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Throughout the game each player declares to the GM, one at a time, the actions his or her character is performing each turn.
A turn varies in length. There is no set amount of time for a turn; a turn can be a month, a day, an hour or a few seconds. The GM during play determines the length of a turn, except during combat (see Combat).
The GM can allow characters to perform any action that the GM thinks is reasonable, as long as the story continues.
An action can be something as simple as opening a door, talking to another character, or even waiting for something to happen. Actions can also be more complex, such as firing a gun at something (or someone), trying to solve a puzzle or riddle, or performing calculations on a computer.
If a character performs or attempts a complex action, the player may be required to make a skill roll. The GM's job is to decide when a player needs to make a skill roll for something the character is trying to do (see Using Skills).
Characters may perform one action per turn without penalty while walking or standing still. Characters who are running may perform one other action in the same turn at a -3 penalty. Characters who are sprinting may perform one other action at -6.
Jim is playing Private Stewart, a soldier in a World War II action game. Private Stewart is walking across a field when he comes under enemy fire. For his character's next action, Jim tells the GM that Private Stewart is going to run for cover while firing a few shots in the direction of the enemy. Because Private Stewart is running, but not sprinting, Private Stewart can perform both actions in the same turn, but has a -3 penalty on his shot.
Private Stewart can't make it to cover in one turn so on the next turn Jim decides to have his character sprint rather than run. Because Private Stewart is sprinting this time, he can perform an action that requires a skill roll in the same turn but at a -6 penalty, so the GM tells Jim that his character can sprint and fire blindly while sprinting (i.e., with no skill roll allowed) or he can sprint and make an attack roll at -6 in the same turn.
A character cannot perform an action that is physically impossible given the circumstances.
A character swimming in a river cannot suddenly "appear" in the middle of a desert. The character could get to the desert eventually, but it's impossible to do so in one turn. Likewise, a sword smith cannot forge a sword in a single turn; it is simply impossible to heat the steel, hammer and shape it, and so on, in a single turn.
Common sense and fair play should be the guides for the GM in deciding whether a task is physically impossible. For instance, in some game settings, the use of magic or high technology will allow characters to do things that would be impossible to do in the real world.
When declaring their character's actions, the players can simply describe what their characters say and do (called "narrative style") or they may talk "in character," talking the way they think their characters would (called, appropriately, "in character" style). Either way is fine. Most players of role-playing games use a combination of styles.
Here's an example of narrative style.
Player: "My character tells the guy he's starting to annoy my character."
Here's an example of in character style.
Player (in his character's voice): "You're starting to annoy me."
Here's an example of using a combination of the two styles.
Player: "My character stands up." (Then, in his character's voice) "You're starting to annoy me."
See? There's nothing to it.
Players who make especially good tries at role-playing and characterization should receive bonuses of +1 to +3 (added to the character's dice roll). GMs can also award Action Points to players for especially good play (see Gaining Action Points).
The following is a list of actions available to characters. This list is not exhaustive. There may be moments in your game when the players want to do something that is not specifically covered by the actions presented here. In these cases, GMs are encouraged to make up additional actions for use in their game.
Indeed, if some rule or modifier strikes you as inappropriate or just plain "wrong," then go ahead and change it for your game. This game is designed to be fun, so if you feel that any rule is getting in the way of you having fun, toss it out!
Defensive actions are those designed to protect a character from injury and harm. If a player has a held action, he may abort the held action in order to declare and use a defensive action (see Wait, below).
Characters may "abort" to a defensive action at any time during a turn, even if it means acting before their INI would indicate. If a character is attacked (or if a player otherwise feels her character is in danger), the player may declare that their character is aborting their normal action that turn in order to perform a defensive action. This is particularly useful if a character is ambushed or attacked unexpectedly.
Pat is playing in a modern military game and his character is getting ready to fire his weapon at a bad guy. Before Pat's turn comes around, however, the GM tells him that a grenade lands at his character's feet! Pat tells the GM that his character aborts his action that turn and instead dives for cover.
Block can be used to thwart an attack. The character must have something sufficiently durable with which to deflect the incoming the attack. A plastic fork, for example, cannot block a sword blow. Edged weapons may not be blocked using the Unarmed Combat (Brawling) skill, though they may be blocked using other styles, such as Karate or Aikido, at the GM's option.
To Block a HTH or melee attack, the character must make a successful skill roll, using his REF + appropriate combat skill +1. If the effect number of the Block roll is equal to or greater than the effect number of the attacker's skill roll, the attack has been blocked and the blocking character gains a +4 to his INI against his attacker on the next turn. This INI bonus does not apply to actions against characters other than the attacker whose attack was blocked.
Characters who are blocking a melee attack receive a bonus of +2 to their DEF against melee attacks, but no bonus against ranged attacks. This bonus lasts until their next action.
With this action, the character can avoid damage from a blow or other attack. The character must have an action available to use in the turn he is being attacked. No skill roll is required.
When a character is dodging, the character receives a bonus of +3 to his DEF. This bonus lasts until his next action. The character may also move up to one half his MOV in meters.
The player must declare he is dodging before the attack roll is made against the character. A character may use a held action to perform a Dodge.
With this action, a character that has been struck by a melee or hand-to-hand attack can Roll With the Blow to avoid some of the damage. The character must have an action available to use in the same turn he was attacked. The character makes a skill roll using REF + (Unarmed Combat or Acrobatics skill). If the effect number for the skill roll exceeds the attack roll, the character suffers only half of the damage rolled, before subtracting his TGH.
Characters who are rolling with the blow receive a bonus of +2 to their DEF. This bonus lasts until their next action.
A player may declare this action after the attack roll is made but it must be declared before the damage is rolled for the attack. A character may abort a held action to roll with the blow.
With this action, the character may crawl along the ground or any surface he could normally walk on. The character moves a distance of up to one half his MOV (rounding up) in meters each turn spent crawling.
Crawling characters are treating as if they are prone and do not add their REF to their DEF while crawling.
With this action, the character may climb a distance of up to one half his MOV (rounding up) in meters each turn. Some surfaces may require the character to make a Climbing roll, at the GM's discretion (see Climbing).
With this action, the character can attempt to leap out of harm's way, avoiding the effects of an explosion, a hail of gunfire, or simply dive across some distance, such as an open pit. The player declares the spot (i.e., the target hex) where he wants to land and makes a STR + Leaping roll. The base TN for the roll is equal to 10, plus 2 for every meter of distance.
If the roll is successful, the character clears the distance and lands safely. If diving to avoid an area attack, a successful roll means the character avoids the attack altogether. A failed roll means the character was caught in the area of effect in mid leap, suffering normal damage or effect of the attack.
A character may dive up to one half his STR score in meters. Characters receive a bonus of +3 to their DEF while diving. This bonus lasts until their next action.
With this action, the character may roll over an object, along the ground, or on any surface he could normally walk on. The character moves a distance up to ½ his MOV in meters each turn. Difficult obstacles may require a REF attribute roll or Acrobatics roll to successfully pass over, at the GM's discretion.
Characters receive a bonus of +2 to their DEF while rolling. This bonus lasts until their next action.
With this action, the character can jog or run across the ground or any surface he could normally walk on. The character moves a distance up to 2x his MOV in meters and may take one additional non-movement action at -3.
Characters receive a bonus to their DEF based on their total MOV velocity (see Combat Modifiers).
With this action, the character can sprint across the ground or any surface he could normally walk on. The character moves a distance up to 4x his MOV in meters and may perform one other non-Movement action at -6.
Characters do not receive their REF bonus to their DEF while sprinting. This restriction lasts until their next action. Sprinting characters still receive a bonus to their DEF based on their total MOV velocity, however (see Combat Modifiers).
With this action, the character can walk across the ground or any surface he could normally walk on. The character moves a distance up to his MOV in meters and may take one additional action at no penalty.
Walking characters may receive a bonus to their DEF based on their speed (see Combat Modifiers).
When firing a missile weapon (such as a bow, crossbow, firearm, and so on) at more than short range, the skill roll becomes more difficult. By taking time to aim, characters can offset some or all of these range penalties. For each full turn spent aiming a weapon (and nothing else), the character receives a bonus of +2 to his skill roll. The maximum bonus is +6.
While aiming, the character must remain focused and his DEF for any attack rolls against him do not receive the benefit of his REF. Any attempt to react to an attack (i.e., to gain the REF bonus to his DEF) or to perform any other action ruins his aim and any bonus gained for it. The character must spend another turn aiming for any benefit, essentially starting from scratch.
