Action & Combat

Time & Movement

During action sequences, time is measured in phases: each phase is 3 seconds. In one phase, characters can take one or more actions.

Slightly longer periods or actions are measured in rounds, each consisting of 4 phases (12 seconds).

By default, characters can move (at a jog) their MOVE in feet per phase. MOVE is equal to REF + STAM + STR + Athletics + Running.

MOVE: feet per phase (equal to REF+STAM+STR + Athletics + Run); assumes a jog; ×2 running, ×3 sprinting

Difficult Terrain

Difficult terrain will hinder movement: For Difficult terrain (slippery ground, undergrowth, snow up to the knee, waves on water, etc.), halve MOVE. For Very Difficult terrain (mud, ice, thick undergrowth, snow past the knee, choppy water or storm, etc.) quarters MOVE.

At the Ref's option, difficult terrain can require a STR or REF test to avoid mishap, a fall, or even injury (e.g. 1d6 or 2d6 damage to a random location).

Climbing

Climbing speed is highly variable, but an acceptable approximation is STR + Athletics + Climbing feet per phase. Climbing tests are required; a Failure means making no progress and gaining a level of Fatigue, while a Critical Failure leads to a fall.

Jumping

Jumping is a test of STR/Athletics/Jumping.

Running Long Jump: Jumping 18' is Very Easy (DN 12); each +½' is +2 DN.

Standing Long Jump: Jumping 4' is Very Easy (DN 12); each +½' is +2 DN.

High Jump: Jumping 1' is Very Easy (DN 12); each +½' is +2 DN. Halve these for a standing start. For clearing an obstacle (Olympic high jump -style), the jumper can add half their height (a safe landing is a separate matter—and test).

Swimming

MOVE when swimming is STR + STAM + Swimming, and characters can move that many feet per phase.

Swimming tests may be called for under stressful situations or in difficult waters, usually once per round. Failure means the swimmer gains a level of Fatigue. A Critical Failure means the swimmer flounders and makes no progress; if they fail the next Swimming test, the swimmer begins to drown. If there is something to latch on to, the drowning swimmer may get a final Swimming test to save themselves.

Characters who prepare to dive can hold their breath for a number of rounds equal to STAM + Swimming + Athletics.

Encumberance & Fatigue

A character's Carrying Capacity is equal to (STR + Athletics) ×5 lbs.. For each 5 lbs. (or part thereof) above this capacity, a character suffers one level of Encumberance. Each level of Encumberance penalizes all physical tests by 1, and reduces MOVE by 1.

Certain actions cause characters to accrue Fatigue levels. Each level of Fatigue penalizes all physical tests by 1, and reduces MOVE by 1.

Fatigue is reduced by the Recover action or by resting: each hour of sleep removes 4 levels of Fatigue. Going without sleep for more than 24 hours causes one level of Fatigue per hour past 24, only recoverable by sleep.

Initiative

"Everybody has a plan until they get punched in the mouth."

At the start of an action sequence where it is important to know who goes first (like all combat), each participating character must roll Initiative: 3d6 + REF + Initiative. Characters act in order of Initiative. Roll once per combat, to keep things simple.

It's up to the Ref whether they want to tell the players what their opponents' Initiative totals are. If the players know, choosing to take a Snap Shot is not a gamble, but a calculated trade-off; of course, a quicker enemy then has the option to also take a Snap Shot, keeping their Initiative advantage but taking the same penalty.

Surprise

"Where to fight counts for a lot, but there's nothing like having your friends show up with lots of guns."

If it is necessary to determine who notices the others first, roll PER/Awareness tests for everyone: anyone beats the highest roll on the other side gets a +2 bonus to Initiative. (The Ref should make one roll for groups of NPCs with similar statistics.)

If one side is setting up an ambush, roll an opposed test of Stealth and PER/Awareness between the parties: anyone who succeeds on the Awareness test gets to act in the first phase, and gets a +2 bonus to Initiative.

Actions

Actions are divided into Regular Actions and Full-Phase Actions (or Full Action for short). A character taking a Regular Action can also move their normal MOVE allotment in feet in that phase. A character taking a Full-Phase Action cannot move (unless the action is Run or Sprint).

