The GM is always right and can make things up as we go.
Benny's can be used for all the normal things listed in the rules, plus the following extra uses.
- Re-roll a non damage result
- Soak a wound
- To play extra adventure card
- To swap an adventure card during play
- To establish a relationship with an NPC
- To modify one minor word on an adventure card
- 2 bennies to draw a new adventure card (which gives you an extra play as well).
- 3 bennies to draw your choice of an adventure card (non-treasure)(and an extra play)
- 2 bennies to draw any card from discard pile and play it (non-treasure) Card is then removed for rest of session
- Add +1d6 to a roll BEFORE rolling.
- Recharge a power storing device from your own power.
Knockbacks
In melee combat, when an attacker rolls two or more raises on an fighting roll, they can choose to for-go the additional d6 damage from the raise in favor of sending their opponent flying 1d4 inches directly away from them. If the opponent strikes a solid object, such as a wall, they are automatically Shaken. If already Shaken, the opponent takes a wound.
Any person in the way needs to make an agility roll or be shaken (this not physical damage).
Reloading weapons
Reloading a gun or clearing a jammed weapon takes two hands and are both an full actions. So if you are using two weapons, putting one away and reloading or clearing a jam is two actions and would require a simple agility test. And you would be unarmed during the process.
Reloading a pistol using the quick reload holster with magazines will require simple agility roll to eject and replace the magazine using the special equipment as full one handed single action. Two guns would be two actions( it takes concentration). If you fail the roll, the gun/s are still empty.
Bayonets
Bayonets take an action to fit. They only fit to military arms (rifles, assault weapons, shot guns, smgs etc) and shooting while one is fitted receives a +2 penalty for a single shot
and +4 for burst. Unless they are fired while in a victim (ie two actions, attack with bayonet then fire). They unbalance any weapon, even modern one.
Rolling 1 on the skill and Wildcard dice
If you roll a 1 on the skill dice or a 1 on both dice the results will be :
Ballistic weapons
1 on the skill dice: the gun jams and a new SHOOTING vs 4 roll fixes the jam. +2 penalty to roll if in melee. Failure means it is still jammed. Roll a 1 on the skill dice again, and you drop the weapon.
1 on both dice: the gun jams and a new SHOOTING v6 roll fixes the jam. +2 penalty to roll if in melee. Failure means it cannot be fixed in combat. Roll a 1 on the skill dice again, and a round explodes in the breach and you take damage to the arm holding the weapon.
Energy weapons
1 on the skill dice: the weapon fails and a REPAIR roll vs 4 to fix . +2 penalty to roll if in melee. Failure means it is still broken. Roll a 1 on the skill dice again and you drop the weapon.
1 on both dice: the weapon fails and a REPAIR vs 6 to fix. +2 penalty to roll if in melee. Failure means it cannot be fixed in combat. Roll a 1 on the skill dice again and the weapon explodes and you take damage to the arm holding the weapon.
Note: This will mean that if you use energy weapons you will need to consider the repair skill. Remember you can always choose to drop a weapon at no cost.
Melee and Primitive Missile weapons (ie bow, throwing knife crossbow)
1 on the skill dice: the weapon is dropped.
1 on both dice: the weapon breaks.
Grenades
1 on the skill dice: you threw the grenade, but forgot to pull the pin.
1 on both dice: you pulled the pin and dropped the grenade. It will scatter, roll d6 for the distance and d12 for the direction.
Ships Weapons
1 on the skill dice: the weapon/battery fails and a REPAIR roll vs 4 to fix . Failure means it is still broken.
1 on both dice: the weapon/battery fails and a REPAIR vs 6 to fix. Failure means the weapon/battery cannot be fixed in combat. Roll a 1 on the skill dice again and the weapon/battery explodes and your ship takes normal damage.
Players may use local conditions of hard cover to reduce the chances of being hit by missiles, doing so however reduces their own chances of scoring a hit via shooting or throwing. This works on the assumption that the Torso will be the default target, clever people will instead target arms or legs which are only at -2. The option to take cover and the penalty apply for all of that round until the start of the next round. Someone starting out in the open and taking a shot, then running to cover would still be penalised due to the fact that their shot is hurried as much as it is by the limited exposure.
The following table will be used.
Cover Protection Shooting/Throwing penalty
-1 0
-2 +1
-3 +2
-4 +3
Starships
In combat situations, player Starships over 100tons, and NPC Starships, over 500 tons, have their own bennies. These may be used to reroll pilot or repair skill rolls or roll off ship damage.
100 - 500 tons 1 bennie
500 - 5000tons 2 bennies
5000 - 100000tons 3 bennies
A discussion about Vacc Suits in Travellor/SW and how they work....
AT TL 10+ Vacc Suits will come with self patching/auto patching and general patching ability. Below TL10 they do not.
At TL10-11 suits will self seal a Shaken result, and use one dose of sealant.
At TL12+ suits do not suffer damage from Shaken results.
AT TL 10-11 suits that suffer wounds will require a physical patch to be applied, the number of patches will equal the size of the wound.
At TL12+ suits that suffer a wound will require physical patching, but all wounds need only one patch.
AT TL12 the suit sealant system will be able to seal a Wound 1, costing one dose.
AT TL13 the suit sealant system will be able to seal a Wound 2, costing one dose per wound.
At TL14+ the suit sealant system will be able to seal a Wound 3, costing one dose per wound.
Suits will come with TL/2 doses of sealants, and 4 patches. Extras can be carrried.
Applying a patch will require EITHER Zero-G or Starship Operations (-2 if you dont), PLUS you will need to make a Repair skill roll.
At the end of each of your actions where you still have a breached suit you need to make a VG roll or suffer FAT loss. This roll is modified by the size of the hole (VG-1, -2, -3 etc). Failed roll = 1FAT, fumbled roll = 2FAT. This is further modified by the number of rounds the suit is breeched.