Sean is playing in a Marine sniper in a modern covert ops game, Sergeant Mace Silverhawk. Mace's target is 400 meters away, imposing a -12 penalty, requiring Sean to make a Rifles skill roll with an effective TN of 22. Sean decides that Mace, who is hidden, is going to spend two turns aiming, reducing the effective TN from 22 to 18. Mace squeezes the trigger and Sean rolls the dice...
With this action, the character uses a melee weapon to bind or pin an opponent's weapon. With a successful combat skill roll at -1 (using Unarmed Combat or applicable weapon skill), the opponent's weapons are rendered immobile (e.g., the opponent's weapon arm is held, the two characters' weapons are locked together, etc.) and neither character can strike the other or otherwise use the pinned weapon.
To break out of a bind, a character must win a contested STR roll. Both characters roll STR + applicable combat skill + 3d6. The character with the higher total may either Shove his opponent, breaking the bind, or maintain the bind, at the winner's option.
With this action, the character can disarm an opponent, causing him to drop a weapon, such as a sword or gun. The character must make a contested attack roll at -2. If the effect number of the disarm roll exceeds the effect number of the defender's roll, the opponent drops the weapon and is disarmed. Alternatively, the character may attempt a "take-away," with a successful Disarm indicating that the character has taken the opponent's weapon away and now has it in his possession and may be used against the opponent!
Characters attempting a Disarm receive a +1 bonus to their DEF. This bonus lasts until their next action.
A character that has successfully grabbed an opponent may drag or pull him. The maximum distance in meters that a resisting opponent can be dragged each turn is equal to the dragging character's STR + 1 minus the opponent's STR, up to a maximum distance equal to the dragger's MOV.
Jim has a STR 5 and Bob has STR 3. Jim has grabbed Bob and tries to forcefully pull him through a doorway, but Bob is resisting. Jim can drag Bob (5 -3 -1 = 1) meter for each action spent dragging him.
The distance a character can drag an unresisting object (such as an unconscious person) is equal to the dragger's STR +1 minus the STR required to pull the person or object, in meters, up to a maximum distance equal to the dragger's MOV.
A firefighter is trying to drag an unconscious victim out of a burning building. The victim weighs 100 kilograms and requires a STR of 3 to drag. The firefighter has a MOV of 8 and a STR of 4, so the firefighter can drag the unconscious victim (4+1-3) = 2 meters per turn. The farthest the firefighter could possibly drag an item each turn is 8 meters.
A character that has successfully Grabbed or Restrained an opponent may drop with him to the ground. Both character and opponent will fall to the ground in a pile. Each character suffers 2d6 damage from the fall, and the opponent remains Grabbed or Restrained.
With this action, the character uses one or both hands to grab hold of the opponent. The grabbing character specifies an item (such as an article of clothing, a belt, etc.) or one limb that he will grab. The player rolls for the attack, using the Unarmed Combat skill, at -2. In addition, the grabbing character suffers a -2 DEF penalty.
If successful, the opponent is grabbed, and skill rolls for all actions attempted by the grabbed character are at -3. Once a character has an opponent grabbed, he may perform one of the following maneuvers: Drag, Drop, Restrain or Throw.
To break free from a Grab, the defender must overcome the grabber's strength with his own by making a contested STR + Unarmed Combat skill roll. If the grabber's total is higher than the defender's, then the defender remains grabbed.
A character that has successfully grabbed an opponent may restrain him by expanding his Grab to restrain two limbs (either both arms or both legs). To successfully restrain an opponent, the character must succeed at a contested REF + Unarmed Combat skill roll against the opponent's REF + Unarmed Combat skill at -2. If the offensive character's total is higher than the defender's, the opponent is fully restrained and cannot use the restrained limbs, and any other actions attempted by the grabbed character are at -5. Once a character has an opponent restrained, he may only perform a Drag, Drop, or Throw, or he may release the opponent.
To break free from being restrained, the defender must overcome the restraining character's strength with his own by making a contested STR + Unarmed Combat skill roll. If the restraining character's total is higher than the defender's, then the defender remains restrained.
This action is similar to the Disarm action, except that with this action, the character attempts to maintain possession of the weapon that he is taking out of his opponent's hands. The character must make a contested attack roll at -3. If the effect number of the disarm roll exceeds the effect number of the defender's roll, the character has taken the opponent's weapon away and now has it in his possession. The weapon may be used against his opponent on the next turn.
Characters attempting a Take-away receive a +1 bonus to their DEF. This bonus lasts until their next action.
A character that has successfully Grabbed or Restrained an opponent may throw him to the ground. The opponent falls to the ground and suffers B/S damage equal to the thrower's STR in dice. The opponent may reduce the damage suffered from the Throw by making a successful Acrobatics roll (see Acrobatics).
With this action, the character can strike an opponent with a fist, elbow, kick, etc., to inflict damage. The character makes an attack roll using his REF + Unarmed Combat + 3d6. A successful attack inflicts B/S damage for the attacker's STR, as shown on the STR Table. For determining damage for a kick, treat the attacker's STR as +1.
With this action, the character attacks an opponent or object with a readied weapon. The character makes an attack roll using his REF + (appropriate weapon skill) + 3d6. If successful, the attack inflicts damage as per the weapon listing (see Weapons.)
Fast draw is taken in conjunction with a weapon attack, such as drawing and firing a gun or unsheathing and throwing a knife. When performing a fast draw, the character receives a +2 INI bonus for that attack on that turn but the attack roll is at -3. The penalty lasts only for one turn.
The character is spending the turn reloading a weapon. Reloading a weapon may take multiple turns to accomplish. As a rule of thumb, sling weapons and bows require 1 turn to reload, crossbows require 2 turns, and black powder weapons require 10 turns. Modern firearms may be reloaded at a rate of 1 loose round or one magazine (or clip or cylinder/speed-loader) per turn.
The character is able to mount or dismount a steed (usually a horse, but may be any creature used for such a purpose, depending on the campaign) or vehicle. This action does not require a skill roll except in extreme circumstances (e.g., when the beast is running or the vehicle moving).
Characters who are mounting or dismounting do not receive their REF bonus to DEF. This penalty lasts until their next action.
With this action, the character is waiting to act. The player may either declare a specific intended action and a circumstance that will trigger the action (e.g., "My character is holding his action and will shoot the first person who walks through that door,") or simply declare that his character is waiting and will act later.
If the player declares a specific condition and a specific action, the character automatically acts first if the condition occurs.
If the player is simply waiting to act later in the turn but with no specific intent (as yet), the character can take an action at any point in the same turn. If a character does not use his held action by the end of the turn, the held action is lost and the character must wait to act until the next turn.
Characters who are waiting are still alert and able to defend themselves, and receives a REF bonus to their DEF, as well as any other applicable DEF modifiers (GM's discretion).
A character may always abort (that is, give up) a held action in order to use a defensive action.
Combat is handled in more detail than most other situations. When any character enters a combat situation -- by either attacking another character or non-player character or being attacked -- game time "slows down."
The following rules are provided to allow players and GMs to determine the outcome of combat encounters in their game. And let's face it, there is likely to be a lot of combat -- or potential combat -- in any cinematic game.
Each turn lasts for 3 seconds of "game time." Each character may perform one action per turn (see Taking Actions).
During combat, characters act in order of Initiative (INI). To determine initiative, each player rolls 1d6 and adds the number rolled to his character's INI score. The GM rolls once, for the leader (usually the bad guy with the highest PRE or Persuasion), using the leader's INI +1d6 to determine the Initiative for all of the bad guys. The character with the highest initiative score acts first that turn, the character with the next highest initiative score acts second, and so on.
In the case of ties, the character with the highest Intellect acts first. If both characters have the same Intellect scores, then the actions are simultaneous (see Initiative).
Characters with a different length weapon than their opponent may receive a bonus to their INI when at the optimal distance for their weapon (see Weapon Size).
In combat, the Target Numbers listed in the Difficulty and TN Table do not take into account the opponent's abilities. Rather than using the generic difficulty modifiers in melee combat, the Target Number for attacks against other characters is equal to the target's DEF (see Defensive Target Number). The target's base DEF is 10, to which modifiers may be applied.
