Professional Documents
Culture Documents
CONTENTS:
Page 1: Attributes, Hit Points, Initiative, Throw range, Hit location, Skill points, Damage bonus, Skills,
Sample weapons.
Page 5: Healing, Falling damage, Attribute tests, Bursts & Automatic fire, Critical hit, Grappling,
Critical hit, Optional rule.
Page 6: Aimed shot.
Hit Location: 1: L-Arm, 2: R-Arm, 3-7: Torso, 8: L-Leg, 9: R-Leg, 10: Head.
Damage Bonus: STR 14-15: +1, 16: +2, 17: +3, 18: +4
Pistols:
Heavy Pistol: RNG: 8/12/16, DAM: 1D10+1D6, ROF: 3, MAG: 7 (.2KG), WT: 1.5KG
Machine Pistol: RNG: 8/13/17, DAM: 1D8+4, ROF: 3, MAG: 21 (.25KG), WT: 2KG, S/B
SMG: RNG: 18/28/40, DAM: 1D8+6, ROF: 3, MAG: 30 (.5KG), WT: 3KG, S/B/FA
SMG (silenced): RNG: 18/28/40, DAM: 1D8+6, ROF: 3, MAG: 30 (.5KG), WT: 3.5KG, S/B/FA
Shotgun: RNG: 8/14/20, DAM: 4D8+8/3D8/2D8, ROF: 2, MAG: 8I (.25KG), WT: 4KG,
S-Shot
Takes 2 turns to reload.
Auto Shotgun: RNG: 8/14/20, DAM: 4D8+8/3D6/2D6, ROF: 2, MAG: 25-drum (1KG),
WT: 5KG, S/B/FA
Damage: 8 Metres or less: 4D8+8, 8-14 Metres: 3D8, 14-20 Metres: 2D8.
Solid shot: 4D8+8 (all ranges).
Assault Rifle #1: 20/40/60, DAM: 1D8+6, ROF: 4, MAG: 30 (.5KG), S/B/FA, includes a 4 round
shotgun attachment under main barrel (see shotgun stats), WT: 4KG.
Assault Rifle #2: 20/40/60, DAM: 1D10+8, ROF: 3, MAG: 21 (.5KG), S/B/FA, includes single shot
grenade launcher under main barrel, WT: 5KG.
Grenade Launcher: 20/40/70, ROF: 1, DAM: 2 Metres or less: 4D10, 2-4 Metres: 3D10,
4-6 Metres: 2D10. All ranges: 1D3 hit locations.
Grenade Launcher (6 round mag): 20/45/75, ROF: 2, DAM: 2 Metres or less: 4D10,
2-4 Metres: 3D10, 4-6 Metres: 2D10 (All ranges: 1D3 locations), WT: 6KG.
Each grenade weighs .5Kg
Grenade scatter: roll 1D12 (12 being the direction of the target, and roll 1D3 for 1-3 Metres).
Hand grenades or grenades for launchers weigh 0.5Kg
Sniper Rifle #1: 30/70/120, DAM: 1D10+8, ROF: 2, MAG: 20 (.5KG), S-shot, Scope: +10%
WT: 4KG. Add suppressor: 0.5KG.
Sniper Rifle #2: 35/80/130, DAM: 2D8+8, ROF: 2, MAG: 10 (.5KG), S-shot, Scope: +10% WT: 5KG.
Add suppressor: 1KG.
Portable MG: 35/80/120, DAM: 1D10+8, ROF: 3 bursts or 1 x Full Auto. MAG: 100 (2KG), WT:
9KG.
ARMOUR:
TYPE #1: Head – AV10, WT: 0.5KG, Vest - AV10, WT: 1KG, Arm/Leg Guards – AV – 8,
WT: 0.5KG
TYPE #2: Head – AV15, WT: 1KG, Vest – AV15, WT: 2KG, Arm/Leg Guards – AV – 10,
WT: 1KG. –1 DEX using Arm & Leg Guards.
Every time damage beats the Armour Value, it decreases by 1. Example: AV10 Vest takes 12 damage,
2 points damage the person, and the AV is now 9.
VISIBILITY:
Poor (rain, light snowfall): -5%
Medium (light fog, twilight, heavy snowfall): -10%
Heavy (heavy fog, dark): -15
Night vision goggles or infrared goggles negate the above visibility modifiers (.5KG).
COMBAT MODIFIERS:
Attacker
Aim: +5%/round, max 3 rounds.
Aim for Head: -10%
Aim for limbs (arms/legs): -10%
Walked: -5%
Ran: -10%
Target
Crouched: -5%
Prone: -10%
Walked: -5%
Ran: -10%
EQUIPMENT:
Com Unit: 0.25KG, Light communication Device attached to helmet or around head.