In one phase, a character can take up to three Regular Actions (at a cumulative -3 penalty per action after the first), or a single Full Action.

NB: The cumulative -3 penalty applies fully to each action taken that round. Otherwise, it would always be a good idea to take infinite actions.

Aborting Actions: Before your Initiative, you can abort an action to Defend against an attack with a Specific Defense.

Combat

"… nuke the entire site from orbit. It's the only way to be sure."

Violent action differs from other action only in that Attack and Defense Actions are used; but these types of Actions, and their consequences, require their own rules.

Stances

At the start of each phase of combat, combatants can declare a "stance" or "attitude"—or even more than one.

Ducking / Hunkering Down

You're focusing on keeping your head down and not making yourself a target. You get a -3 penalty to attacks, but anyone attacking you gets the same penalty.

You can hunker down—it's the same thing but harder—and increase the penalty for both sides to -6.

Snap Shot

Sometimes, you gotta sacrifice accuracy for speed. You can choose to get a +3 bonus to Inititiave for the phase, but you also take a -3 penalty to your actions. The bonus and penalty only apply for that phase.

"Snap Shot" isn't limited to shooting, but the Ref should restrict it to when a character is doing something that will actually be affected by the -3 penalty.

It's up to the Ref whether both sides have to blindly declare Snap Shots before they know whether their opponent does; blind declaration probably keeps things more interesting and fair. Letting a combatant declare a Snap Shot in response to their opponent doing so lets the faster combatant keep their Initiative advantage, but lets the slower combatant lower everyone's chances to hit.

Attack Actions

All Attack Actions involve an Opposed Test between the Attack Roll and the Defense Roll. The specific roll depends on the actions used; the Standard Defense Roll is 3d6 + REF + Evade +/- Modifiers.

If the attacker wins, the attack hits; on a tie, the result is a grazing hit.

All attack rolls are subject to various circumstantial modifiers, either bonuses or penalties.

Aimed Attack

Attack roll 3d6 + PER + Skill + Specialty - Hit Location Penalty +/- Modifiers.

Aimed attacks can be ranged or melee. An aimed attack targets a specific hit location: if the attack hits, there is no need to roll fo the hit location. The attack suffers a penalty based on the hit location.

Melee Attack

Attack roll 3d6 + STR + Skill + Specialty +/- Modifiers.

Melee attacks are made with or without weapons, using the Hand-to-Hand, Melee, Underwater Combat, or Zero-G Combat skills. The attacker must be at, or move into, melee range of the target in the same phase.

TODO: MELEE FUMBLES

Melee Technique

Attack roll 3d6 + Characteristic + Skill + Specialty - Technique Penalty +/- Modifiers.

Combatants in melee can use special techniques instead of regular attacks, achieving special effects instead of simply dealing damage. Each technique has its own Specialty, and the Characteristic used for the attack roll depends on the technique.

All melee techniques can be performed unarmed (using Hand-to-Hand); some can be performed with weapons (using Melee). Only one specialty applies in any case.

Melee techniques are defended against using the normal defenses.

Breakfall: Any instance of fall damage may be reduced by 1d6 (roll 1d6 less; thus, 1d6 becomes 0) by making a REF/Acrobatics/Tumbling (DN 16) test.

Ranged Attack

Attack roll 3d6 + REF + Skill + Specialty +/- Modifiers.

Ranged attacks are made with ranged weapons (including thrown objects), using the Archery, Athletics/Throwing, Gunnery, Heavy Weapons, Marksmanship, or Underwater Weapons skills.

TODO: RANGED FUMBLES (3 only, caseless firearms just miss, others have issues?)

Special rules apply to ranged attacks with firearms. Firearms allow multiple attacks to be made with a single action, but all attacks in a phase after the first are affected by Recoil. The number of attacks depends on the firearm's Rate of Fire (ROF).

Single-Shot: One attack action per phase, one shot per attack.

Semiautomatic: Up to 3 shots per attack action. One target per action. Shots beyond the first suffer from Recoil.

