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G ENERAL R ULES

TESTS Reliability 4 check and roll no 6s and two 1s,


Whenever the rules require you to make a test, you have suffered a critical bust and the weapon
you will roll a number of 6-sided dice (D6s). has exploded.
Each 6 that you roll is referred to as a success.
For example, if a skill calls for a Strength test, CHARACTER PROFILE
you roll a number of D6 equal to the fighter’s Every character has the following basic
Strength characteristic and count the number of characteristics.
6s that come up.
Move: Move is a measure of the fighter’s
Modifiers movement speed.
Unless otherwise specified, modifiers, such as +1
or –2, modify the number of D6s that you roll, Aim: This characteristic represents how adept
not the target number that you need to hit for a the fighter is with ranged weapons. The average
success. For example, if you’re +1 to hit because Aim for a human is a 3.
you’re firing at short range, that means you get
Fighting: Fighting is a measure of how good the
to roll an extra D6, not that you get to add +1 to
character is in mixing it up toe-to-toe, whether
any of D6s that you roll.
with weapons or unarmed. The average fighting
Crits, Bust, and Critical Busts skill for a human is a 3.
Unless otherwise specified, one success is
Brawn: Brawn is a measure of the fighter’s
usually enough to accomplish the effect that
muscle mass. It effects how much gear he can
you are looking for. Additional successes that
lug around the battlefield without being slowed
are rolled are referred to as crits, which may be
and how hard the fighter hits in melee combat.
spent for various effects. For example, when
The Brawn characteristic may also be used for
taking a shot, if you roll two successes, the first
certain endurance tests for continuous activities.
success will hit the target, and the second
For example, you may have to roll a Brawn test
success, or crit, can be spent to increase the
to keep from getting flung off a raging bull.
damage, pin the target in place, or bypass some
of the target’s armor. Toughness: Toughness is all about how much
physical abuse the fighter can take before he
Conversely, not every test turns out for the best.
drops.
When you roll more 1s than you roll successes,
you have busted. Busts don’t necessarily mean Quickness: The Quickness characteristic is a
that you have failed the roll (because a success is measure of the fighter’s physical and mental
still a success), they just mean that perhaps a less reaction time, as well as his ability to seize the
than favorable outcome may occur in addition initiative. Quickness also covers tests relating to
to the success. For example, a bust while a fighter’s agility, dexterity, and balance.
shooting may cause you to run out of ammo, but
if you still hit if you roll any successes. Grit: Grit is a measure of how much fight is in
the fighter. Whether it is bravery, meanness,
If you score no successes, and more than half orneriness, or cold determination, the fighter’s
your dice turn up as ones, then you have rolled
a Critical Bust. For example, if you’re making a
grit determines how much he is willing to fight
before he quits.

Smarts: Smarts are a measure of the character’s


intelligence and savvy. Smarts also determines
the characters facility with technology, and it
may play into his leadership ability as well.
P LAYING THE G AME

THE TURN common activities available to all fighters can be


Each turn is divided into three phases: found in the sidebar. Depending on the fighter’s
skills, equipment, or situation, other activities
 Initiative may be available to them as well.

 Combat An activity can either take one or both of the


fighter’s actions for the turn. Unless otherwise
 Recovery specified, you may only take one of each action
type per turn, but you can take them in any
INITIATIVE PHASE order.
In the initiative phase, each player rolls a
number of dice equal to his Captain’s Smarts. Common Actions
The player with the most successes can either
Actions Activity
elect take the initiate and go first or force his
opponent to go first. In case of a tie, the Captain 1 Move up to your Movement
with the highest Smarts goes first. If the
2 Run up to double your Movement
Initiative is still tied, roll a D6 to determine who
has the initiative. 2 Charge into melee combat
1 Hide
After Initiative is rolled, any affects that happen
in the Initiative phase are resolved. 1 Shoot a weapon
1 Aim a weapon
COMBAT PHASE
The Combat Phase is where the meat of the turn 1 Take Cover
takes place. The player with the initiative 2 Go into overwatch
chooses two fighters to activate. Activated
1 Reserve an Action
fighters take their entire turn (as described
below), and then initiative passes to the other
player to activate two fighters. Each fighter can
only be activated once per Combat Phase, so it
is helpful to put a counter by them to signify
RECOVERY PHASE
One every fighter has acted, then comes the
that they have been activated.
recovery phase.
The combat phase ends when all fighters are
activated.

