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Difficulty Modifiers Target Numbers

Difficulty Modifier Bonus/Penalty Description Difficulty Target # Note


+18 Monstrous Bonus (Why Roll?) Very Easy 6
+12 Outrageous Bonus Easy 9
+6 Extreme Bonus Average 12
+3 Significant Bonus Difficult 15
+1 Slight Bonus Challenging 18
0 No Modifier Improbable 24
-1 Slight Penalty
-3 Significant Penalty
-6 Extreme Penalty
-12 Outrageous Penalty
-18 Monstrous Penalty

Ranges (In Metric)


Range Effective Medium Long
Variable Range Range Range
1 1-2 m 3-5 m 6-10 m
2 1-20 m 21-50 m 51-100 m
3 1-200 m 201-500 m 501-1,000 m
4 1-2 Km 2-5 Km 5-10 Km
5 1-20 Km 20-50 Km 50-100 Km
6 1-200 Km 200-500 Km 500-1,000 Km
7 1-2,000 Km 2,000-5,000 Km 5,000-10,000 Km

Damage
Weapon Damage
Damage = (Weapon Attribute x Damage Multiplier) + Attack Combat Value
Size Damage
Damage = (Weapon Attribute x Damage Multiplier) + Attack Combat Value + Size Damage Modifier

Movement Attack Penalties


Movement Using Body Stat (meters/round) Using Movement Attribute Penalty
Jogging up to Body Stat x 1.5 up to 49% of top speed no penalty
Running up to Body Stat x 2 50- 74% of top speed Slight (-1) penalty
Sprinting up to Body Stat x 3 75-100% of top speed Significant (-3) penalty
Combat Flowchart
Start
Determine Initiative Order.
Attacker acts on his or her Initiative. General Action
The Character Holds Action The Player describes the
The character acts on a lower Offensive Action character's action to the GM.
Initiative in response to a The attacker's total Tactical Action
specific condition. roll equals the sum The character can either aim,
of two dice, Attack wait for an opening, or make a
The Attack Succeeds Combat Value, and total defense action.
Damage is inflicted, equal to the any modifiers.
attacker's Weapon Attribute The defender's total
Level times the Damage roll equals the sum The Attack Fails
Multiplier, plus the Attack of two dice, Defense The attack does not deliver any
Combat Value. The damage is Combat Value, shield damage. The attack is over.
reduced by the target's Amour bonus, and any
Rating (if any), and then modifiers.
subtracted from the target's Shock Check
health points If damage inflicted equals or exceeds target's Shock End
Value, make a Soul Stat roll (Target Number 12). If round over
failed, character is temporarily stunned.
Attack Situation Modifiers Modifier

Attacker is:
Taking an action to aim (Modifier for each action) +1
Aiming bonus when using a scope +1
Attacking with two-weapons (Same Target) -3
Attacking with two-weapons (Different targets -6
Attempting to touch target +3
Executing a special maneuver with a flexible weapon -3
Firing personal weapons from a moving vehicle -1
Firing personal weapons while piloting a vehicle -3
Firing personal weapons while swimming or performing acrobatics -3
Melee attack or defense from an awkward position (On the ground, ect.) -3

Attacker uses one attack against multiple targets:


Two targets -3
Three targets -6
Four targets -12
Five targets -18

Attacker is moving quickly:


Running (Body Stat x 2 or 50-74% of top speed) -1
Sprinting (Body Stat x 3 or 75-100% of top speed) -3

Attacker is attempting a Called Shot:


Disarming (with melee attack) -1
Disarming (with ranged attack) -3
Reducing armor -3
Bypassing armor -6
Targeting a vital spot -6
Targeting a weak point -1, -3, or -6

Target is moving at:


up to 99 kph No modifier
100 to 299 kph -1
300 to 999 kph -3
1,000 to 9,999 kph -6
10,000 to 99,999 kph -12
100,000 kph and faster -18

Target within melee range, and:


Concealed by trees or brush -1
Concealed by darkness, fog, or smoke -1
Taking cover -1
Invisible -3

Target beyond melee range, and:


Concealed by trees or brush -1
Concealed by darkness, fog, or smoke -3
Taking cover -3
Invisible -6

Range Modifiers:
Attacking at medium range -1
Attacking at long range -3
Target Item is larger than attacker +1 per Size rank difference
Target Item is smaller than attacker -1 per Size rank difference