Double Action: Up to 1 shot per attack action. One target per action. Shots beyond the first suffer from Recoil.

Automatic (Burst): Up to 3 bursts per attack action; the number of shots per burst depends on the weapon. One target per action. Bursts beyond the first suffer from Recoil. Roll for the number of rounds that hit (1DX, where X = number of shots). Degree of success does not affect damage.

Automatic (Full): Each attack action can fire a number of shots up to the ROF of the weapon. One target per action. Each salvo gets +1 to hit for every full 10 rounds fired. The number of hits is equal to the degree of success (minimum 1). Salvos beyond the first suffer from Recoil. Degree of success does not affect damage.

Recoil: Firearms suffer from recoil. Each weapon or caliber of round has a Recoil value (1 for small cartridges, 2 for intermediate, 3 for full-power). Each shot fired in a round causes a cumulative penalty equal to its Recoil for all subsequent shots. Every shot fired in with a semiautomatic firearm in a single action causes recoil; every burst or salvo fired with an automatic firearm causes recoil. Recoil only affects attacks made in the same round.

Shotguns

Shotguns shooting slugs use the same rules as other ranged attacks. Shotguns shooting shot use different rules: rather than adding the degree of success to the damage caused, the degree of success gives the number of shot (up to a maximum depending on the gauge and size of shot) that hit. Damage is rolled separately for each shot, and any armor is deduced from each. To keep things simple, all shot hit the same location; add the damage together before figuring out the Wound Level. This means shot is useless against most armor, but can do terrible damage to unarmored targets.

Lasers

Lasers are full auto weapons with no recoil (no measurable recoil in respect to game mechanics). Add up the total damage for the number of hits before deducting armor.

Standard Defense

"Dodge this."

Unless the defender is immobile or completely unaware of the attack, they can always make a Standard Defense Roll: 3d6 + REF + Evade +/- Modifiers.

By taking an action, the defender can take a Specific Defense against one attack action; the full-phase All-Out Dodge applies against all attacks during the round.

Specific Defense Actions

Some Specific Defenses can only be used against melee (or hand-to-hand) attacks—sorry, you can't parry a bullet!

melee techniques as defenses (disarm, trip, grab, tackle?, clinch?)

Block

Defense roll 3d6 + STR + Hand-to-Hand or Melee + Specialty +/- Modifiers.

Melee only. The defender absorbs an attack, with a weapon or, if unarmed, on their guard.

Dodge

Defense roll 3d6 + REF + Evade + 3 +/- Modifiers.

The defender must be able to move, at least taking a step or rolling to the side.

Parry

Defense roll 3d6 + REF + Hand-to-Hand or Melee + Specialty +/- Modifiers.

Melee only. The defender meets the attack actively, trying to divert it, either with a weapon or with their limbs. If the defense roll beats the attack roll by 5 or more (a Critical Success), the defender immediately gets a free counter-attack on the attacker. (Existing multiple action penalty applies, but is not increased.)

All-Out Dodge

Defense roll 3d6 + REF + Evade + 3 +/- Modifiers.

Full Action. This defense applies to all attacks against you during the phase.

Escape

Defense roll 3d6 + STR or TECH + Athletics or Contortionist or Hand-to-Hand + Escape Specialty +/- Modifiers.

This defense can be used against any melee techniques, including escaping an already-established Grab.

Melee Technique

Defense roll 3d6 + Characteristic + Skill + Specialty - Technique Penalty +/- Modifiers.

Melee only. Some melee techniques can be used as specific defenses.

Modifiers

Modifier list

target is ducking -3

attacker is ducking -3

target is hunkering down -6

attacker is hunkering down -6

snap shot -3

+2 to hit completely immobile target, -1 for jogging, -2 for running, -3 for sprinting (unless they are moving towards the shooter or directly away from them)

passive shooting DNs by size (human average, dog hard, bullseye very hard)

Damage

When an attack hits, it deals damage equal to Damage Rolls + Attack Roll Degree of Success. If the Degree of Success is 0, the result is a grazing hit instead.

