Post by at on Apr 5, 2020 15:45:35 GMT -5
Declare actions from lowest init to highest init.
ACTIONS (extra actions are at -3 per action to ALL actions, can only perform each action once per round)
- Move up to your full Movement (MA x3m)
- Attempt a single Ranged or Melee attack OR shoot with two weapons (at -3)
- Dodge (-2 to hit) or Parry a Melee attack or Escape a Hold or trap
- Aim (maximum of 3 turns)
- Reload or change weapons
- Mount or dismount from a vehicle
- Repair or give Medical Aid
- Perform a non-combat task
INITIATIVE MODIFIERS Roll D10+REF
- Fastdraw +3 (but -3 to hit)
- Ambush +5 for one round
RANGED COMBAT TO-HIT TARGETS
- Point Blank (up to 1m) = 10
- Close (1/4 range) = 15
- Medium (1/2 range) = 20
- Long (full range) = 25
- Extreme (double range) = 30
RANGED COMBAT TO-HIT MODIFIERS
Circumstances
- Using off hand = -3
- Firing while running = -3
- Fast draw/Snapshot = -3
- Ambush/Surprise attack = +5
- Turning to face target = -2
- Loser of Facedown = -3
- Aiming (max +3) +1/turn
Autofire
- Three round burst (Close/Medium) = +3
- Full auto, Close = +1/10 rnds
- Full auto, all other ranges = -1/10 rnds
- Autoshotgun = -2/additional shot
Gear
- Laser sight = +1
- Telescopic sight = +2 Extreme, +1 Medium
- Smartgun = +2
- Bipod (stationary & braced) = +1 to 2
- Silencer/Suppressor = -1
Target
- Target immobile = +4
- Moving target REF>10 = -3
- Moving target REF>12 = -4
- Moving target REF>14 = -5
- Tiny target (eye) = -6
- Head shot = -4
- Limb shot = -4
- Large target (car, large animal) = +2
- Very large target (truck, wall) = +4
LOS AND COVER MODIFIERS
- Target crouched/kneeling = -1
- Target prone or half body = -2
- Head and shoulders only visible = -3
- Blinded by light or dust = -3
- Head only or behind someone else = -4
ACTIONS (extra actions are at -3 per action to ALL actions, can only perform each action once per round)
- Move up to your full Movement (MA x3m)
- Attempt a single Ranged or Melee attack OR shoot with two weapons (at -3)
- Dodge (-2 to hit) or Parry a Melee attack or Escape a Hold or trap
- Aim (maximum of 3 turns)
- Reload or change weapons
- Mount or dismount from a vehicle
- Repair or give Medical Aid
- Perform a non-combat task
INITIATIVE MODIFIERS Roll D10+REF
- Fastdraw +3 (but -3 to hit)
- Ambush +5 for one round
RANGED COMBAT TO-HIT TARGETS
- Point Blank (up to 1m) = 10
- Close (1/4 range) = 15
- Medium (1/2 range) = 20
- Long (full range) = 25
- Extreme (double range) = 30
RANGED COMBAT TO-HIT MODIFIERS
Circumstances
- Using off hand = -3
- Firing while running = -3
- Fast draw/Snapshot = -3
- Ambush/Surprise attack = +5
- Turning to face target = -2
- Loser of Facedown = -3
- Aiming (max +3) +1/turn
Autofire
- Three round burst (Close/Medium) = +3
- Full auto, Close = +1/10 rnds
- Full auto, all other ranges = -1/10 rnds
- Autoshotgun = -2/additional shot
Gear
- Laser sight = +1
- Telescopic sight = +2 Extreme, +1 Medium
- Smartgun = +2
- Bipod (stationary & braced) = +1 to 2
- Silencer/Suppressor = -1
Target
- Target immobile = +4
- Moving target REF>10 = -3
- Moving target REF>12 = -4
- Moving target REF>14 = -5
- Tiny target (eye) = -6
- Head shot = -4
- Limb shot = -4
- Large target (car, large animal) = +2
- Very large target (truck, wall) = +4
LOS AND COVER MODIFIERS
- Target crouched/kneeling = -1
- Target prone or half body = -2
- Head and shoulders only visible = -3
- Blinded by light or dust = -3
- Head only or behind someone else = -4