Combat Information
Fire Mode Table
Firearm Type Fire Mode
Hold-out Pistol Single-shot or semi-auto
Light Pistol Semi-auto only
Taser Single-shot or semi-auto
Heavy Pistols Single-shot or semi-auto
SMG Semi-auto, burst-fire and/or full-auto
Shotguns Semi-auto or burst-fire.
Assault Rifle Semi-auto, burst-fire and/or full auto
Sporting Rifle Semi-auto only
Sniper Rifle Semi-auto only
LMG Burst-fire and/or full auto
MMG & HMG Full-auto only
Assault Cannon Single-shot only
Melee Modifiers Table
Situation Modifiers
Character has friends in the melee -1/friend <max -4>
Opponent has friends in the melee +1/friend <max +4>
Visibility impaired See visibility table
Character is wounded Injury Modifier
Character's weapon has longer reach -1/point longer
Character's weapon has inferior reach +1/point shorter
Character attacking multiple targets +2/target
Character has superior position -1
Opponent prone -2
Stun weapon inflicting physical damage +4
Armour Degradation - Optional
If a character suffers a moderate physical wound or greater then their armour may be compromised. For each multiple that the power of the attack exceeds the rating of the armour reduce the armour by that multiple. Hardened body or vehicle armour is also subject to this rule but not critter armour.
Weapon Range Table
Type Short Medium Long Extreme
Target Number 4 5 6 9
Firearms
Hold-Out Pistol 0-5 6-15 16-30 31-50
Light Pistol 0-5 6-15 16-30 31-50
Heavy Pistol 0-5 6-20 21-40 41-60
SMG 0-10 11-40 41-80 81-150
Taser 0-5 6-10 11-12 13-15
Shotgun 0-10 11-20 21-50 51-100
Sporting rifle 0-30 31-60 61-150 151-300
Sniper Rifle 0-40 41-80 81-200 201-400
Assault Rifle 0-15 16-40 41-100 101-250
LMG 0-20 21-40 41-80 81-150
Heavy Weapons
MMG 0-40 41-150 151-300 301-500
HMG 0-40 41-150 151-400 401-800
Assault Cannon 0-50 51-150 151-450 451-1300
Grenade Launcher 5-50 51-100 101-150 151-300
Missile Launcher 20-70 71-150 151-450 451-1500
Impact Projectiles < All values are x Str >
Bow 0-1 10 30 60
Light Crossbow 0-2 8 20 40
Medium Crossbow 0-3 12 30 50
Heavy Crossbow 0-5 15 40 60
Thrown Knife 0-1 2 3 5
Shuriken 0-1 2 5 7
Ranged Combat Modifiers Table
Situation Modifier
Recoil, Semi-automatic +1 for second shot fired that Combat Phase
Recoil, Burst-fire +3 per burst that Combat Phase
Recoil, Full-auto +1 per previous round fired that Combat Phase
Recoil, Heavy Weapon +2 per cumulative round fired that phase
76%-100% target visible +0
51%-75% target visible +2
26%-50% target visible +4
1%-25% target visible +6
0% target visible +8 (blind fire)
Attacker in cover 1/2 penalty received by the target
(ie attacker is 60% visible to target then the attacker takes a +1)
Visibility impaired See visibility table
Multiple targets +2 per additional target that Combat Phase
Target Running +2
Target Stationary -1
Attacker In Melee Combat+2 per opponent
Attacker Running +4
(difficult ground) +6
Attacker Walking +1
(difficult ground) +2
Attacker Wounded See Injury Modifications
Smartlink -2
Smart Goggles -1
Laser Sight -1
Using a second firearm +2
Aimed Shot -1 per Simple Action
Image Magnification Special
Recoil Compensation Reduces recoil modifier
Gyro Stabilisation Reduces recoil or movement modifier
Strength reduction to recoil
1-4 strength No effect
5-6 strength -1 to recoil
7-8 strength -2 to recoil
9-10 strength -3 to recoil
11-12 strength -4 to recoil
Moving targets (stationary attackers have speed of 5)
Speed less or equal to attacker 0
Target's speed twice as fast +2
Twice to three times higher +4
More than three times higher +6
Barrier Rating Table
Material Rating
Standard Glass 2
Cheap Material/Regular Tires 3
Average Material/Ballistic Glass4
Heavy Material 6
Reinforced/Armoured Glass 8
Structural Material 12
Heavy Structural Material 16
Armoured/Reinforced Material 24
Hardened Material 32
Barrier Effect Table
Power of Attack Effect
Power less that 1/2
adjusted Barrier Rating No effect, barrier holds, minor cosmetic damage
Power equal to or greater
than 1/2 adjusted Barrier
Rating, up to the rating Barrier damaged, reduce Barrier Rating by 1
Power greater than adjusted
Barrier Rating For every increment equal to half the
Barrier Rating that the Power exceeds
that rating, a one-half meter hole is
opened and the Barrier Rating reduced by 1.
Grenade Range Table
TN# -> 4 5 8 9 Power
Type Short Medium Long Extreme Scatter Reduction
Standard <xStr> 0-3 5 10 20 1D6 mt -1/m
Aerodynamic 0-3 5 20 30 2D6 mt -2/m
Grenade Launcher 5-50 To 100 To 150 To 300 3D6 mt -1/m
HER/HEM 20-70 To 150 To 450 To 1500 2D6 mt -1/m
APR/APM As HER/HEM 2D6 mt -2/m
AVR/AVM As HER/HEM 2D6 mt -8/m
Rules for Barriers
Grenades Compare twice the barrier’s rating against power of the blast. Compare against barrier effect table, if barrier falls reduce grenade blast by the original barrier rating.
Demolitions Using normal barrier rating, use demolitions test (TN 2) to increase the power of the explosives.
Firing Through Defender gets the barrier rating as additional armour. Attacker may well have a blind fire modifier. If the power does not exceed the barrier rating then a round is stopped dead but the barrier may be damaged (see barrier effect table). Against blunt attacks (ie fists) use normal barrier rating. Against edged attacks use twice the barrier rating.
Break Through Used to get through the door. For ranged attacks use twice the barrier rating. Against melee attacks use twice the barrier rating. Against normal combat spells use twice the barrier rating, for damaging manipulations use the normal barrier rating. Regular doors open when it’s barrier rating is reduced to 1/2. Security doors must be reduced to rating 0.
Missiles/Rockets Anti vehicular types use 1/2 barrier and 1/2 vehicle armour ratings. Treat HER as grenades, treat APR’s as flechette rounds.

