This document provides rules for various combat actions and attack modifiers in a roleplaying game. It lists actions like Aiming, Attacking, Guarding, and Coordinated Assaults. It then describes different types of attacks such as Autofire, Grappling, Crippling Attacks, and Disarms. Finally, it outlines modifiers that can impact Defense Values (DV) like cover, prone positions, armor, and situational advantages/penalties.
This document provides rules for various combat actions and attack modifiers in a roleplaying game. It lists actions like Aiming, Attacking, Guarding, and Coordinated Assaults. It then describes different types of attacks such as Autofire, Grappling, Crippling Attacks, and Disarms. Finally, it outlines modifiers that can impact Defense Values (DV) like cover, prone positions, armor, and situational advantages/penalties.
Droits d'auteur :
Attribution Non-Commercial (BY-NC)
Formats disponibles
Téléchargez comme PDF, TXT ou lisez en ligne sur Scribd
This document provides rules for various combat actions and attack modifiers in a roleplaying game. It lists actions like Aiming, Attacking, Guarding, and Coordinated Assaults. It then describes different types of attacks such as Autofire, Grappling, Crippling Attacks, and Disarms. Finally, it outlines modifiers that can impact Defense Values (DV) like cover, prone positions, armor, and situational advantages/penalties.
Droits d'auteur :
Attribution Non-Commercial (BY-NC)
Formats disponibles
Téléchargez comme PDF, TXT ou lisez en ligne sur Scribd
You may interupt a Guard or Aim action before the Fire three bullets with a single squeeze of the trigger ticks have ended with another action. You DV does for +1 on the attack (cannot be part of a multiple not refresh. attack action). Aim (3/-1): Autofire - Long Burst Each tick spent aiming adds one die to an attack on a Fires 10+ bullets with a long trigger pull for +2 on the target, to a maximum of three dice. attack, which can be part of a typical multiple attack.
Attack (Varies/-1): Grappling
Attempt to harm a single target. You may make two Roll [Dex or Str]+Brawl to grapple. The target attacks as a single action. This action has a -2 DV becomes Innactive. Do one of the following: penalty and a uses the greater of Speeds. The attack Throw: Toss target Str yards, causing knockdown. incurs a -4 penalty, made on the lesser of the two dice Wrassle: as per Clinch attack pools. You can apply -1 DV against each attack or -2 Hold: No extra action DV against one. On your next action roll Grapple vs opponent to maintain or escape.
Dash (3/-2): Crippling Attack
Run all-out. Move Dash number of yards each tick Attack to disable. Add +2 difficulty. Roll damage as until next action. As a diceless action, you may normal - choose how much you inflict. If you could kill perform a rolled action simultaneously with a Dash, the target you may instead rend a limb useless, cut adding that actions DV penalty. out an eye, etc. Scions heel this normally.
Guard (3/-0): Flat of the Blade
This is the optimum choice for a defense or to wait for Do Bashing with a Lethal weapon. +1 difficulty and -2 the right moment. You can Stunt a guard and apply damage. the bonus to DV. Move (0/-0): Fierce Blow Run up to Move yards in a single tick. Move actions A special attach - +1 difficulty and either +3B or +2L/A are reflexive - you may move any tick without penalty. (based on the attack’s normal damage type).
Coordinated Assault (5, DV –2) Disarm Attack
Roll Charisma + Command = coordinate 2 people per +2 difficulty, +4 if a ranged attack. If successful send success. You must all go on the same tick against the the weapon flying 1 ft for each die of damage that same target. Target get -DV equal to number of would have been rolled. If 5+ initial successes, dictate attackers. the direct the weapon flies.
Miscellaneous Action (5/Varies): Pulled Punch
Perform a task which may be only tangentially related +1 difficulty. Reduce damage to a minimum of 1. to combat. Hide (Misc action) Sweep Roll Dex+Stealth. All others roll Perc+Awareness Don't roll damage, cause knockdown if you beat DV. automatically to resist. MODIFIERS Conditional: Based on condition 30% Hard Cover/Shield +1 Lower Than Attacker -(1–3) 60% Hard Cover +2 +2 Prone -1 melee/+1 ranged 90% Hard Cover +3 +3 Unstable Terrain -(1–3) Higher Than Attacker +(1–3) Wearing Armor -(Mobility Penalty) Instant: Against a single attack Lasting: Until DV refreshes Suffer Multiple Attacks -(1-2) Onslaught Penalty -1 after attacks > L Under Coordinated Assault -(varies) Taking Multiple Actions -(varies) Being Prone Surpise! No Dash/Move til a misc action to get up. +1DV vs An ambushed characters DV becomes 0. Roll to sneak ranged, -1DV vsmelee. up. Automatic Defense Height Advantage If final DV is 2(attacks final dice pool), the attack The higher party gets a bonus while the lower automatically misses. The attack still counts toward chracter gets and equal penalty. onslaught penalty.