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▶ INITIATIVE

▶ RANGED COMBAT RESOLUTION


At the start of combat Attacker's REF + Relevant Weapon Skill + 1d10
REF + 1d10 vs. DV Determined by Range & Weapon
or Defender's DEX + Evasion Skill + 1d10*
On Your Turn
Your turn = 1 Move *A defender with a REF 8+ can choose to attempt
Action + 1 other Action to dodge a Ranged Attack using the Evasion Skill

▶ MOVE ACTIONS ▶ SINGLE SHOT DVs BASED ON RANGE (IN M/YDS)


Weapon Type ≤6 ≤ 12 ≤ 25 ≤ 50 ≤ 100 ≤ 200 ≤ 400 ≤ 800
Move a number of
m/yds equal to MOVE Pistol 13 15 20 25 30 30 N/A N/A
x 2, or a number of SMG 15 13 15 20 25 25 30 N/A
squares (if playing on a
grid) equal to MOVE, Shotgun (Slug) 13 15 20 25 30 35 N/A N/A
which can include Assault Rifle 17 16 15 13 15 20 25 30
moving diagonally.
Sniper Rifle 30 25 25 20 15 16 17 20
Bows and Crossbow 15 13 15 17 20 22 N/A N/A
▶ Prone ◀
If Prone, you can't use Grenade Launcher 16 15 15 17 20 22 25 N/A
your Move Action until
Rocket launcher 17 16 15 15 20 20 25 30
you use the Get Up
Action. You can still
perform other Actions.
▶ FIRE MODES ▶ AIMED SHOTS

▶ Split Movement ◀ ▶ Suppresive Fire ◀


When using your Move Costs 1 Action and 10 Bullets. Everyone within 25 1 ROF, -8 to the Check.
Action, you can take m/yds out of cover and in line of sight must roll WILL + Can aim Melee and
any Action in the Concentration + 1d10 vs. your REF + Autofire + 1d10. Ranged Attacks (but
middle of it and keep not Autofire or area
Anyone who fails must do anything they can to reach
moving afterwards. effects). On a hit, deal
cover during their next Turn. damage and effect.

▶ Autofire ◄
▶ Misc. Movement ◀ Costs 1 Action and 10 Bullets. Cannot make Aimed Target and Effect
Swimming, Climbing Shots. Targets with REF 8+ can try to dodge using
and Jumping (with a Head - Double the
Evasion Skill. Uses Autofire Skill and the table below.
runinng start) all cost 2 damage that
m/yds of movement penetrates head armor
for every m/yd Damage = 2d6 times amount Check beat the DV by (up
traveled or 2 squares to a maximum denoted by weapon's Autofire).
Held Item - If damage
for every 1 square (on a
Autofire SMGs 3 Assault Rifle 4 penetrates armor,
grid).
target drops held
items of your choice to
When jumping from
▶ AUTOFIRE DV's BASED ON RANGE (IN M/YDS) the ground.
standing you can clear
half the distance that Weapon Type ≤6 ≤ 12 ≤ 25 ≤ 50 ≤ 100 Leg - If damage
you could with a penetrates armor,
running start. SMGs 20 17 20 25 30 target suffers the
Assault Rifle 22 20 17 20 25 Broken Leg Injury

▶ WEAPON DAMAGE AND RATE OF FIRE (MELEE WEAPON DAMAGE IGNORES 1/2 SP)
Weapon Type DMG ROF Weapon Type DMG ROF Weapon Type DMG ROF
Medium Pistol 2d6 2 Shotgun (Slug) 5d6 1 Rocket Launcher 8d6 1
Heavy Pistol 3d6 2 Assault Rile 5d6 1 Light Melee 1d6 2
V. Heavy Pistol 4d6 1 Sniper Rifle 5d6 1 Medium Melee 2d6 2
SMG 2d6 1 Bow & Crossbow 4d6 1 Heavy Melee 3d6 2
Heavy SMG 3d6 1 Grenade Launcher 6d6 1 V. Heavy Melee 4d6 1

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