiers for visibility, stance, and other combat conditions. It also includes tables for determining the protective value of different types of cover, blast radii of area effect weapons, and damage bonuses or penalties from drugs and injuries to different parts of the body.
This document provides tables and modifiers for ranged combat, cover, area effect weapons, and drugs/poisons. It lists numerical values for the to-hit rolls of different ranged weapons at various distances, and modifiers for visibility, stance, and other combat conditions. It also includes tables for determining the protective value of different types of cover, blast radii of area effect weapons, and damage bonuses or penalties from drugs and injuries to different parts of the body.
This document provides tables and modifiers for ranged combat, cover, area effect weapons, and drugs/poisons. It lists numerical values for the to-hit rolls of different ranged weapons at various distances, and modifiers for visibility, stance, and other combat conditions. It also includes tables for determining the protective value of different types of cover, blast radii of area effect weapons, and damage bonuses or penalties from drugs and injuries to different parts of the body.
RANGED COMBAT TO-HIT COMMON COVER AREA EFFECT TABLE
NUMBERS SP / SDP Type Blast Radius Point Blank (Touching to 1m).. ......... 10 Office/Sheetrock Wall 5 / 15 per m² Grenade 1m per die of dmg Close (1/4 Long range) ..…………........ 15 Concrete Block Wall 10 / 30 per m² Gas Grenade 3m Medium (1/2 Long range) ……....….... 20 Reinforced Wall 20 / 60 per m² Molotov 2m / liter Long (Full range)..............….....…....… 25 Brick Wall 25 / 75 per m² Flame Thrower 2m Extreme (2x Long range) ……………..... 30 Stone Wall 30 / 90 per m² Cyberlimb flamer 1m External Wall 50 / 150 per m² Mine 2m LINE OF SIGHT AND Floor/Ceiling 25 / 75 per m² Claymore 6m line from explosion COVER MODIFIERS Heavily Reinforced 100/ 300 per m² C-6 5m / kg Floor RPG 4m INOF SIGHT AND COVER M Target silhouetted ............................ +2 Office/Wood Door 5 / 15 Missile 6m Target crouched/kneeling ....…........ -1 Heavy Wood Door 15 / 45 Shotgun (Close) 1m Target prone ...................................... -2 Concealed Security 15 / 45 Shotgun (Med) 2m Half body visible ............................... -2 Door Shotgun (Lng/Ext) 3m Head and shoulders only visible ...... -3 Steel/Security Door 20 / 60 Micromissile 2m each Blinded …………….. ........................ -5 Reinforced Steel Door 50 / 150 Head only ........................................... -4 Plexiglas Window 12 / 15 per m² Behind someone else ......................... -4 Bulletproof Glass 15 / 45 per m² GRENADE TABLE .. External Windows 25 / 75 per m² RANGED COMBAT TO-HIT Car Body, Door 10 / 30 10 Data Term 25 / 75 MODIFIERS Mailbox 25 / 75 Extra actions .......…....... -3/extra action Curb 25 / 75 Using off hand …………........................ -3 Armored Fridge 30 / 90 7 8 9 Using two weapons ..……....... -3 on both Weapon Emplacement 30 / 90 Firing while running .........………......... -3 Tree, Phone Pole 30 / 90 Firing a shoulder arm from hip …........ -2 5 TARGET 6 Concrete Utility Pole 35 / 105 Fast draw/Snapshot ..............……….... -3 Engine Block 35 / 105 Ambush/Surprise attack ....………....... +5 Hydrant 35 / 105 Silencer/Suppressor ...........…….......... -1 2 3 4 Aimed shot at vitals .....……................ -6 Armored Car Body 40 / 120
Aimed shot at head, hands, feet …..... -4 AV-4 Body 40 / 120
Aimed shot at stomach ..……………...... -3 Jersey Barrier 40 / 120
1 Aimed shot at arms, thighs …….......... -2 Aimed shot at chest ...…………….......... -1 PROPORTIONAL ARMOR Bipod (stationary & braced…...... +1 to 2 TABLE Roll 1D10 if grenade misses. Roll 2nd Gyro-Mount …………………................... -1 Difference in Bonus 1D10 for meters from target space Turning to face target ………….……….... -2 Ricochet or indirect fire ……………........ -5 SP's Number Loser of Facedown ...…......…………...... -3 0-4 +5 Target immobile …………….................. +4 5-8 +4 DRUGS & POISON Moving target.................................... -1 Type Effect Damage 9-14 +3 (add'l -1 per 2 pts of MA above 5) Hallucinogen Confusion -4 INT 15-20 +2 Tiny target (bullseye, eye, vital area).. -6 Nausea Illness -4 REF 21-26 +1 Small target (body location, <1m) ......-4 Teargas Tearing -2 REF 27+ +0 Large target (car, large animal) …...... +2 Sleep Sleep** None Very large target (truck, wall) ……...... +4 Biotoxin I Death 4D6 Aiming (max +3) .………….......... +1/turn BOD DAMAGE MODIFIERS Biotoxin II Death 8D6 Laser sight …………………........…........... +1 Body Hand to Hand Cast Weapon Nerve Toxin Death 8D10 Telescopic sight ... +2 Ext, +1 Med/Long 1-2 -1 -1 **Half effect is drowsiness, -2 to all stats Targeting scope ………………….............. +1 3-4 0 0 Scopesight ............ +2 Long/Ext, +1 Med 5-6 +1 +1 Computer Sights .… +3 Long/Ext,+2 Med 7-8 +2 +1 Smartgun …………............................... +2 9-10 +3 +1 Smartgoggles …................................. +2 11-12 +4 +2 Three round burst (Close/Medium)... +3 13-14 +6 +3 Full auto, Close ......……….......+1/10 rnds 15+ +8 +4 Full auto, all other ……........... -1/10 rnds Autoshotgun ...........…….....-2/add'l shot