Defense Situation Modifiers Modifiers


Defending with a shield (if not attacked head on) +1 per shield level
Total defense, first action sacrificed +2
Total defense, each additional action sacrificed +1
Defending against additional attacks
One extra attack/round -1
Two extra attacks/round -3
Three extra attacks/round -6
Defending against undetectable assailant -3
Performing a total attack -3
Defending when surprised No Defense
Crashing and Falling Damage
Speed Falling distance Damage
20 kph 3 meters to 4 meters 10
30kph 5 meters to 9 meters 20
50kph 10 meters to 29 meters 30
100 kph 30 meters to 59 meters 40
150 kph 60 meters to 149 meters 50
200 kph 150 meters to 499 meters 60
500 kph 500 meters (or greater) 70
1,000 kph 80
2,000 kph 90
Each doubling of velocity an additional +10
Deprivation Energy Point Loss No Energy Points?
Starvation 1 Energy Point per 8 hours Lose HP
Hunger (short rations) 1 Energy Point per day Lose HP
Total Dehydration 1 Energy Point per 2 hours Lose HP
Partial Dehydration 1 Energy Point per 8 hours Lose HP
Sleep Deprivation 1 Energy Point per 6 hours Fall Asleep
Overheating 1 Energy Point per 4 hours Lose HP
Freezing Cold 1 Energy Point per hour Lose HP
Freezing Water 1 Energy Point per minute Lose HP
Suffocation 1 Energy Point per round Lose HP
Drowning 1 Energy Point per second Lose HP
Depression 1 Energy Point per week No Effect
Building Armor Ratings
Types of Building Size Ranking Amour Rating
Phone Booth 1 10
Wood Shed 2 20
Three-Bedroom House 3 30
Small Office Building (6 floors) 4 40
Mid-Sized Office Building (12 floors) 5 50
Large Office Building (24 floors) 6 60
Skyscraper (50 floors) 7 70
Huge Skyscraper (100 floors) 8 80
Planetoid Armor Ratings
Size of Object Awkward Size Armor Rating
Meteor (100 meter radius) 6 120
Small Asteroid (1 km radius) 9 180
Medium Asteroid (10 km radius) 13 260
Big Asteroid (100 km radius) 16 320
The Moon or Mercury 20 400
Mars 21 420
Earth or Venus 22 440
Difficulty Modifiers Target Numbers
Difficulty Modifier Bonus/Penalty Description Difficulty Target # Note
+18 Monstrous Bonus (Why Roll?) Very Easy 6
+12 Outrageous Bonus Easy 9
+6 Extreme Bonus Average 12
+3 Significant Bonus Difficult 15
+1 Slight Bonus Challenging 18
0 No Modifier Improbable 24
-1 Slight Penalty
-3 Significant Penalty
-6 Extreme Penalty
-12 Outrageous Penalty
-18 Monstrous Penalty

Ranges (In Metric)


Range Effective Medium Long
Variable Range Range Range
1 1-2 m 3-5 m 6-10 m
2 1-20 m 21-50 m 51-100 m
3 1-200 m 201-500 m 501-1,000 m
4 1-2 Km 2-5 Km 5-10 Km
5 1-20 Km 20-50 Km 50-100 Km
6 1-200 Km 200-500 Km 500-1,000 Km
7 1-2,000 Km 2,000-5,000 Km 5,000-10,000 Km

Damage
Weapon Damage
Damage = (Weapon Attribute x Damage Multiplier) + Attack Combat Value
Size Damage
Damage = (Weapon Attribute x Damage Multiplier) + Attack Combat Value + Size Damage Modifier

Movement Attack Penalties


Movement Using Body Stat (meters/round) Using Movement Attribute Penalty
Jogging up to Body Stat x 1.5 up to 49% of top speed no penalty
Running up to Body Stat x 2 50- 74% of top speed Slight (-1) penalty
Sprinting up to Body Stat x 3 75-100% of top speed Significant (-3) penalty
Combat Flowchart
Start
Determine Initiative Order.
Attacker acts on his or her Initiative. General Action
The Character Holds Action The Player describes the
The character acts on a lower Offensive Action character's action to the GM.
Initiative in response to a The attacker's total Tactical Action
specific condition. roll equals the sum The character can either aim,
of two dice, Attack wait for an opening, or make a
The Attack Succeeds Combat Value, and total defense action.
Damage is inflicted, equal to the any modifiers.
attacker's Weapon Attribute The defender's total
Level times the Damage roll equals the sum The Attack Fails
Multiplier, plus the Attack of two dice, Defense The attack does not deliver any
Combat Value. The damage is Combat Value, shield damage. The attack is over.
reduced by the target's Amour bonus, and any
Rating (if any), and then modifiers.
subtracted from the target's Shock Check
health points If damage inflicted equals or exceeds target's Shock End
Value, make a Soul Stat roll (Target Number 12). If round over
failed, character is temporarily stunned.
Attack Situation Modifiers Modifier

