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Activation
When activated, a fighter has two Actions,
which can be used to do things like move,
shoot, hide, hack, and the like. A listing of the
M OVEMENT
CONTROL ZONE Falling
The area within 1” of a fighter’s base is his Fighters who fall are pinned and take a hit with
“control zone.” Enemies may not move through a power equal to the distance they fell. For any
a fighter’s control zone, except to engage Wounding Crits, roll on the Wounding Crits
engaging the fighter in melee combat. table with the following as the Weapon Specific
result.
Fighters lose their control zone if they are
stunned, injured, pinned, or already engaged in 6: KO: The fighter cracks his head in the fall
hand-to-hand combat. and is knocked out of the fight.
Note, you may not charge an enemy who you Traverse Test (Quickness)
do not have line of sight to unless you first pass
Pass: The fighter traverses the obstacle and
a Smarts test to spot the enemy.
may continue with any unused
movement and take unused actions.
SPECIAL MOVEMENT
Moving over Difficult Terrain Fail: The fighter traverses the obstacle, but
with some difficulty. His turn ends.
Bust: The fighter slips and his turn ends. If he charge is going to fall short, however, they pull
is traversing an obstacle, he does not up after moving their Speed.
make it to the other side. If he is
jumping a gap, he falls. No fighter may carry more than twice his or her
Strength.
Climbing
A fighter can climb as part of another move For example, Thomas is armed with a machine
action. When a ladder or other feature pistol (Wt 1), a cutter (Wt 2), and a sword (Wt
intended for climbing is available, the fighter ½) for a total encumbrance of 3.5, which is
may use any movement available to him to rounded down to 3. Since his Strength is 3,
climb. No test required. Thomas fights normally. If he picks up another
sword, however, he would suffer the ill effects
If, however, the fighter needs to climb of encumbrance.
something not intended to be climbed — such
as a cliff face or the side of a building — he must HIDING, SNEAKING, AND SPOTTING
take a Quickness test. (1 ACTION)
A fighter may hide by spending one action to do
Climbing Test (Quickness) so. Other fighters do not have line of sight to a
hidden fighter. Hidden fighters remain hidden
Pass: The fighter may climb as if the vertical
until they use a weapon, run, charge, or are
surface was difficult terrain, and he may
spotted.
take any other unused actions.
Spotting Hidden Fighters
Fail: The fighter may climb up to ½ his
If a hidden fighter moves in the open within the
Speed. His turn ends at the end of this
line-of-sight of an enemy, he is automatically
movement, however.
spotted.
Bust: The fighter falls.
Fighters on their own turn can spend 1 Action
to try and spot hidden enemies. Take a Smarts
ENCUMBRANCE test.
Your fighters can only carry so much before
their combat effectiveness takes a hit. Guns,
Armor, and Equipment all has a weight value,
which ranges anywhere from ½ on up. A
fighter’s encumbrance is the total weight of all
his items, with any fractions rounded down.
Multiple Combatants