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. |