There are a number of situations that affect a character's DEF score and, therefore, an attacker's TN. Some examples and suggested DEF modifiers are listed below. All listed modifiers are applied to the target character's DEF score.
|Character/target is...||DEF Modifier|
|aware of attack||+ REF|
|using a combat skill to defend||+ Skill score|
|at optimal distance for his weapon and fighting an opponent with a different length weapon||+3|
|Diving or Dodging||+3|
|Blocking or Rolling||+2|
|Grabbing another character||-2|
|Armor & Encumbrance|
|Unencumbered (< STR kg)||No modifier|
|Partially encumbered (< Carry wt.)||-1|
|Greatly encumbered (> Carry wt.)||-3|
A variety of situations can affect a skill roll made to hit a target in combat. For example, skill rolls for ranged attacks are modified by the distance, size, and speed of the target. If a target is close, it will be fairly easy to hit. If a target is far away and moving quickly, it will be much harder to hit.
Some examples and suggested modifiers are listed below. All listed modifiers are applied to the skill roll for the attack.
|Gargantuan, 32m or more (ship, bridge)||+12|
|Huge, 16m or more (whale, house)||+6|
|Very large, 8m or more (city bus, big mecha)||+4|
|Large, 4m or more (horse, car, tree, sm. mecha)||+2|
|Medium, 2m (human)||0|
|Small, 1m or less (dog, barrel)||-2|
|Very small, 1/2m or less (cat, head, limb)||-4|
|Tiny, 1/4m or less (mouse, bullseye)||-6|
|Mostly obscured (heavy fog, good cover)||-3|
|Partly obscured (light fog, poor cover)||-1|
|Target Behind Cover||Modifier|
|Half body visible||-1|
|Head and shoulders only visible||-2|
|Head only visible||-3|
|Target higher than attacker (uphill, mounted)||+2|
|Target lower than attacker (downhill, prone)||+1|
|Aiming||+2 per turn (+6 max)|
|Braced (stable base, bipod, pintle mount)||+2|
|Improvised weapon (rock, bottle, small girder)||-2|
|Distance(ranged attacks only; offset by ACC)||Modifier|
|3-4 m/turn (walking)||-1|
|5-8 m/turn (jog)||-2|
|9-16 m/turn (running)||-4|
|17-32 m/turn (sprinting)||-6|
|33-64 m/turn (24-42 mph)||-8|
|65-128 m/turn (highway speeds, train)||-10|
|129-256 m/turn (small plane, helicopter)||-12|
|257-512 m/turn (racing car)||-14|
|513-1024m (1km) /turn (passenger jet)||-16|
|1025-2048m (2km) /turn (F-18, sound barrier)||-18|
|2049+ /turn (F-15 on afterburners)||-20|
A character with REF 5 is standing 40 meters away. His base DEF is 10 + REF (5), or 15. If someone 40 meters away shoots at our character, the GM applies the -6 range modifier to his attack roll against the 15 DEF, making the total TN for the shot 21!
A number of actions that are available to characters impose a modifier to a skill roll, the character's DEF or both. Below is a condensed list of available actions and their modifiers.
For a more detailed description of each action, see Available Actions. Note: "Skill Mod" represents the modifier to the attacker's skill roll to perform that action.
|Defensive Actions||DEF|| Skill
|Block||+2||+1||+4 INI vs. melee attacks next turn if block is successful|
|Dodge||+3||+0||Up to ½ MOV in meters|
|Roll with the blow||+2||+0||½ damage|
|Movement Actions||DEF|| Skill
|Crawl||+1||+0||No REF bonus to DEF|
|Climb||+0||+0||Up to ½ MOV|
|Dive||+3||+0||Up to ½ STR; req. Leaping roll (TN 10 +2/ meter)|
|Roll||+2||+0||Roll along ground or over obstacle; up to ½ MOV|
|Run||Var.||+0||Up to 2x MOV plus one non-movement action at -3; DEF bonus for velocity|
|Sprint||Var.||+0||Up to 4x MOV; plus one non-movement action at -6; DEF bonus for velocity|
|Walk||+0||+0||Up to MOV plus one other non-movement action|
|Offensive Actions||DEF|| Skill
|Aim||+0||+2/turn||+2 per turn (+6 max); No REF bonus to DEF|
|Bind Weapon||+0||-1||Opponent's weapon immobilized; requires contested (STR + combat skill + 3d6) to break.|
|Drag||+0||+0||Drag resisting person (STR+1 - opponent's STR) meters; max distance = MOV.|
|Drop||+0||+0||Fall with Grabbed or Restrained opponent; 2d6 dmg|
|Grab||-2||-2||Grab one item or limb.|
|Restrain||+0||+0||Fully restrains a Grabbed character; -2 to overcome.|
|Take-away||+1||-3||Takes opponent's weapon away.|
|Throw||+1||-1||Inflicts normal STR dmg as B/S; victim thrown to ground|
|Unarmed Strike||+0||+0||Does STR damage as B/S|
|Weapon Strike||+0||+0||Does dmg as per weapon|
|Special Actions||DEF|| Skill
|Fast Draw||+0||-3||+2 INI|
|Load Weapon||+0||+0||Load a weapon & make ready|
|Mount||+0||+0||No REF bonus to DEF|
|Wait||+0||+0||Wait to act later in same turn|
A weapon with autofire "puts a lot of lead downrange," as they say.
When making an autofire attack, the player makes a single attack roll using his REF + Weapon Skill + 3d6 against the target's TN. To determine how many rounds hit the target, the effect number is divided by a number based on the type of attack being made.
A burst autofire (or "autoburst") attack consists of firing a short, controlled burst of fire at a single target. The shooter makes an attack roll against the target , with any modifiers for size, distance, and so on. On a successful attack roll, the target is hit by one projectile plus an additional projectile for every 2 full points of effect number. The maximum number of rounds that may be fired in a burst is 4.
Mike is playing Sergeant Larry Craft, a SWAT team member. Larry has a REF 6 and Submachine-gun skill +6. He is carrying a submachine-gun with a RoF of 20. During a drug raid, Mike's character spots a gunman and fires a burst of four rounds, with a TN of 18. Mike makes his skill roll and gets a total of 24. Because Mike's effect number is 6 (24-18=6), his target is hit by 3 rounds of the burst. Mike rolls the damage separately for each round that hits his target.
A stream autofire attack consists of aiming the weapon at a single target and releasing a stream of rounds or projectiles at it. This is sometimes referred to as "hosing" a target. The shooter makes an attack roll against the target at a -1 penalty for every 10 rounds (or fraction) in the attack, plus any modifiers for size, distance, and so on. On a successful attack roll, the target is hit by one projectile plus an additional projectile for every 2 full points of effect number. The maximum number of rounds that may hit a target is equal to the RoF for the weapon.
Sergeant Craft spots another gunman. Mike's character fires a stream of 10 bullets at the gunman, with a base TN of 18. Because Mike's character is firing more than a burst, he suffers an additional -1 penalty to his skill roll. Mike gets a 26, minus 1 for the stream penalty, for a total of 25. Because Mike's effect number is 7 (25-18=7), his target is hit by 3 rounds from the burst. Mike rolls the damage separately for each round that hits his target.
With a spray autofire attack, the shooter can attempt to hit multiple targets at once. The width of the area (in meters) must be defined by the player before the attack roll is made. This area is called the "fire zone."
The maximum number of rounds that can hit a given target in the fire zone is equal to the total width (in meters) in the fire zone divided by the number of rounds being fired, rounding down.
The attacker makes a skill roll for each target, with a -1 penalty for every 10 rounds (or fraction) in the attack, plus any modifiers for size, distance, and so on. On a successful attack roll, the target is hit by one projectile plus an additional projectile for every 3 full points of effect number.
Sergeant Craft spots three gunmen spread out in a warehouse, and fires a full 20 rounds into a 10-meter-wide area, hoping to hit them all. Each target can be hit by a maximum of 2 rounds (20 divided by 10 = 2). The adjusted Target Number (after counting all modifiers) for each target is 15. Jim (Sgt. Craft's player) makes a skill roll for each target, and gets a 14, 19, and 25, respectively. The first target is missed, the second is hit by 2 rounds, and the third is hit by 2 rounds (Jim's effect number was high enough to score 3 hits, but only 2 rounds entered his area in the fire zone).
|Method||Modifier||Divide EN by||Max rds. per target|
|Stream||-1 per 10 rds||2||RoF|
|Spray||-1 per 10 rds||3||RoF/Fire zone (m)|
Explosive attacks cause damage in an area. Any targets in the area of effect of the explosion are automatically hit by the attack. The type and form of damage depends on the type of explosive attack (see the table below).
|Blunt/Stunning||Rubber pellet grenade|
|Blunt/Lethal||HE grenade or artillery round|
|Penetrating/Stunning||Flash grenade, stun energy grenade, sound/kinetic wave|
|Penetrating/Lethal||Anti-personnel mine, HEAP artillery round|
Explosive attacks may be targeted at a person or object (such as a vehicle), using the normal rules for combat. Because explosive attacks do damage over an area, however, its simpler to use a point on the ground (or a specific hex, if using a hex map) as the target.