Binoculars: 0.5KG, gives +10% to Observation Skill in good lighting conditions.
Binoculars (night vision): Negates bad visibility conditions, and gives +10% to Observation Skill,
1KG.
Tool Kit: 5KG
Power Hand Tools: 35KG
Wheeled Vehicle Tools: 10KG
Tracked Vehicle Tools: 15KG
Aircraft Tools: 22KG
Excavating Tools: 20KG
Construction (wood) Tools: 30KG
Small Arms Tools: 3KG
Heavy Ordnance Tools: 25KG
Electrical Repair: 3KG
Electronic Repair: 3KG
Arc Welder: 75KG
Lock-pick Tools: 0.5KG
Personal Med-kit: 0.2KG
Doctor’s Med-Kit: 5KG
Back pack: 1.5KG
Combat Webbing: 1.5KG
Fatigues (boots, Socks, Camouflage jacket & trousers): 3KG
Canteen: -.25KG (holds 1 litre water)
Smoke grenades: 0.5KG, 1st round: 2Metres, 2nd round: 4Metres, 3rd round: 6 Metres.
Disappears 1D6 rounds after 3rd round.
HEALING:
1D3+CON Bonus/day (CON 14-15: +1, 16: +2, 17: +3, 18: +4)
Medical attention: 1D6+CON Bonus/day (CON 14-15: +1, 16: +2, 17: +3, 18: +4)
DAMAGE: if area damaged is reduced to 0Hit Points, then that area is disabled until further medical
advice is administered. If the head is reduced to -1HP, then the target is no more (Game Over). If the
head is reduced to 0HP, then the target has 1D3 rounds to be healed (stabilised). The same applies to
Torso Area.
Soldier (Sniper):
Combat Skills: Melee: 50%, Pistol: 45%, Rifle: 60%, Heavy Weapons: 35%
Climbing: 50%, Demolitions: 35%, First Aid: 40%, Free Fall: 30%, Persuade: 35%,
Unarmed: 40%, Observation: 50%, Pilot (ground): 40%, Navigation (Ground): 50%,
Stealth: 55%, Swim: 50%, Survival: 55%, Tech (Ballistics): 55%, Throw: 50%, Tracking: 50%
Sniper Rifle 1 or 2 with 3 mags, 1D6 grenades, Knife, Pistol, Type 1 armour, Personal Med-Kit.
Soldier (Technician):
Combat Skills: Melee: 45%, Pistol: 40%, Rifle: 50%, Heavy Weapons: 40%
Climbing: 45%, Demolitions: 45%, First Aid: 40%, Free Fall: 30%, Persuade: 35%,
Unarmed: 40%, Observation: 45%, Pilot (ground): 40%, Navigation (Ground): 45%,
Stealth: 45%, Swim: 45%, Survival: 45%, Tech (Air Veh, Ballistics, Comms, electrical, Electronics,
Ground Veh): 55%, Throw: 45%, Tracking: 45%
Assault Rifle with 1D6 mags, 1D6 grenades, Knife, Pistol, Type 1 armour, Personal Med-Kit.
A PC can start with any of the above templates, or select a profession from above with all stated skills
at 20%, then add skill points (INT x 20+140). Max: 50%
NPC’s: Create as normal, but they are taken out if their Head or Torso HP is reduced to 0.
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SCENARIOS (TIMELINES):
Near Future: the weapons listed earlier are near future, but can also be used for modern.
The armour can be used for modern or near future.
The defender cannot move until they win a Melee/Unarmed skill roll.
If unsuccessful, then the grapple has failed. The defender can act normally.
Each round, a Melee/Unarmed skill roll is made to see who gets the upper hand.
Melee damage: damage of weapon + STR bonus. Melee strike: once per round.
If using a blunt club type weapon (rifle butt, bottle, etc), then: 1D8+STR bonus.
Baseball/cricket bat: 1D8+2+STR Bonus.
Club with 6-inch nails: 1D10+2+STR Bonus.
CRITICAL HIT (Ranged or Melee): +1D8 extra damage. AV is halved (round down).
OPTIONAL RULE:
If damage received is equal to or less than a target’s AV by 2 points, then the target receives –5% to
ALL skill rolls for the next turn, unless they make a con roll with a modifier of +3 (die roll).
Example: a target takes 8-10 points of damage to his torso, which has AV10 armour.
The target must make a con roll +3 to die roll or suffer –5% to all skill rolls for a turn.
If he fails, then he suffers disorientation (-5% to skill rolls) for a turn.
AIMED SHOT: takes place after the character has spent one action aiming his weapon. A target must
be visible in both the aiming and firing phases for the aimed shot to take place.
The character must inform the GM which target they are aiming at.
If more than one shot/burst is fired in a turn/phase, only the first counts as aimed.
All subsequent shots/bursts are considered quick shots (-25%).