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.

FACING Jumping Down


A fighter who intentionally jumps off a ledge
can take a quickness test to lessen the damage.
If the test passes, you may half the distance of
the fall. Any crits remove one additional inch
from the distance of the fall. Fighters who pass
STANDARD MOVEMENT the test are not pinned if they are not wounded,
Walking (1 Action) and may continue their turn as normal.
For one action, a fighter can walk a number of
inches up to his Speed. For example, Johnny leaps of a six-inch tall
structure. For his quickness test, he rolls two
Running (2 Actions) successes. The first success halves the distance
Devoting both of a fighter’s actions to fallen from 6 inches to 3 inches, and the crit
movement allows the fighter to run up to twice reduces that distance by 1, so he takes a Power
his Speed. 2 hit. That hit doesn’t wound him, so he can
use his second action to take a shot at the
Charging (2 Actions) fleeing pirate.
When you declare that a fighter is charging, he
may move up to twice his Speed. If his move Traversing Obstacles & Jumping Gaps
takes him into base-to-base contact with an Generally speaking, obstacles less than two
enemy, he may also fight that enemy in hand- inches tall and one inch wide and gaps less than
to-hand combat. Charging also gives you a +1 to 2 inches wide can be scaled on the fly. To
your Fighting skill for the first round of combat traverse an obstacle, the fighter must take a
only. Quickness test.

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.

A fighter whose encumbrance is equal to or less


than his or her Strength value can fight without
ill effect. Fighters who carry more than their
Strength value cannot run and have their
quickness halved rounding down. Encumbered
fighters can charge normally if they are able to
engage an enemy with the double move. If the
R ANGED C OMBAT

SHOOTING TEST 2 Suppressed: The target may not move


When taking a shot, first the shooter rolls dice closer to the shooter until he passes a
equal to his Shooting skill, modified by cover, grit test in the recovery phase.
range, or any special rules that apply. A single 2 Bypass Armor: Your opponent reduces
success is sufficient to threaten the target. In the rating of Armor by 1. In addition,
addition, you may roll to wound the target as ignore any of the armor’s weapon-
well. Additional successes, or crits, can be spent specific defenses.
to modify the effect of the shot.