Treat a 1 square meter area (or a 1 meter hex) as having a TN of 10 (similar to attacking a person with a base DEF of 10 but no REF bonus), and add any other applicable modifiers to the skill roll, such as modifiers for range, obscured visibility, and so on.
If the attack roll is successful, the attack lands in the intended spot.
If the attack roll fails, the attack misses the target. To see where the attack hits, roll 1d6 to determine the direction from the target, then roll another 1d6 to determine the distance the attack lands from the target (see table next page). The distance an attack misses the target by is equal to the number of points the attack roll missed by for thrown, simple missile weapon and small arms attacks. Multiply this number times 2 for heavy weapons.
The maximum distance the attack can miss the target by is one half the total distance from the attacker to the intended target.
|1||Left (attack lands to left of target)|
|2-3||Long (attack lands beyond target)|
|4-5||Short (attack lands short of target)|
|6||Right (attack lands to right of target)|
The farther a target from the center of the explosion, the less damage is done to it. An explosive attack does the listed amount of damage in a 1 meter radius. For every additional meter of distance from the center, the damage is reduced by 3 points. Treat damage below 1 point as 0. The maximum distance at which 1 point of damage is caused indicates the maximum effect radius of the blast. The blast radius of an attack is defined as the number of meters equal to one third of the total damage points done by the attack. (Damage points/3 (round down) = Blast radius in meters)
An anti-personnel grenade explodes doing 25 points of penetrating lethal (P/L) damage. Any targets within 1 meter of the grenade when it explodes are hit by a 25 point piercing lethal attack; targets 2 meters away suffer a 22 point attack; targets 3 meters away suffer 19 points, and so on, up to 8 meters away, where targets suffer a 2 point attack. Eight meters is the effective "blast radius." Targets nine or more meters away from the explosion's center suffer no effect from the blast.
Rather than calculating the bast radius of the grenade based on the actual damage rolled, GMs can determine the average blast radius for an attack by adding the number of dice of damage for the explosion +1. The resulting number is the maximum blast radius for the explosion, in meters.
The GM decides to use the average blast radius of the grenade. Because the grenade's listed damage is 6d6, the average blast radius of the grenade (when it goes off) is 6+1=7 meters.
Using the average blast radius of an explosion can save the GM a lot of time during the game. For instance, if a 6d6 explosion goes off, the GM knows that the average blast radius of the explosion is only 7 meters. If the closest character is 10 meters away from the explosion, the GM doesn't need to roll any damage dice at all; none of the characters are close enough to suffer any damage from the explosion. Instead of rolling the damage dice to determine the blast radius, the GM can simply describe the explosion and move on to the next character's action.
Damage is categorized by its method of delivery (i.e., the "form") and its effect (i.e., the "type"). There are three types and three forms of damage. All damage effects in the core rules use one descriptor from each category. For example, damage from a knife wound is considered Penetrating Lethal damage (abbreviated as "P/L"). Each is explained below.
The three basic Types of damage are Blunt (B), Penetrating (P), and Special (Sp).
Blunt damage represents damage caused by blunt force (known as "blunt trauma" in the medical world). Examples of blunt damage include damage caused by punches and kicks, falling, collisions, clubs, and the like.
When a character suffers blunt damage, subtract the value of any armor the character is wearing and the character's TGH score from the damage, then subtract any remaining damage points from the character's LIF.
Penetrating damage represents damage from an injury that penetrates the body, such as damage cause by bladed and pointed weapons, arrows, fast-moving projectiles, and the like.
When a character suffers penetrating damage, subtract the value of any armor the character is wearing, then subtract any remaining damage points from the character's LIF.
Special damage represents damage or other effects from unusual attacks, such as gas, drugs (e.g., stimulants or anesthesia), magic spells, radiation, mental powers, and the like. Generally speaking, any effect that does not reduce a character's LIF points is considered a Special Attack.
The three basic Forms of damage are Stunning (S), Lethal (L), and Special (Sp).
Stunning damage is damage that temporarily weakens or incapacitates the character. Stunning damage can render a character unconscious but cannot kill him. It reflects the non-lethal and temporary effects of special substances and substances, such as pepper spray (oleoresin capsicum or "OC"), sleep gas, flash-bang grenades, depressants (such as alcohol or barbiturates), the dazing effects of a punch or mild concussion, sedation, general weakening from fatigue, and so on.
When a character's LIF is reduced to 0 because of stunning damage, the character immediately falls unconscious. An unconscious character will not regain consciousness until his LIF is raised to a score of 1 or higher, whether through healing, natural recovery, or medical or supernatural aid.
Stunning damage is healed more quickly than lethal damage (see Recovery).
Lethal damage is that damage that can kill a character. Lethal damage can render a character unconscious as well as kill him. Lethal damage can reflect the effects of a trauma or injury caused by weapon, a collision such as from an auto accident or a fall from a great height, the effects of high doses of radiation, extreme weakening from illness, and so on.
When a character suffers a number of points of lethal damage that exceeds his LIF, the character is dying. A dying character will lose 1 additional LIF point each turn until he reaches -10 LIF. Medical intervention is necessary to prevent the character from dying (see Stabilizing, page 72). If a character's LIF score reaches -10, the character is dead.
Lethal damage is healed more slowly than stunning damage.
Special damage is damage to some aspect of the character other than the character's LIF. Examples include the reduction of an attribute, the suppression of a paranormal power, medical symptoms (such as hallucinations or nausea) and so on.
This category is a catch-all, for any effects that can't be clearly defined as either stunning or lethal.
Wounds come in progressive levels of severity, from Superficial to Fatal. The description for each level of wound severity and its effects are explained below.
Any wound from which a character suffers up to 1x HLT in damage points (after subtracting any damage for armor or TGH) is a superficial wound. Superficial wounds include minor cuts, scrapes and bumps.
Superficial wounds do not restrict or reduce the character's movement, attributes or skills, although they may be painful.
In medical terms, characters suffering from superficial wounds are conscious and comfortable (at least as far as the injury goes), their vital signs are stable and within normal limits, and indicators point toward an excellent recovery. Medical patients suffering from one or more superficial wounds are generally considered in "good condition."
Any wound that causes up to 2x HLT in damage points (after subtracting any damage for armor or TGH) is a light wound.
Not exactly superficial damage, but there is little if any chance a character will die from light wounds. The character will lose 1 additional LIF point each day for 1d6 days until stabilized (see Stabilizing).
All Body-based skill rolls are at -1 until the character receives medical aid. This penalty may be ignored for one turn with a successful Tricky WIL attribute roll (TN 15).
In medical terms, characters suffering from superficial wounds are conscious but generally uncomfortable, though their vital signs are stable and within normal limits. Indicators point toward a favorable recovery. Medical patients suffering from one or more light wounds are generally considered in "fair condition."
Any wound that causes up to 3x HLT in damage points (after subtracting any damage for armor or TGH) is a serious wound.
Serious wounds are just that. The character is wounded in such a way that seriously impedes his ability to do anything. Serious wounds include some gunshots, broken limbs, and major burns.
Left untreated, serious wounds can pose a serious health risk from infection, bleeding, and other serious complications. The character will lose 1 additional LIF point each hour until stabilized (see Healing, below).
All Body-based skill rolls are at -3 until the wound is stabilized and then -1 until treated. Any Mind-based skill rolls are at -3 until treated. These penalties may be ignored for one turn with a successful Challenging WIL attribute roll (TN 18).
In medical terms, characters suffering from serious wounds are acutely ill. They may not be conscious, their vital signs are unstable and not within normal limits. Indicators are questionable. Medical patients suffering from a serious wounds are generally considered in "serious condition."
Any single wound causing up to 4x HLT in damage points (after subtracting any damage for armor or TGH) is a critical wound. Critical wounds do not close and will not just stop bleeding. Critical wounds include torn limbs, deep punctures, and lacerations, severe head trauma, and so on.
Critical wounds can be fatal without immediate stabilization and fairly quick medical treatment. A character with a critical wound will lose one additional point of LIF per minute until he is stabilized.
All Body skills are at -6 until stabilized and -3 until treated. Any Mind-based skill rolls are at -6 until treated. These penalties may be ignored for one turn with a successful Challenging WIL attribute roll (TN 18).
In medical terms, characters suffering from critical wounds may not be conscious, their vital signs are unstable and not within normal limits, and indicators are unfavorable. Medical patients suffering from a critical wound are generally considered in "critical condition."
