Movement:
Travel on foot is broken down into
Walking:
2.5 MPH
4 KPH
Running:
5 MPH
11 KPH
When in combat movement is tied to the MOVE skill characters are able to move a number of tiles equal to their move score. Special movement like jumping swimming cost double the squares to use.
Initiative:
When Combat starts everyone rolls Initiative
REF+1d10=Initiative score
Turn in combat:
Every character has a Move action and a Action.
You action can be taken on any of the following actions:
Aimed Shots:
At a max of 1 ROF you can aim a Single Ranged or Melee Attack by taking your Entire Action and a -8 to your check to aim at the following areas:
Head: Multiply the damage that gets through your targets head armor by 2
Held Item: If a single Point of damage gets through your target's body armor, your target drops one item of your choice held in their hands. it lands on the ground in front of them.
Leg: If a single point of damage gets through your target's body armor, your target also suffers the Broken Leg Critical Injury if they have any legs left that aren't Broken.
Resolving Ranged Combat:
How Ranged combat works is the following:
Attacker's REF+Relevant Weapon Skill+1d10
vs
Defender's DV Determinded by Range to Target and Weapon or Defender's DEX+Evasion Skill+1d10
If you beat the DV (defender wins in a tie) you damage the defender
*A Defender with a REF 8 or higher can choose to attempt to dodge a Ranged Attack instead of using the range table to determine the DV
Auto fire mode:
When you use Autofire, it costs an Action and 10 bullets. If you don't have 10 bullets remaining in your clip, you can't use Autofire. You use the Autofire Skill instead of the weapon's typical Weapon Skill. Additionally, instead of the weapon's entry on the Range Table, you use its entry on the Autofire Range Table. Autofire cannot be used to make an Aimed Shot.
Targets with REF 8 or Higher can still choose to attempt to dodge your Autofire.
If you hit, roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum denoted by the weapon's Autofire (3 for SMGS, 4 for Assault Rifles).This number is the amount of damage that Autofire dealt. If both dice came up 6, you've also inflicted a Critical Injury
Suppressive Fire:
When you use Suppressive Fire, it costs an Action and 10 Bullets. If you don't have 10 Bullets remaining in your clip, you can't use Suppressive Fire. Everyone on foot within
7-12 Squares out of cover, and in your line of sight must roll
WILL + Concentration+ 1d10 against your REF + Autofire Skill + 1d10.
Anyone that fails must use their next Move Action to get into cover. If that Move Action would be insufficient to get into cover, they must also use the Run Action to get into cover or as close to cover as possible.
Shotgun Shells:
In addition to Slugs, Shotguns can also fire Shotgun Shells. You can't make an Aimed Shot with a Shotgun Shell. When you fire a Shotgun Shell, you make 1 Ranged Attack
(REF + Shoulder Arms + 1d10) vs. a DV13.
If successful every target in front of you, within 3 square by 3 Square, that you can see, takes 3d6. Individual targets with REF 8 or Higher can still choose to attempt to dodge your Shotgun Shell.
Explosives:
All explosives’ weapons deal their damage to all targets (including the terrain) 5 Square by 5 Square, the center of which is your intended target which is a 1 by 1 square, not an individual). You only roll damage once for all targets.
If you roll under the DV required to hit your intended target, the GM decides where in that
5 BY 5 square centered on your intended target the explosive actually landed, and it instead damages a
5 BY 5 square around that point.
Anyone with REF 8 or higher can choose to individually dodge the blast by rolling higher than your original Check, placing themselves outside the blast area if they succeed. An explosive blast will not damage a target behind cover that its damage would be insufficient to destroy. However, if the damage from the explosive would be sufficient to destroy the cover, the individual is no longer behind cover and they take full damage.
Melee combat:
Melee weapons ignore half of the defender's Armor. rounded up All weapons must be held and used with their respected skills and abilities. A character with a BODY 8 or higher can wield a Melee Weapon designed to be wielded in two hands in one hand.
Resolving Melee Combat:
Attacker's DEX + Relevant Melee Attack skill+1d10
vs
Defender's Dex + Easion Skill+1d10
The target much be within 2 squares of you
Brawling/Grappling:
When attacking with no weapon the attacks scale off of your BODY stat with the exception of cyberarm which are 2d6 unless BODY is 7+ Brawling Skill is used to beat free from Grapples.
Damage from bare fist:
4 or under- 1d6
5 to 6 or 4 w/ Cyberarms=2d6
7 to 10= 3d6
11+ =4d6
To determine the outcome of a Grab, both you and your target within your reach roll
DEX + Brawling Skill + 1d10.
If you win, you can choose to either grab hold of the Defender or take one object the Defender is holding in their hands into a free hand. If you win and choose to grab hold of the Defender instead of their stuff, both of you are now considered to be in a Grapple and take a -2 to all actions for as long as you both remain in a Grapple. While Grappled, the Defender cannot use their Move Action, and is dragged with the Attacker whenever the Attacker takes their Move Action. No Character in the Grapple can make use of a weapon that requires them to use two hands, even if they have more than two arms. The Attacker can end the Grapple at any time without using an Action, but the Defender, or any other Character, must use this Action to roll a successful Grab against the Attacker to break the Grapple, which ends the Grapple for everyone involved. Grabbing a person is a prerequisite for Choking or Throwing them.
Choke:
If you are currently the Attacker in a Grapple, you can use an Action to Choke the Defender you are grappling, dealing your BODY STAT directly to their Hit Points in damage. If damage dealt by a Choke would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP and are Unconscious. This damage ignores the Defender's armor and doesn't ablate it. Additionally, if you Choke the same target for 3 successive Rounds, they go Unconscious regardless of their Hit Point total.
Throw:
Throw a person you are Grappling or an object you are holding. If you are currently the Attacker in a Grapple, you can use an Action to Throw them onto the ground, dealing your BODY STAT directly to their Hit Points in damage. This damage ignores the Defender's armor and doesn't ablate it.
Throwing your target ends your Grapple with them (freeing you both of the -2 to all Actions imposed by being either participant in a Grapple), and leaves them Prone, unable to use their Move Action until they use the Get Up Action. If you want to Throw an object, you can do so by using an Action to make a Ranged Attack using
DEX + Athletics + 1d10, up to a maximum of 12 SQ, ( using the Grenade Launcher DV entry on the range table. If you are throwing the object at a person that can dodge bullets, they can choose to dodge your object as well. Melee weapons deal their stated damage when thrown, but don't halve SP. Grenades deal the same damage as they would when fired from a grenade launcher. An improvised thrown weapon does as much damage as the GM thinks it would.
Cover Hit Points:
Type of Cover:
Steel: 50 HP/25 HP
Stone: 40 HP/20 HP
Bulletproof Glass: 30 HP/15 HP
Concrete: 25 HP/10 HP
Wood: 20 HP/ 5HP
Plaster/Form/Plastic: 15 HP/ 0 HP
Wound States/Injuries and Death Saves
Critical Injuries:
Critical Injuries are cause when rolling two or more Dice are rolled for melee and ranged attack come up 6 you've inflicted a critical injury . Target gains a Critical injurie and an extra 5 bonus damage.
Death Save:
At the start of each of your Turns where you are Mortally Wounded, you must make a Death Save. Roll a d10. If you roll under your BODY, you live, and can take your Turn as usual. If you roll a 10, you automatically fail your Death Save. Every time you roll a Death Save, your Death Save Penalty increases, meaning each future Death Save you roll is made with an additional +1, making it progressively harder to stave off death.
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