General


d20 for all General Actions
Roll <= 10 is a failure
Roll > 10 is a success
# of Success = (Roll + Bonuses) - 10
A Roll of 1 is always a fumble.
A Roll of 20 is always a megasuccess.

Close Combat

Fumble - roll on deviation chart for weapon bounce direction, if unarmed make DX roll to avoid falling down

Ranged Weapons - only pistols may be used in close combat against your direct foe

Break Away - Foe gets +4 modifier for attack. Check on this one

Grab - -2 to attack, must have one hand free

Grapple - -4 to attack, must have two hands free, does d6+ST damage each round after

Breaking Free
- Contested ST vs. ST roll

Above/Below Foe - +2 to hit/-2 to hit

Behind - +4 to hit

Surprise - +4 to hit

Allies - +1 for each additional ally against foe

Knocked Down - If on ground -2 to hit, if standing above +2, cumulative with above/below bonuses

Unarmed Melee - 1/2 Unarmed skill against armed opponent

Improvised Weapons - 1M-1 damage

Sweep Attacks - Melee skill must be greater than 2, -2 penalty for each foe after first

General Attacks


Attack - Appropriate Skill + DX

Charge - +4, cannot be in Close combat already, can charge up to 6xMR meters

Draw Weapon - must use up one action in round, or else Roll Quick Draw skill with weapon, if it's a success, player may fire, if it's a failure, the weapon is drawn, if it's a fumble, the player drops the weapon

First Aid - -4 without proper tools, -8 without skill

Move - May move up to MR in meters in one round

Move & Attack - Walk with ranged attack = -2 modifier to hit; Run with ranged attack = -4 modifier to hit

Reload - 1 action

Use Psi Power - activate and use one Psi power

Wait - -2 to all actions, if interrupted make contested DX roll


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