Any wound from which a character suffers more than 4x the victim's HLT in damage points (after subtracting any damage for armor or TGH) is a fatal wound. The character will die without immediate aid. Characters suffering from a fatal wound will lose 1 additional LIF point each turn unless stabilized (see Healing, below). Otherwise, treat this as a Critical Wound.
|Light||-1 to Body-based skills until medical aid received; -1 LIF per day for 1d6 days unless stabilized.|
|Serious||-3 to Body-based skill rolls until stabilized, then -1 until treated; -3 to Mind-based skill rolls until treated. -1 LIF per hour until stabilized.|
|Critical||-6 to Body-based skill rolls until stabilized, then -3 until treated; -6 to Mind-based skill rolls until treated. -1 LIF per minute until stabilized.|
|Fatal||-1 LIF per turn until stabilized; otherwise, treat as Critical.|
Damage that a character suffers should be marked on the character sheet in the boxes provided. Stunning damage is marked as a slash ("/") and lethal damage is marked as an "X."
A character suffers 2 points of lethal damage from a knife cut to the arm and 6 points of stunning damage from a kick to the chest. The damage from the knife wound is recorded on the character sheet as two "Xs" and the wound from the kick as six slashes.
If a character has suffered a total amount of combined stunning and lethal damage to bring his LIF to 0, any subsequent lethal damage should be recorded over (i.e., "replacing") any stunning damage on the character sheet. Any subsequent stunning damage is treated as lethal damage.
Mike's character has 20 LIF. During a fight he suffers 12 points of stunning damage and 8 points of lethal damage. Because the combined total of damage is 20, he is unconscious. He is then hit again for 5 points of lethal damage. Mike changes 5 of the slash marks (that indicate stunning damage) to "Xs" (indicating lethal damage).
There are three basic parts to healing damage sustained by your character. Stabilization prevents the wound from becoming worse; Treatment repairs the damage sustained; Recovery heals the body.
For GMs who want simpler rules for healing, simply ignore the rules for Stabilization and make Treatment optional, relying primarily on Recovery to determine a character's healing rate. This has the affect of lowering the mortality rate for characters who are seriously injured.
For all First Aid and Physician skill rolls, the following situational modifiers apply. Note that in some settings or genres, some of these situations will not apply (e.g., "ample medical supplies" are simply not available in a medieval setting).
|Very dirty or unsanitary conditions||-2|
|Makeshift sick bay (a bedroom or office)||-1|
|Improvised equipment and supplies||-1|
|Adequate medical supplies (first aid kit, med-pac)||+1|
|Ample medical supplies (sick bay, hospital)||+3|
Stabilizing a patient is the immediate treatment of an injury to prevent worsening of the injury or condition. This could involve setting a compression bandage, immobilizing an extremity (such as putting a splint on a limb with a broken bone), or tightening a tourniquet.
A successful First Aid or Physician roll will stabilize the wound, preventing the loss of any additional LIF, for a period of time. The difficulty of the skill roll is based on the severity of the wound (see the Stabilization Table, below). At the end of this time a new skill roll is required. A failed roll means that the character suffers additional damage, as per the severity of the injury (see Wounds and the Effects of Damage).
Jim's character has suffered a serious gunshot wound and has already suffered 23 points of damage, reducing his LIF to 2. He will continue to lose LIF points at the rate of 1 point per minute unless he receives medical aid. Luckily Tony's character has the First Aid skill. Tony makes his First Aid roll, so Jim's character will not lose any more LIF for that minute. Tony then makes another First Aid roll for the second minute but fails. Jim's character loses another point of LIF, lowering his score to 1. Tony rolls again for the third minute and succeeds! Fortunately for Tony the paramedics have arrived, who have better First Aid scores and can transport Jim's character to the hospital for treatment.
Stabilization allows a patient to be moved to a medical facility, whether by ambulance or some other conveyance, for treatment. It would also allow time for a priest to prepare a healing prayer or a late night flight to the Trauma Center in an aerodyne, depending on the genre being played.
|Superficial||No roll required||No roll required|
|Light||Average (TN 12)||every day|
|Serious||Tricky (TN 15)||every hour|
|Critical||Challenging (TN 18)||every minute|
|Fatal||Difficult (TN 21)||every turn|
Treatment is the active part of medicine. The doctor or medic will suture, medicate and repair some of the damage caused by an accident or violent event. This may include surgery to remove foreign objects, pin broken bones, remove dead tissue or toxins, and so on.
Treatment usually occurs within 24 hours; although some types of treatment may take longer, these will not usually have a doctor as an active participant. These include long-term antibiotics, chemotherapy treatments, and the like.
Successful treatment can remove or "heal" up to one half the damage caused by a wound. The time required to properly treat the patient is shown on the Treatment Table below, based on the severity of the wound (note: this is "game time," not real time). At the end of the time period indicated, the treating character makes a Physician or Surgery skill roll (GM's discretion), using the target number indicated. Success indicates the patient has been completely stabilized and will not lose any more LIF due to the wound. In addition, for every 2 points of the effect number for the skill roll (rounding up), the patient regains 10% of the lost LIF from the wound, up to a maximum of 50%.
Nick's character, Doctor Barrett, is working feverishly to save a patient that's just been brought to the emergency room. The patient has suffered 24 points of Special/Lethal damage from an explosion. Because the wound is a critical wound, Dr. Barrett must spend 2d6 hours working on the patient before Nick can make a Physician roll. The GM rolls 2d6 and gets 5. After 5 hours of game time, Nick must make a Difficult Physician skill roll (TN 21). Nick rolls a total of 24! The patient has been stabilized and will lose no more LIF points due to his injury. In addition, the patient regains 20% of the LIF lost due to that wound.
|Superficial||No roll required||No roll required|
|Light||Average (TN 12)||1d6 minutes|
|Serious||Challenging (TN 18)||1d6 hours|
|Critical||Difficult (TN 21)||2d6 hours|
|Fatal||Demanding (TN 24)||2d6 hours|
Recovery is the type of healing that the body does on its own. Characters heal a number of LIF points each healing period equal to their HLT. The rate at which a character heals depends on the reality level of the game or campaign.
|Campaign level||Damage Type|
The amount of damage suffered from a fall depends on the falling object's velocity when it hits the ground. Damage suffered from a fall is 1d6 for every 2 meters of velocity.
Falling objects gain 10 meters of velocity per second. This is broken down on the chart as an increase of 2 meters/second for every 2 meters fallen. The maximum velocity of a falling object in the Earth's gravity is 60 meters per second. This is referred to as "terminal velocity."
Falling damage is Blunt/Lethal damage. Characters may subtract their TGH from any damage sustained before subtracting it from their LIF.
To determine the amount of damage suffered from a fall, simply find the total distance fallen on the first column of the Falling and Velocity Table, then read across that row to the "Random Damage" column. Alternatively, GM's may use "flat rate" damage for falls to speed things up a bit.
Mary's character has fallen off the roof of a 6-story building. The GM determines that 6 stories is roughly equal to 24 meters. The GM consults the Falling and Velocity Table and looks at the "Distance Fallen" column until he finds "23-26." Then he reads across that row to the "Random Damage" column and sees that a 24-meter fall will inflict 9d6 of damage on Mary's character, who will hit the ground after falling for two seconds (less than a full turn). The GM picks up nine dice and suggests to Mary that she review the rules for using Action Points to avoid damage.
A quick way to estimate damage from a fall is to determine how many seconds long the character is falling and multiply that number by 5, with a maximum of 30. This is the number of dice of damage that the character will suffer when he hits the ground.
| Flat Rate
|15-18||14m/s||7d6||21||"||Mature Oak tree|
|93-100||40m/s||20d6||60||"||Statue of Liberty|
|111-120||44m/s||22d6||66||"||Giant Redwood tree|
|199-210||60m/s *||30d6||90||"||Terminal velocity.*|
* Terminal velocity (maximum velocity when falling). Increase time by 1 second for each additional 60 meters (or fraction) fallen, but do not increase damage. For objects other than falling objects (e.g., thrown objects, vehicles, etc.), add +1d6 for each additional 2m/s of velocity.
Conscious characters can hold their breath for (10 x HLT) turns before suffering any negative effects. This number is halved for characters performing even moderately strenuous activity, such as swimming, fighting or otherwise exerting strength. After this time has elapsed, however, the character suffers stunning damage each turn.
Mike's character has 5 HLT and 32 LIF and has fallen into a lake. Sadly, Mike's character cannot swim and sinks under water. He can hold his breath for 50 turns before suffering damage, unless he's panicking and exerting himself, in which case he can hold his breath for only 25 turns.
