Terms

DM Dice Modifier

Pre-combat

Step Check Result Notes
Ambush - DM+6 to ambushers initiative and DM-6 to other side Lasts for only first round
Initiative 2D + DEX or INT DM Effect is initiative for duration of combat Order by highest initiative, highest DEX, then simultaneous
Tactics 2D + Tactics Effect added to initiative for entire team Skip if being ambushed

Combat

Significant Action Check Success Failure Notes
Melee Attack 2D + Melee + STR or DEX DM Roll weapon damage + STR DM + attack effect Miss
Ranged Attack 2D + weapon skill + DEX DM Roll weapon damage + attack effect Miss
Thrown Attack 2D + Athletics + DEX DM Roll weapon damage + attack effect Miss
Leadership 2D + Leadership + INT or EDU or SOC DM Leader can apply number of DM+1 to skill checks equal to effect Other side gets effect One DM+1 per skill check
Fist Aid Refer to Healing
Psionics - - -
Skill check with full attention - - -
Enter crew position (vehicle) - - -
Minor Action Result
Movement Move. Typically 6m (4 tiles); Difficult 1/2; Prone 1/4;
Aiming DM +1 on next attack. Cumulative with consecutive aiming. Max DM+6.
Change stance Stand, crouch or lie prone
Draw or reload
Skill check without full attention Identify enemy equipment; Using scout skill;
Pick up or place item
Reaction (adds DM-1 to next set of actions) Condition Effect Effect on attacker
Dodge Negative max(DEX DM , Athletics (dexterity)) DM
Dive for cover Ranged attack Dive up to 1.5m (1 tile), lose next turn and now prone DM-2 if cover. DM-1 if no cover (from prone)
Parry Melee attack Melee skill as negative DM

Free Actions: Pushing a button, talking, etc.

Defer Action: Freely delay turn until later in the round.

Extended Action: When damaged must repeat skill check. Damage as negative DM. Failed skill check removes current round's progress. Effect of -6 failure spoils project.

Combat Modifiers

Weapon Range Distance Effect
Short < 1/4x weapon range DM+1 to attack roll
Normal < weapon range -
Long < 2x weapon range DM-2 to attack roll
Extreme < 4x weapon range DM-4 to attack roll

Unscoped weapons:

In combat, >100m is Extreme range

Out of combat, >300m is Extreme range

Hiding Protection
Vegetation +2 armour
Tree trunk +6 armour
Stone wall +8 armour
Civillian vehicle +10 armour
Armoured vehicle +15 armour
Fortifications +20 armour

Shooting into cover:

Gives DM-2 to ranged attacks

Free Actions: Pushing a button, talking, etc.

Defer Action: Freely delay turn until later in the round.

Extended Action: When damaged must repeat skill check. Damage as negative DM. Failed skill check removes current round's progress. Effect of -6 failure spoils project.

Healing

Action Check Requires Success Result Check Failure Notes
Regain consciousness 2D + END DM 2 characteristics are zero. Once per minute (10 turns). Wake up Cumulative DM+1 per failure
First Aid 2D + Medic + EDU DM Basic medical supplies. Within 1 min of injury (10 turns) Heal max(effect, 1) points of physical Chars divided as chosen None Can only be done once. Example equipment: medikit
Surgery 2D + Medic + EDU DM Hospital or Sickbay Heal effect points of physical Chars divided as chosen Lose 3 + abs(effect) points Required if all three physical characteristics are damaged.
Medical Care N/A Hospital or Sickbay Heal (3 + END DM + Doc Medic Skill ) / Day divided evenly N/A Requires at least 1 fully healed characteristic
Natural Healing N/A 1-2 Chars damaged & Full day of bed rest Heal (1D + END DM) / Day divided evenly N/A
Natural Healing (Surgery Needed) N/A 3 Chars damaged & Full day of bed rest Heal (END DM) / Day divided evenly N/A
Mental Healing Automatic Heal 1 INT or EDU point / day N/A

Mental Healing: INT or EDU, heals 1 point per day automatically

Augmentation Note: Negative medic DM = max(augment TL) - Medical Facility TL

Unconciousness: When 2 characteristics are zero

Unarmed Combat or Grappling

Each turn while grappled, both make an opposed Melee(unarmed) check, and the winner picks one from below.
Force his opponent prone on the ground.
Disarm his opponent. If the Effect is 6+, he may take his opponent's weapon.
Throw his opponent 1D metres, causing 1D damage. This automatically ends the grapple.
Inflict damage equal to 2+ the Effect of the Melee check.
Escape and move away (as a normal movement action), ending the grapple.
Drag his opponent up to 3 metres.
Continue the grapple with no other effect.