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▶ 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