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CAUTION: UNDER CONSTRUCTION |
| Range | Thresholds |
| Point Blank | 1 |
| Short Range | 2d6 (take lower #) |
| Medium Range | 1d6 |
| Long Range | 2d6 |
| Extreme Range | 3d6 |
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Combat stance
for personal combatants (+2 to hit, no reflex dodge, may not interrupt)
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This number gives determines initiative AND Number of action points (APs) that turn.
Beginning at the lowest number each character indicates their intention for
the turn given the number of APs they have. This is not absolute, but an
overview of intentions (eg "I want to go to Combat Stance, Acquire and Fire
at that guy" or "I wait behind this building and shot anyone how comes
out" or "I lay down covering fire"). APs for dodging, 1
dodge per AP, used as the normal defense roll from the book, may be set aside at
this time. General movement should be declared, a direction or a goal but
not an absolute speed. Sprinting is the exception here. Not only
should it be declared, but 1/3 of the total move should be made now.
Saturation fire is also declared and the roll made immediately to
cover the turn. Saturation fire uses all the APs left after movement.
Now going down from high to low, the character's course of action is carried out by segment. Most simple actions cost one point and movement has the following costs: walking, 1; jogging, half points; running, all but 1; and sprinting, all. During each segment characters carry out the declared actions. Higher initial initiative takes precedence. If getting shot at use Dodge APs set aside during declaration. If none were set aside you may take APs from the top, lower your effective initiative. If you have no APs left or choose not to dodge, your defense roll is based on range dice.
Pushing - after rolling a player may choose to boost their number at a cost of -1 to all rolls for each extra AP gained. You could take an action even if you fumble.
Combat Stance - pay weapon weight in APs to assume firing position and gain +2
to hit. After each shot pay APs to reassume as follows: DMx > Flesh
Wound Score, 0; DMx > Deep Wound Score, 1; DMx > Death Score, 2; and 3
beyond that.
Acquisition - Each segment of acquiring a target gains +1 die on the roll up to
your skill level.
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Apply Weapon Accuracy after the hit roll. If the MoS is dropped to zero, call it splash damage and treat as successful at half the Damage Multiplier.
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With the modified Systems Damage rule below comes a new rule for called shots. Announce the desired location, take the shot, and find default hit location as above. Then move up or down the table to the declared location, lowering the MOS by 1 at each step. The table wraps so that Crew can move to Aux or Aux to Crew. If a high precision shot is called, move the location and a final MOS of 3 is required to hit the tiny target.
EXAMPLE: the veteran above wished to prevent his target from calling for help. They performed a high precision called shot against the radio antenna. The hit gets a MOS of 4. Choosing the 5 for location, move up one spot, lower the MOS to 3, and the antenna is hit.
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Coming...Area Effect weapon threshold limit.
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First a rearranged Damage Table is required:
|
Roll |
Location |
| 1 | Crew |
| 2 | Movement |
| 3 | Fire Control |
| 4 | Structure |
| 5 | Roll twice on this table |
| 6 | Auxiliary |
Novice crews roll damage location as normal on the table above. Qualified troops use the second "lower" die roll to determine location on the table. Veterans may choose either location from their second and third dice.
EXAMPLE: a veteran crew makes an attack roll getting 5, 5, and 3. The attack scores a hit and the Veteran may choose to hit the Fire Control or Roll Twice on the Table.
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