Designer Note: Combat is a lot more fun when


the dice rolls represent cinematic action rather
than bland game mechanics. So here is how the
mechanics would translate to the big screen:
The shooting test represents the shooter getting
the rounds too close for comfort, forcing the
Ammo & Reliability
target to keep his head down. Whether or not
If the shooting test comes up a bust, the weapon
any bullets actually make contact is represented
may have run out of ammo. Use the weapon’s
by the weapon’s Power roll, so no successes
reliability characteristic to make a reliability
means that the hail of fire missed its mark. If
check. If the check fails, the weapon is
the shooter’s successes are cancelled out by the
unusable for the remainder of the game. If the
target’s toughness roll, however, that means
reliability check fails and is a bust, it explodes,
that the target was only grazed or the bullet was
inflicting a single hit at the weapon’s
stopped by armor.
Power –1.
Shooting Crits
SHOOTING TEST MODIFIERS
You may spend shooting crits in the following
Anyone can score a hit during the carefully
way:
controlled environment of a shooting range.
Unfortunately (or fortunately if you’re the one
SHOOTING CRITS
being shot at), you rarely find ideal conditions
Crits Effect
in a firefight.
1 Increased Power: +1 to the weapons
Power on the wound roll. As a general rule, if modifiers may not reduce
the shooters Aim below 1, so if you are in range
1 Hit & Run: The shooter may move up
you can always attempt a shot. If the modifier
to ½ his movement after taking the
would be a negative number however, decrease
shot. This is a bonus movement that
the weapon’s power by the amount of the
does not require actions. Only one crit
negative.
may be spent this way per turn.
1 Pinned: The fighter is pinned in place, For example, Tomaz is a piss poor shot with an
and does not get to move toward cover. Aim of 2. He is firing at a small target (–1) in
full cover (–2), so his modified Aim would Target’s Speed
be –1. He gets to roll 1D6 to take the shot, but –1 to hit the target if it is moving more than 12
the weapon is at –1 Power for the due to the inches a turn.
poorly placed shot.
Aiming: 1 Action
Cover If a fighter spends an action to aim before
It is tough to snipe a target that only has his shooting, he gets a +1 modifier to the shooting
head sticking up from behind a plate steel test. Aiming cannot be carried over from round
barricade. to round, so you must aim in the same round as
the shot you’re taking.
If at least a quarter of the target is obscured
from the shooter, the target has partial cover THREATENED TARGETS
and is at –1 to hit. If more than half of the A target that is threatened by a shot is forced to
target is obscured, the target has full cover and dive for cover and be pinned. If not already in
is at –2 to hit. cover, the target must move up to his movement
value toward the closest cover, even if that
Take Cover: 1 Action
involves moving closer to the shooter. Once in
A fighter can use a take cover action to make
cover, the target is pinned. Lay the model face
the best use of the cover available to him.
up.
Taking Cover increases the effectiveness of
cover by one point, so it would be –3 to hit full Recovering from Pinning
cover, and –2 to hit partial cover. Fighters who When activated, a fighter who is pinned down
are not in cover do not get any benefit from a may attempt to escape pinning if he has an ally
take cover action, unless they are prone. within 3 inches. Roll a Grit test. If the test
passes, the fighter is no longer pinned and may
Since the fighter who is taking cover is
take his turn as normal. If the test fails, or the
concentrating on not getting shot, his own
fighter has no nearby allies, then the pinned
shooting suffers. Any shots he takes this turn
fighter must spend both of his actions to escape
are at –1 to hit.
pinning.
Concealment
Sometimes atmospheric effects, such as fog,
BLAST WEAPONS
Blast weapons deal damage over an are use
smoke, glare, or darkness may provide
templates to f
concealment to the target. Concealed targets
are at –1 to hit.
Scatter
Target Size
DOING DAMAGE
Small targets (½ inch or smaller) are –1 to hit.
If the shot succeeds in threatening the target,
Large targets (3 inches or larger) are at +1 to hit.
roll a number of dice equal to the weapon’s
Power. The target rolls a number of dice equal
to his Toughness (plus any modifiers for armor,
etc.). Subtract the target’s successes from the
shots successes. If the Attacker has one success
left over, the target is wounded, and you may
roll on the injury table. Any additional
successes may be spent for rolls on the injury
table or the special damage table. INJURED FIGHTERS
Fighters who are injured are placed face down
INJURY TABLE on the battlefield. While injured, all of their
D6 Effect stats are halved (rounding down), and they can
1 Flesh Wound: The wounded fighter only take one action per turn. Injured fighters
stays in the fight, but at a –1 to his who are pinned can test to escape pinning as
Shooting and Fighting skills. normal, or may escape pinning by spending
their only action.
2–5 Injured: The wound is serious. Place
the fighter face down. Injured fighters Injured fighters may be shot and wounded as
may only take a single action, and have normal. Any additional roles of Injured,
all of their stats (except for toughness) however, are ignored. They may suffer
halved rounding down. additional flesh wounds, however (so they will
6 Out of the Fight: The fighter is be at –2 to both Aim and Fighting if they
knocked unconscious or forced to recover.)
retreat from the battlefield. Remove
Injured fighters that are engaged in melee must
him as a casualty.
pass a Grit test or they are automatically
knocked out of the fight. If the test succeeds,
they recover with a flesh wound.
SPECIAL DAMAGE
D6 Effect Recovery
During the recovery phase, every Fighter who is
1 Stunned: The fighter has no actions
injured must roll again on the Injury Table. If
until he can pass a Grit test in the
they recover to a flesh wound, all of their stats
recovery phase. Stunned fighters may
and actions are returned to normal, except of
fight in melee combat, but have all of
course for the –1 to Aim and Fighting from the
their stats halved.
flesh wound.
2 Bloodcurdling Scream: Allies within 8
inches of this fighter must pass a Grit
check or fall back.
3 Chest Wound: -1 Strength and
Toughness until the end of the game.
4 Arm Wound: One of his arms becomes
worthless. He suffers a –2 penalty to
use any two-handed weapons.
5 Leg Wound: Until the end of the
game, this fighter suffers –1 to his
Speed and Quickness.
6 Weapon Specific: Each weapon
technology keyword has a critical
effect listed.
M ELEE C OMBAT

