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Attributes or Skills

Roll trait die, plus or minus modifiers - 4 is TARGET NUMBER


ACE RAISES
If roll highest possible Every 4 points over Untrained - roll d4 -2 on total.
number on a dice Target Number Some skills cant be rolled
(explode), roll again

WILD DIE BENNIES Parry - 2 + half fighting die


- Roll d6 with any trait test and use - Reroll any trait test Toughness - 2 + half vigor +
the highest (one die per action) - Soak damage any armor on torso

COMBAT p 67

SURPRISE - Side that started fight gets no cards, THE JOKER - Go whenever you want in a round
count as on hold - Can inturupt actions
- Other side make Notice rolls - +2 to all trait test this round
- Success get card, fail get none for round - +2 to all damage

MULTIPLE ACTIONS - -2 for each extra action per turn over first HOLD - Choose to take action later
- Cant take same action with same item - If not taken in current round, not dealt into
INITIATIVE next round
- Can interrupt actions
•Single card
•Ace to Deuce INTERRUPTING ACTIONS - Opposed Agility roll
Ties are resolved in - Highest goes first
suit order: Spades
are first, then Hearts,
Diamonds and Clubs.

MELEE ATTACKS RANGED ATTACKS TEST OF WILLS TRICK


- Fighting skill - Shooting skill - Taunt vs. Smarts - Opposed Agility
- Target Number is PARRY of - Target Number = 4 - Intimidation vs. Spirit or Smarts roll against foe
opponent - Success - make Damage roll - +2 on next action of attacker - Suffers –2 to his Parry until his
- Success - make Damage roll - With Raise - +1d6 to damage - Target is shaken with a Raise next action
- With Raise - +1d6 to damage - Target is shaken with a Raise

SHAKEN
- Spirit roll at start of turn to recover:
Success - act as normal
Failure - remain shaken, only Free actions
DAMAGE - Or spend a Bennie (at any time) to recover and act as normal

- Melee = Str die + weapon die


- Range = weapon set damage NO WILD DICE] WOUNDS
- Target Number is TOUGHNESS - 3 wounds and 3 penalties
- Equal to3 higher = Shaken - Incapacitated on 4th wound :
Vigor roll -
- Each Raise = 1 wound • Total of 1 or Less: The character dies.
- If already Shaken, takes a wound • Failure: Roll on the Injury Table. The Injury is permanent
- Extras has only 1 wound, so they and the victim is Bleeding Out (see below).
• Success: Roll on the Injury Table. The Injury goes away
are dead/incapacitated
when all wounds are healed.
Soak damage • Raise: Roll on the Injury Table. The Injury goes away in
- Spend Bennie to make VIGOR roll 24 hours, or when all wounds are healed.
- A success and each raise reduces the number of Injury table Bl 69
wounds suffered from THAT attack by one.

RANGE PRONE FEAR CHECK


Short range (TN=4) -2 from range attack, but -2 from Fighting and Parry rolls Spirit roll
Medium (-2 on roll)
Long (-4 from roll) ILLUMINATION FATIGUE
Dim -1 Fatigued –1 modifier.
COVER Dark -2 if closer than 10’’ Exhausted: –2 to all Trait rolls.
Light Cover -1 from attack Dark -4 IF hear or knows roughly Incapacitated
Medium Minor cover -2 from attack
Heavy cover -4 from attack GANGING UP
Near Total Cover -6 +1 for each aditional attacker to all (up to max of 4)

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