Damage is rolled with one or more d6s. Damage dice explode: if the die (before modifiers or being divided) comes up a 6, roll d6-1 and add it to the damage; these dice can also explode.

Damage is reduced by Armor directly: deduct the armor protecting the Hit Location from the damage rolled.

Headshot: Damage to the head is doubled after armor.

Grazing Hit: When an attack hits exactly, with a Degree of Success of 0, it only deals 1 damage; no roll is necessary.

Hit Locations

Hit Locations
D10Hit LocationModifier to Hit
10Head-4×2 damage
7–9Torso-1
6Right Arm-3
5Left Arm-3
3–4Right Leg-2
1–2Left Leg-2

Wounds

"The enemy cannot push a button if you disable his hand!"

When an attack deals damage past any armor, it causes a Wound. Wounds are specific to a hit location, and come in five levels: Flesh Wound, Slight Wound, Moderate Wound, Serious Wound and Critical Wound.

Wound Levels
Wound LevelThresholdDNPenalty
Flesh Wound112 (No Shock)0
Slight WoundSTR14-1
Moderate WoundSTR + STAM16-2
Serious Wound2×STR + STAM18-3
Critical Wound2×STR + 2×STAM20-4

Wound Stacking: Each location only records one wound. If a wounded location suffers another wound, the wounds may stack and increase in severity.

A wound of a higher level (new or existing) supercedes a wound of a lower level, which is then ignored: a torso with a Flesh Wound that receives a Slight Wound thereafter has a Slight Wound; a head with a Moderate Wound that receives a Slight or Flesh Wound remains Moderately Wounded.

Two wounds of the same level add up to a wound of the next level: a torso with a Flesh Wound that receives another Flesh Wound is now Slightly Wounded.

Wound Effects

When you get wounded, you make a Shock Test (a STAM test) against the DN indicated by the wound level; on a failure, you enter Shock. Flesh Wounds do not cause Shock.

When you get wounded, you also make a COOL/Initiative test (DN 16); on a failure, you pass out or are otherwise psychologically incapacitated for a minimum of 1D6 minutes (Ref's discretion). On a success, you need make no further COOL tests on being wounded in that same firefight (Ref's discretion).

Further, wounds have the following effects, which vary based on the hit location:

If both legs are injured (and the difference in severity is no more than one grade), treat the injury as one grade higher for reduced movement.

Catastrophic Amputation: A critical wound to the head, arm, or leg can, at the Referee's discretion, lead to catastrophic amputation.

Shock

Once you enter Shock, you are dying from your injuries and blood loss. You must make another Shock Test at regular intervals (see below), or the shock causes unconsciousness and imminent clinical death.

Shock Test Intervals
Wound LevelInterval
Slight Wound30 min
Moderate Wound15 min
Serious Wound5 min
Critical Wound1 min

First Aid/Stabilization/Trauma Care: TECH/Medicine/First Aid (DN by worst wound) to treat Shock. On a success, stop making Shock rolls. On a Fumble, the wound worsens (killing a critically wounded patient).

Resuscitation? One shot after failing the last Shock roll

Separate First Aid to after-combat care, chance to immediately improve by one stage?

Surgery: Serious and Critical wounds require surgical intervention: they cannot heal until they receive this. Each location must be treated separately. TECH/Medicine/First Aid (DN by wound). A Fumble worsens the wound by one degree (killing a critically wounded patient), possibly requiring a Shock roll.

PER/Medicine (DN by wound) for diagnosis as a complementary skill test?

Healing: Make a test (STAM without treatment, INT/Medicine for long-term treatment) for each wounded hit location at an interval based on the wound severity.

Penalty for multiple wounds? Separate DNs?

Healing Intervals
Wound LevelHealing Interval
Flesh Wound1 day
Slight Wound1 week
Moderate Wound2 weeks
Serious Wound1 month
Critical Wound2 months

Various technologies, cyberware, augments, etc., can affect healing, including shortening the healing interval, or granting bonuses.

Nanomachine surgery (often used for brain stuff, nerves)

Rehab, permanent injury? Funmbles? Extra roll on failed healing roll?

Vehicles