FIGHTING Break Off: Breaking off allows a combatant to


The two fighters in melee combat each roll a escape hand-to-hand. Once the fighter declares
number of dice equal to their fighting skill. For that he is breaking off, his opponent may use
each success they may make one move in this any moves he has remaining. Assuming that the
round of the combat. combatant who wants to break off is still on his
feet, he must take a Quickness test, with a +1
The Fighter with the higher Quickness has the modifier for each move he hadn’t used. If the
edge, and chooses whether he or his opponent test passes, he may move 2 inches plus an
will make the first move. If the fighters’ additional 2 inches for each success in the
Quicknesses are the same, each takes a quickness test. If the test fails, he panics and
Quickness test to see who goes first. must run 2D6 inches toward the nearest table
edge.
The fighter who goes first selects a move from
those listed below. His opponent may then Ronnie and Carson are engaged in melee
respond with a move, and vise versa until both combat. Both fighters make a Fighting check.
fighter’s moves are expended. After all the Ronnie gets 2 successes, Carson gets 1. Carson
moves are determined, you roll for the wounds has the higher quickness, so he has the edge,
caused by strikes. which he uses to force Ronnie to go first.

Bust For his first move, Ronnie declares a strike. In


If a fighter Busts on the Fighting roll, he response, Carson uses his move to block the
stumbles and his opponent automatically gets strike, negating it. The edge passes back to
the edge. If both fighters bust, then determine Ronnie, who uses his second and final move to
the edge as normal. strike. Since Carson is out of moves, he can’t do
anything about this second strike and takes a
Moves hit.
Strike: If the strike is unblocked, roll to wound
at the end of combat. Injuries
Any unblocked strikes roll to wound as normal.
Block: Negates a strike. A block must be played
Instead of rolling on the injury table, however,
with the immediate responding move to a
the wounded fighter must pass a Grit test or be
strike.
knocked out of the fight. If the Grit test
succeeds, he takes a flesh wound instead.
Footwork: You may move the combatants D3
inches in a direction of your choice. At the end
of the move, you can rotate the combatants in
MELEE MODIFIERS
+1 Off Hand Weapon: If the fighter is using two
the direction of your choice. If a footwork
melee weapons, he gets a +1 modifier to the
move pushes an opponent into an obstacle, he
fighting roll.
must pass a quickness test or lose one move. If
he is pushed over a ledge, he must pass a
quickness test or fall.
+1 Charging: The fighter who charged gets a +1
to the Fighting roll for the first round of combat
only.

-1 Improvised Weapon: Fighters not armed


with a melee weapon fight at –1.

-1 Fighting Over an Obstacle: Melee combat


can be fought over an obstacle so long as both
fighters are in base-to-base contact with the
obstacle. Each fighter, however, fights at –1.

Multiple Combatants

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