DC 5. Misc

Initiative:

Players draw one card per initiative level they have. If they wish to use their luck a successful rol will allow selection of another card.

Cards are played in order. If similar card to the GM then AGILITY is used to break deadlocks (adjusted for weapon encumberance).

Repetitive actions occur on all phases. If stopped then next normally allowed action may only be drop prone or take cover.

Panic: whenever knocked down or surprised roll 1d6 vs initiative. If greater then difference is number of phases frozen. After first frozen round may drop prone or step to obvious cover.

Charge: characters on foot attacked by a vehicle or large mount must roll for panic, fail and they run like shit. Add 1 to the roll if they have a weapon they can use.

Fear: Willpower (or initiative) at set level. If fail then frozen. May roll at one level harder each phase to come out of it. Catastrophic and the flee or collapse. Critical and they get a free response action to events (limited).

Unarmed Combat

Strike - Difficult - inflict unarmed combat damage.

Block - Formidible - uses an action unless citical success.

Aim - Formidible - target area of body.

Armour - half the damage stopped by armour is inflicted back on the striking area.

Grapple - Difficult, inflict control points.

Escape - Difficult, reduces control points.

Strangle - Difficult - inflict control and damage points.

A garotte is Formidible but does double damage.

Diving blow - no roll to hit - no armour.

Avoid - Difficult vs Agility

1d6+2xCON vs STR to knockdown.

Armed Combat

Strike - Difficult

Block - Formidible

Aim - Formidible

Armour absorbs TWICE its rating vs armed melee attacks.

Some weapons can be used to inflict non-lethal damage, see page 176.

Players may specialise in one weapon, drop all other to half skill. Favoured weapon inflict extra damage equal to SkillxSTR/10.

Fire Combat

All rolls of 17-20 are a miss. (There is a skill to improve this per weapon).

SS, BA and LA = 1 shot per phase (5 seconds)

PA and DAR = 3 shots per phase

SA = 5 shots per phase

FA = Rate of fire x 5.

Base to hit levels: SHT=Average, MED=Difficult, LNG=Formidable, EXT=Impossible.

An AIM action lowers a shot one level.

Non-aimed shots are Quick shots and raise the level one.

Only AIMed shots may be targetted.

Only the first shot can be aimed.

Laser sights are good to 40m and allow 3 shots to be aimed.

Scopes combined with an AIMed shot add 15m to base range, and EXT becomes LNG.

Recoil, compare total recoil value for phase to STR, each point over reduces hit chance.

Pistol can be held two handed and stationary for -1 recoil (per bullet).

AutoFire rules:

Bursts are fired with the specified ROF (3,5,10).

Range: subtract one dice for 3 rds, 2 for 5 rds, 3 for 10 rds per range beyond SHT.

Recoil: calculate same way but reduce bullets not score, double for 10 rd bursts.

3 and 5 rd bursts cannot be reduced below 1 bullet, 10 rds to 2 bullets.

Danger Zone: (a) 4m of target, (b) line of fire to target and same range band..

a) Reroll half the dice that you rolled that missed. Any hits hit other targets.

b) Any of a) dice that missed, or all of them if not target to hit, can be used to attack the first target that passes through the line of sight until next phase.

Fire Modifiers:

No fire while cralwing or running.

All fire while other moving is Quick.

Walking firers reduce STR 10% (or 1) for recoil. Trotting reduce by half.

Target moving 30m or more is one level harder to hit.

Firing from moving vehicle is one level harder, always Quick.

Firing from saddle, move as mount, use shot or riding skill, whichever is lower.

Target oscured, drop one level

Thrown Weapons

Throw - Difficult upto 1 kg, upto throw range

Extra range increase one level per doubling.

Extra weight divides into range.

Damage = STR/3 + kilos. Knives always do 1d6 + STR/3

Grenades

Rifle Grenades and Grenade Launchers - direct fire as normal, indirect is Impossible.

Deviation is 1d20, x1m for direct, x2.5m for indirect, doubled for long range+

Deviation may never be more than half the range to target.

Extra throws at same spot get +2 to skill level.

Substance grenades create a burst area of x1 by x4 of its rating. p189.

Shotguns

Buckshot can only be fired at SHT or MED ranges

At short range it is treated as a normal 9d6 shot.

At med range it counts as a 10 round burst, reduced to 7 for range, does 1d6 damage.

CAWs:

At short roll 5d20 for hits and each does 9d6.

At med range calculate a five burst as normal, modify, result is multipled by 7 to get number of dice rolled. Each does 1d6.

Damage Inflicted

All weapons do the same damage at all ranges.

All guns do +1 damage for each dice they have.

Pene values are the reduction to dice for each armour level.

Blunt trauma, each dice of damaged stopped inflicts 1 wound.

A critical success (or a 1 roll) cripples the target area. If head, chest or abdomen they are out cold and dying. Only for players!

Knockdowns: character takes more than AGILITY, out for rest of turn.

Stun: any damage to Head, roll 1d6+Dam vs CON, if less no effect. If more than difference is turns of UNC. See p201.

Explosions

Do Concussion and Burst damage

Concussion is divided by 7 and allocated to each body area.

See pages 187-198.

Alternate Character Developement.

Each starting character begins at 16 years old (the legal age of adulthood in Centennial City, this means they can vote!).

You each start with 2 skills at level 2 and 4 skills at level 1. These MUST all be different. These are school skills. If you take any career that begins before this then you do not gain these skills.

At the start of each year you may chose a career contract, these are 1, 2 or 3 years in length. At the start of each contract (except your first, except Gnome careers) you must roll your LUCK or EDU as an average test to renew the contract. If you remain at the same career then the roll is one level easier.

Each year you will gain one career skill and one alternate skill. The career skill must be taken from the career list. The alternate skill can be taken from Career, background or Life skills. Life skills are those the GM decides on (combat, educational, hobbies etc).

If a career has basic training then these are the skills gained in the first year. They also imply a 3 year contract.

If a two year contract is taken then you also gain one free hobby skill for those two years. If a three year contract is taken you gain two free hobby skills. A hobby skill MUST be taken in some skill you do NOT already have.

Money gained is the normal system, but every year so is divided by 4.

Each year of continuous service in a single career will result in a bonus equal to a relevant characteristic (GM decided) times $100, unless the chosen career generates no money.

Any skill can be swapped for a contact, there are no free contacts (unless the GM is feeling nice). Each three year contract will give one bonus contact.