The amount of stunning damage sustained depends on the character's level of activity. A passive or calm character suffers 1 point of stunning damage per turn. A character exerting himself suffers 2 points of stunning damage per turn. TGH is not subtracted from this damage.
If a character's LIF is reduced to 0 due to stunning damage, he is unconscious. If an unconscious character continues being deprived of breathable air, he suffers 1d6 Sp/L damage per turn. Characters who lose all their LIF to lethal damage due to the lack of breathable air have suffocated or drowned. Treat death from drowning as one single Serious wound, with successful stabilization (i.e., a successful First Aid or Physician skill roll) restoring the character's LIF to one-half its previous level (prior to the "death").
Exposure to the elements can inflict damage on an unprotected character, and prolonged exposure can kill a character.
To determine how much damage an element inflicts, determine its severity, then consult the table below.
All damaging elements can use the same table, as it abstract in nature. The effects of harsh elements is the same, in game terms; only the special effect differs.
|Mild||1d6 per day||Stranded in desert|
|Moderate||1d6 per hour||Sandstorm, blizzard|
|Strong||1d6 per minute||Extreme cold|
|Severe||1d6 per turn||Fire, mild radiation|
|Extreme||1d6 per second||Strong radiation|
Keeping track of where all of the player characters and bad guys are can be a little difficult. This is especially true if there are a lot of bad guys for the characters to deal with.
Using figures and maps makes things much easier, and can add a great visual element to the game. It's much easier to look at a map and see where your character is than to try to remember from turn to turn.
We recommend using action figures or metal (pewter, not lead) miniature figures (usually an inch or so tall), which can be purchased at most game and hobby stores. If you don't have any plastic or metal figures, you can substitute plastic counters or tokens from any game, or even small cardboard or paper markers. Just make sure you can tell which marker or counter represents which character.
A map can be as simple as a piece of paper with buildings and trees drawn on it, or even a bare tabletop with erasers and tissue boxes set on it to represent buildings and trees and such.
We recommend using a scale of one inch to represent one yard on your map. You can use a ruler to measure the distance or just let the GM estimate the distance.
If you need help drawing your maps, you can ask a friend who draws well. The map doesn't have to be perfect. As long as everyone can tell a building from a tree, you're all set.
You can also buy preprinted maps, like posters, for different games at your local hobby store. Some use hexes while others use grids or squares. They may be of different scales, but as long as the GM and the players agree on the scale (how much distance each square or hex represents) they will work fine.
Another option is to use a vinyl hex or grid mat. This is a vinyl or plastic rollout mat with hexes or squares printed on it. These mats are available with different sizes of squares or hexes. We recommend a mat with 1-inch-wide hexes on it.
The great thing about these vinyl mats is that you can write on them with water-based colored markers and then wipe them off with a wet paper towel when you're done with your map. Note: don't use a "dry erase" marker, as these will permanently mark your mat!
Each weapon has several attributes that describe and rate its performance within the rules.
The attributes that describe melee weapons are Damage (abbreviated "Dmg"), Type, Size, Initiative modifier (abbreviated as "Init" -- note that this is not the same as the INI derived attribute for characters), Accuracy modifier (abbreviated "Acc"), Strength minimum (abbreviated "STR" -- note that this is not the same as the STR derived attribute for characters), Weight (abbreviated "Wt"), Cost, and Notes.
The attributes that describe ranged weapons are Damage (abbreviated "Dmg"), Type, Size, Accuracy modifier (abbreviated "Acc"), Strength minimum (abbreviated "STR Min" -- note that this is not the same as the STR derived attribute for characters), Maximum effective range (abbreviated "Max"), Rate of fire (abbreviated "RoF"), Ammunition capacity (abbreviated "Amm"), Weight (abbreviated "Wt"), Cost, and Notes.
The damage rating for the weapon indicates the number of dice of damage the weapon inflicts when used by a character with STR equal to the minimum STR score required for the weapon.
Ray's character, Spike, has a STR of 3. Spike picks up a chain during a fight. The chain has a damage rating of 3d6 and a STR minimum of 3. Because Spike's STR is equal to the minimum STR required for the chain, Spike will inflict 3d6 when he strikes an opponent.
GMs wishing to use the "flat rate" method of determining damage can convert the listed weapon damage by multiplying the number of dice times 3 and then adding any bonuses
Spike normally does 3d6 of damage with his chain. To convert the damage to flat rate damage, Ray simply multiplies the number of dice times three. Spike does 9 points of damage when using the flat rate method.
Characters with more STR than the listed minimum strength for the a weapon will do extra damage with that weapon. Characters with less STR than the listed minimum strength for a weapon may do less damage with that weapon. (See STR Min, page 76).
This describes the type of damage that the weapon inflicts. The letter before the slash represents:
B = Blunt (TGH & armor apply)
P = Penetrating (only armor applies)
Sp = Special (TGH and armor may not apply; see notes).
The letter after the slash represents:
S = Stunning damage
L = Lethal damage
Sp = Special damage (see notes for effect).
For example, "P/L" indicates the weapon does penetrating lethal damage, so armor but not TGH is subtracted from the damage before applying it to the character's LIF.
See Damage for more information about types and forms of damage and their effects in the game.
Each weapon has an "optimal distance." This is the distance that the user must be from his opponent in order to effectively and properly wield the weapon.
The optimal distance is 1 meter for short weapons (such as knives, short swords, punches and grappling maneuvers), 2 meters for medium weapons (such as swords, clubs and kicks), and 3 meters for long weapons (such as most pole-arms).
When both characters are fighting with the same sized weapons, neither character receives a bonus, even if they are at the optimal distance for their weapon.
When characters are using weapons of different sizes, however, the character with the longer weapon receives a +3 INI and +3 DEF bonus. If the opponent successfully strikes with the shorter weapon, then the bonus is reversed, to simulate that the character with the shorter weapon "got inside" the other's defenses to his own optimal distance. If the character with the longer weapon retreats back to his optimal striking distance, he regains the advantage and respective bonuses.
Jim's character is a gladiator fighting in the coliseum. He is using a spear and his opponent is using a short sword. Because Jim's spear is a Long weapon, his weapon's optimal distance is 3 meters, while his opponent's is 1 meter because he is using a Short weapon. As long as Jim's character remains 3 meters away from his opponent, he will receive a +3 bonus to both his INI and his DEF. If his opponent successfully strike Jim's character, however, that means he has slipped into his own optimal distance -- 1 meter -- and gains the +3 bonus to his own INI and DEF, and Jim loses the bonuses.
Some weapons are bulkier and more awkward to wield than others, and some are smaller or better balanced and easier to use. To reflect these differences in weapon design, weight and balance, each weapon has a base Initiative Modifier (abbreviated "Init"). This modifier is applied as a temporary modifier to the INI score of the character using the weapon. The Initiative Modifier may be a positive number (e.g., +1), a negative number (e.g., -1), or zero.
If the character stops using the weapon the modifier no longer applies. If the character switches to a different weapon, then the new weapon's Initiative Modifier is used.
The Initiative Modifier is in addition to any INI modifiers for STR (see STR Minimum, below) or any other INI modifiers that may be available in your game, such as from supernatural abilities, special traits, and so on.
Accuracy reflects the inherent accuracy of the weapon. The Accuracy modifier (abbreviated "Acc") is added to the character's skill roll (not the TN) when using the weapon.
Gail is playing Elissa Longstreet, a spy for the Colonial Army, in a game set in the U.S. Revolutionary War. Elissa has a Black Powder Weapons skill of 5. During the game she is spotted trying to sneak through British-held territory. As two armed British soldiers approach her, she draws a musket pistol she had hidden in her bag and fires at one of the soldiers. Because black powder weapons are inherently less accurate than modern guns, they have an Acc of -1. When making a skill roll for Elissa to hit the British soldier, Gail subtracts 1 from her character's skill of 5, making her effective score a 4.
The Range Modifier reflects the inherent accuracy of the weapon at longer ranges. The Range Modifier (abbreviated "RMod") is a bonus usable only to offset or cancel negative modifiers due to range. For example, a Range Modifier of +2 means that a character using the weapon treats a -4 penalty for distance as only a -2 penalty. A weapon's Range Modifier may not decrease modifiers for distance below 0.
Most weapons have a minimum STR score. This is the minimum STR score required to wield the weapon effectively. Large, bulky or unbalanced weapons will have a higher STR minimum than small, balanced weapons. A weapon with "Crew" listed in the STR Min. column requires two or more people working together to operate the weapon, and no bonus or penalty is afforded regardless of their STR scores.