Attacker is:
Taking an action to aim (Modifier for each action) +1
Aiming bonus when using a scope +1
Attacking with two-weapons (Same Target) -3
Attacking with two-weapons (Different targets -6
Attempting to touch target +3
Executing a special maneuver with a flexible weapon -3
Firing personal weapons from a moving vehicle -1
Firing personal weapons while piloting a vehicle -3
Firing personal weapons while swimming or performing acrobatics -3
Melee attack or defense from an awkward position (On the ground, ect.) -3

Attacker uses one attack against multiple targets:


Two targets -3
Three targets -6
Four targets -12
Five targets -18

Attacker is moving quickly:


Running (Body Stat x 2 or 50-74% of top speed) -1
Sprinting (Body Stat x 3 or 75-100% of top speed) -3

Attacker is attempting a Called Shot:


Disarming (with melee attack) -1
Disarming (with ranged attack) -3
Reducing armor -3
Bypassing armor -6
Targeting a vital spot -6
Targeting a weak point -1, -3, or -6

Target is moving at:


up to 99 kph No modifier
100 to 299 kph -1
300 to 999 kph -3
1,000 to 9,999 kph -6
10,000 to 99,999 kph -12
100,000 kph and faster -18

Target within melee range, and:


Concealed by trees or brush -1
Concealed by darkness, fog, or smoke -1
Taking cover -1
Invisible -3

Target beyond melee range, and:


Concealed by trees or brush -1
Concealed by darkness, fog, or smoke -3
Taking cover -3
Invisible -6

Range Modifiers:
Attacking at medium range -1
Attacking at long range -3
Target Item is larger than attacker +1 per Size rank difference
Target Item is smaller than attacker -1 per Size rank difference

Defense Situation Modifiers Modifiers


Defending with a shield (if not attacked head on) +1 per shield level
Total defense, first action sacrificed +2
Total defense, each additional action sacrificed +1
Defending against additional attacks
One extra attack/round -1
Two extra attacks/round -3
Three extra attacks/round -6
Defending against undetectable assailant -3
Performing a total attack -3
Defending when surprised No Defense
Crashing and Falling Damage
Speed Falling distance Damage
20 kph 3 meters to 4 meters 10
30kph 5 meters to 9 meters 20
50kph 10 meters to 29 meters 30
100 kph 30 meters to 59 meters 40
150 kph 60 meters to 149 meters 50
200 kph 150 meters to 499 meters 60
500 kph 500 meters (or greater) 70
1,000 kph 80
2,000 kph 90
Each doubling of velocity an additional +10
Deprivation Energy Point Loss No Energy Points?
Starvation 1 Energy Point per 8 hours Lose HP
Hunger (short rations) 1 Energy Point per day Lose HP
Total Dehydration 1 Energy Point per 2 hours Lose HP
Partial Dehydration 1 Energy Point per 8 hours Lose HP
Sleep Deprivation 1 Energy Point per 6 hours Fall Asleep
Overheating 1 Energy Point per 4 hours Lose HP
Freezing Cold 1 Energy Point per hour Lose HP
Freezing Water 1 Energy Point per minute Lose HP
Suffocation 1 Energy Point per round Lose HP
Drowning 1 Energy Point per second Lose HP
Depression 1 Energy Point per week No Effect
Building Armor Ratings
Types of Building Size Ranking Amour Rating
Phone Booth 1 10
Wood Shed 2 20
Three-Bedroom House 3 30
Small Office Building (6 floors) 4 40
Mid-Sized Office Building (12 floors) 5 50
Large Office Building (24 floors) 6 60
Skyscraper (50 floors) 7 70
Huge Skyscraper (100 floors) 8 80
Planetoid Armor Ratings
Size of Object Awkward Size Armor Rating
Meteor (100 meter radius) 6 120
Small Asteroid (1 km radius) 9 180
Medium Asteroid (10 km radius) 13 260
Big Asteroid (100 km radius) 16 320
The Moon or Mercury 20 400
Mars 21 420
Earth or Venus 22 440

Iniative and Combat Rounds


CHARACTER ACV DCV INIT

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