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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.