If a character has a STR score lower than the listed STR minimum for the weapon he is using, the character will incur a penalty to both INI and to any skill rolls made for using the weapon. For every point below the STR minimum, the character suffers a -1 INI and -1 to all skill rolls involving that weapon. In the case of melee weapons and bows, the character also does 1d6 less than the listed damage for the weapon.
These penalties are in addition to any initiative (Init) and accuracy (Acc) modifiers listed for the weapon. If damage for a melee weapon is reduced to "0d6" due to insufficient STR, then the character cannot wield the weapon well enough to inflict damage with it in a fight.
Bob has a STR 4, REF 5, and Machine-guns 5. Bob picks up a B.A.G. 92 machine-gun that has ACC -2, Init. -1, and STR Min 6. Bob's STR is 4 (2 less than the listed STR Min of 6), so he incurs a -2 to his Initiative and to his skill rolls. The total modifier to his skill rolls is -4, and the total modifier to his Initiative is -3. Bob's skill roll formula would look like this: REF (5) + Skill (5) + ACC (-2) + STR penalty (-2) + 3d6... or 3d6 + 6.
If a character has a STR score higher than the listed STR minimum for a melee weapon he is using, the character does extra damage. For every point of STR the character possesses above the listed STR minimum of the weapon, the character does an extra 1d6 of damage, up to a total maximum of twice the listed damage for the weapon. Having a high STR does not allow a character to do extra damage with a bow, crossbow, firearm or energy weapon.
Bob's machine gun has run out of ammo, but the bad guys are still coming, so Bob pulls out his trusty fighting knife. A knife has a listed STR Min of 2 and a base damage of 1d6. Because Bob's STR of 4 is two points above a STR Min of 2, Bob can inflict as much as +2d6 damage when he hits with the weapon. Unfortunately for Bob, 3d6 is more than two times the base damage for a knife, so Bob does only 2d6 points of damage with the knife. But that's still better than normal damage, and Bob's feeling pretty mean...
Maximum effective range (abbreviated "Max") is the maximum range at which a ranged weapon, such as a bow or firearm, can reasonably hit a target at which it is aimed. While weapons can fire a projectile (e.g., an arrow or bullet) beyond the listed maximum effective range, the chances of hitting a target at this range becomes a matter of sheer luck moreso than skill. As a result, shots beyond Max range are not allowed.
A weapon's rate of fire (abbreviated "RoF") indicates how often a ranged weapon may be fired and how many rounds are expended each turn. A whole number indicates the maximum number of rounds that may be fired per turn. A fraction indicates the number of turns required to reload the weapon between shots (e.g., "1/3" means the weapon can be fired once every three turns). More than one number separated by a colon indicates the weapon is capable of multiple rates of fire (e.g., 3:20 indicates the weapon is capable of firing either 3 shots per turn or 20 shots per turn). In such cases the player selects which rate of fire to use at the beginning of his character's action.
Ammunition capacity (abbreviated "Amm") indicates how many rounds of ammunition or are contained in a ranged weapon or in an attached supply, such as a battery or magazine.
Simple missile weapons, such as crossbows and slings, have an Amm. Rating of 1 because they can't "hold ammo" (they can only fire a single arrow or stone that is loaded and readied for use).
The weight of the weapon, listed in kilograms.
For players wishing to convert to pounds, simply multiply the listed number by two. The actual conversion is 2.2 pounds to a kilogram, but multiplying by 2 is easier and still provides a good approximate conversion.
If you are not keeping track of the weight of equipment or other items carried by the characters in your game, then you can ignore this number.
Notes contain additional information about a weapon, such as examples of the type of weapon, special effects, and special uses of or exceptions to the basic rules.
The following annotations are used in the core rules:
AB: Auto-burst (the weapon may be fired using the autofire rules for Burst only; no Stream or Spray attacks are allowed with this weapon)
AF: Autofire (the weapon may be fired using the rules for autofire)
AP: Armor piercing (on a successful attack using this weapon, the AV of the target is halved before subtracting it from the damage caused by the attack)
BA: Bolt action
EX: Explosion (attacks using this weapon are made using the rules for Explosions)
PA: Pump action
LA: Lever action
RD: Revolver, double-action
RS: Revolver, single-action
Extensions and Variants may include special rules that apply to weapons. These will be listed under "Notes" for weapons that use rules presented in those Extensions and Variants.
Steve is running a sci-fi game in which needler pistols are able to penetrate armor better than most weapons. Steve decides that the "armor piercing" ability effectively halves the armor value of the target, and notes "AP" for needlers on the weapon list under "Notes."
|Bayonet||2d6||P/L||M||-2||0||3||.5||Adds to rifle weight|
|Club||3d6||B/L||M||-1||0||3||1||Tree limb, improvised weapon|
|Club, great/war||5d6||B/L||M||-2||-1||5||8||Japanese tetsubô|
|Katana||4d6||P/L||M||0||0||3||1.5||Samurai long sword|
|Kick||Special||B/S||M||0||0||0||0||Does dmg for STR+1 (see STR Table)|
|Punch||Special||B/S||S||0||0||0||0||Does damage based on STR (see STR Table)|
|Staff, short||2d6||B/L||M||0||0||2||1||Japanese jô, cane|
|Staff, quarter||3d6||B/L||L||-1||0||3||2||Japanese bô|
|Two-handed sword||5d6||P/L||M||-1||-1||4||7||Claymore, Japanese nodachi|
|Wakizashi||3d6||P/L||M||0||0||3||1||Japanese short sword|
|Energy sword||5d6||P/L||M||+1||-2||2||.5||All weight in handle; difficult to wield|
|Vibro-knife||2d6||P/L||S||+1||0||2||.25||Tree limb, improvised weapon|
|Speargun||4d6||P/L||0||+2||3||50||1/4||1||3||Stats for use out of water.|
|Pistols (by caliber)|
|.25 ACP semi-auto||1d6||P/L||-1||+1||2||50||4||6||.5||SA|
|.22 short semi-auto||1d6||P/L||-1||+2||2||50||4||6||.5||SA|
|.32 ACP snub-nose||2d6||P/L||-1||+1||3||50||3||6||1||RD|
|.32 ACP revolver||2d6||P/L||0||+2||3||50||3||6||1||RD|
|.22 LR semi-auto||2d6||P/L||-1||+1||2||50||4||12||1||SA|
|.45 ACP (1865)||3d6||P/L||0||+2||3||50||2||6||2||Peacemaker, RS|
|.45 ACP (1980)||3d6||P/L||0||+2||3||50||4||7||2||M-1911A1, SA|
|.357 Mag. snub-nose||4d6||P/L||-1||+1||3||50||3||6||1.5||RD|
|.357 Mag. 6" barrel||4d6||P/L||0||+2||3||50||3||6||2||RD|
|.41 Mag. snub-nose||5d6||P/L||-1||+1||4||50||3||6||2||RD|
|.41 Mag. 6" barrel||5d6||P/L||0||+2||4||50||3||6||2.5||RD|
|.44 Mag. 6" barrel||5d6||P/L||0||+2||4||50||3||6||2.5||RD|
|.50 Desert Eagle||6d6||P/L||0||+2||5||50||4||10||3||SA|
|12 gauge slug||6d6||P/L||+1||+4||5||100||2||5||3||PA; 5 or 8-rd magazine.|
|.30 carbine||5d6||P/L||+1||+3||4||200||4||5||3||BA or LA|
|7.62x39mm NATO||7d6||P/L||+1||+4||4||600||4:20||30||4||SA/AF/AB; FN-FAL|
|.50 cal. rifle||9d6||P/L||+1||+4||6||1000||3||5||6||SA; Barrett M82A1|
|Machine-guns (by caliber)|
|7.62mm Light MG|
|mounted||5d6+2||P/L||+2||+5||N/A||1000||20||100||15||Bipod/tripod; AF; M-60|
|carried||5d6+2||P/L||+1||+4||4||1000||20||100||9||Carried; AF; M-60|
|.50 cal. MG||9d6||P/L||+2||+5||Crew||1000||20||100||30||AF, mounted; M-2|
|Field cannon, small||12d6||B/L||+1||+3||Crew||1000||1/10||1||1000||"6-pounder" (18th cent.)|
|Field cannon, medium||15d6||B/L||+1||+3||Crew||1000||1/10||1||1000||"12-pounder" (19th cent.)|
|155mm||18d6||P/L||+2||+5||Crew||22 km||1/4||1||7154||M198 Howitzer|
|Ship's gun, 16-in.||24d6||P/L||+3||+8||Crew||50 km||1/20||1||--||Ship's guns|
|Grenade, frag.||6d6||P/L||0||0||3||STRx5||1/2||--||.4||M33A1, M57; EX|
|Grenade, tear gas||6d6||Sp/Sp||0||0||3||STRx5||1/2||--||.4||M47 (CS); EX|
|Grenade, stun||6d6||B/S||0||0||3||STRx5||1/2||--||.4||"flash-bang"; EX|
|M1 Rocket Launch.||10d6||P/L||+1||+3||4||110||1/5||1||6||WWII Bazooka|
|M72A2 LAW||10d6||P/L||+1||+2||2||350||1||--||2.4||Disposable weapon; EX|
|RPG||10d6||P/L||+1||+3||3||100||1/4||1||6||Rocket-propelled grenade; RPG-7; EX|
Like weapons, armor has several attributes that describe its performance within the rules. These are not the same kinds of attributes that characters have, but they serve a similar function.
The attributes that describe armor are Armor Value (AV), Locations covered (Loc), Strength minimum (abbreviated "STR Min"), Weight (abbreviated "Wt"), Cost, and Notes.
The Armor Value indicates the amount of points of protection that the armor affords. Each point of AV reduces damage inflicted upon the character by 1 point. For example, an AV of 10 would reduce a 16 point attack to a 6 point attack. The armor's AV protects from all forms of damage unless otherwise noted in the description (e.g., chainmail is flexible and does not protect as well against Blunt and piercing attacks as it does cutting attacks).
The numeric body locations (from the Random Hit location Table, on page 94) that the armor protects. The AV of the armor is applied to any attacks that strike one of the protected areas.
If the GM is not using Hit Locations in your game, you can ignore these numbers.
The minimum STR score required to move about and fight unencumbered by the armor. Armor that is rigid, heavy and/or restricts air flow will have a higher STR Min than armor that is less cumbersome, allows air to circulate around the wearer's body (to "breathe" and release heat) and doesn't restrict the wearer's range of motion.
If a character has a STR score lower than the listed STR minimum for the armor he is wearing, the character will incur a penalty to his REF. For every point below the STR minimum, the character suffers a -1 to REF and MOV. This temporary reduction in REF also affects the character's INI, and of course any REF-based skill rolls.
Bob has a STR 4 and REF 5. Bob puts on a suit of full samurai armor, which has a STR Min of 4. Because Bob's STR is 1 less than the STR Min of the armor, Bob suffers a temporary -1 to his REF and MOV for as long as he wears the armor.
If a character has a STR score higher than the listed STR minimum there is no bonus.
The weight of the armor, listed in kilograms.
If you are not keeping track of the weight of equipment or other items carried by the characters in your game, then you can ignore this number.
Normally the cost of the armor will be listed here, in the currency appropriate to the setting and era in which your game is set. We have not provided prices for the armor in this book because it would be impossible to list accurate prices for all settings.
GMs are encouraged to create prices for armor in their game if they so choose. Prices appropriate to a particular setting, and in the proper currency for that setting, will be published in other products.
Notes contain additional information about the armor, such as "1/2 AV vs. Blunt damage."
|Clothing, light||1||Varies||0||1||Typical spring/summer garb|
|Clothing, heavy||2||Varies||1||4||Typical fall/winter garb|
|Brigandine||8||7-15||4||4||½ AV vs. Blunt damage|
|Chainmail||12||3, 5-15||5||10||½ AV vs. Blunt damage|
|Football helmet||10||3-4||2||2||American football (e.g., NFL)|
|Football pads||10||7-8, 10-11, 13-15||4||8||American football (e.g., NFL)|
|Helmet, kevlar||14||3-4||2||1||Military/police helmet|
|Leather||6||7-15||3||2||½ AV vs. Blunt damage|
|Modern body armor ("Bullet proof vest")|
|Level IIA||10||7-12||3||1||½ AV vs. pointed weapons|
|Level II||12||7-12||3||1||½ AV vs. pointed weapons|
|Level IIIA||14||7-12||3||1.5||½ AV vs. pointed weapons|
|Level III||16||7-12||4||1.5||½ AV vs. pointed weapons|
|Tactical||18||6-13||5||2||½ AV vs. pointed weapons|
|Plate armor, full||16||3-18||8||30||½ AV vs. Blunt damage|
|Plate armor, partial|
|plate sections||16||3-4,7-13||6||20||½ AV vs. Blunt damage|
|chain sections||12||5-6,14-18||--||--||½ AV vs. Blunt damage|
|Samurai armor||14||3-18||5||½ AV vs. Blunt damage|
|Space suit, modern||6||3-18||5||125||20th cen., includes 7 hrs life suppt|
|Space suit, future||10||3-18||3||25||Sci-fi, includes 24 hrs life suppt|
|Trooper armor||15||3-18||3||6||Sci-fi; ½ AV vs. Blunt damage|
Eventually there will come a time when the GM or one of the players will want to know whether an attack can penetrate some material, whether it be a cinder block wall, a door, or even the side of a tank.
While living creatures have LIF points, non-living things have Hits. Hits work just like LIF points do, except that an object that has its Hits reduced to 0 doesn't "die" (the object isn't alive in the first place). Instead, when an object's Hits are reduced to 0, the object is presumed destroyed. "Destroyed" can mean several things, depending on the nature of the object and the GM's judgment. A "destroyed" vehicle becomes inoperable, a window is broken, a brick is broken, a wooden door is broken down, and so on.
When an object has sustained damage equal to twice its Hits, it is demolished, and is beyond repair. A "demolished" vehicle is crushed flat, a window is shattered, a brick is pulverized, a wooden door is splintered, and so on.
The table below lists the Hits required to penetrate or break for some common materials that may be encountered in games of various genres. GMs wanting to apply an AV to an item (e.g., in order to keep track of cumulative damage) should split the number evenly between AV and Hits. For example, a two-inch-thick aluminum plate is listed as having 210 Hits. The plate could be treated as having an AV of 105 and 105 Hits.
Obviously if a listed item does not appear or even exist in your game setting you can ignore it.
For GMs wanting the AV and Hits values for items in Cinematic- and Extreme-level games, use the optional AV/Hits table below.
Games with an anime or superhero theme should use these values, as they will provide a more powerful feel to the game, allowing the characters to have a greater affect on the world around them than if using the realistic armor values of substances, as listed in the table above.
|Material or Object||AV||Hits|
|City gates, small, wood||15||30|
|City gates, large, wood||24||60+|
|Interior wood door||6||9|
|Interior starship door||18||12|
|Exterior wood door||12||9|
|Metal fire door||15||15|
|Vault door, small||45||24|
|Vault door, large||48||27|
|Bookcase full of books||12||24|
|Card catalog, wood||12||21|
|Chair, high-back, leather||9||12|
|Desk, large wooden||12||18|
|Desk, large metal||15||24|
|Filing cabinet, small metal||12||12|
|Filing cabinet, large metal||15||18|
|Furniture, light wood||9||9|
|Furniture, heavy wood||12||15|
|Lamp post, breakaway||15||9|
|Painting, small framed||6||3|
|Painting, large framed||9||3|
|House doorknob lock||9||6|
|Hand cart, metal||12||6|
|Machinery, very light/small||9||6|
|Metal detector, hand-held||3||6|
|Metal detector, walk-thru||12||9|
|Water fountain, metal||9||9|
|Outdoor Items, Miscellaneous|
|Bridge, small (1.6 ktons)||27||21|
|Bridge, large (100 ktons)||27||27|
|Dirt, per cubic meter||0||30|
|I beam, per 2m length||27||24|
|Stone, per cubic meter||15||57|
|Small tree, less than 2m||12||15|
|Medium tree, less than 15m||15||24|
|Large tree, 15m or more||15||33|
|Plane, twin engine||9||45|
|Tank (front armor)||60||60|
|Tank (side/top armor)||48||--|
|Tank (bottom armor)||42||--|
|Truck or bus||12||51|
|Walls and Fences|
|Home interior wall||9||9|
|Home exterior wall||12||9|
|Office interior wall||9||9|
|Office cubicle wall||9||6|
|Reinforced concrete wall||24||15|
|Spaceship interior wall||24||18|
|Vehicle gate arm, wooden||6||6|
|Very large heavy weapon||18||36|
|Control console, per 2m||12||12|
|Drum, 55-gallon steel||12||18|
|Crate, small wooden||9||6|
|Crate, large wooden (23m)||12||21|