.
ATTACK
MODIFIERS / WEAPON RANGES |
Handguns |
50m |
Submachineguns |
150m |
Shotguns |
50m |
Rifles |
400m |
Throwing |
10m x BOD
(-10m/kg.>1) |
.
TO
HIT NUMBERS |
Point Blank
(Touching to 1m) |
10 |
Close (1/4 Long
range) |
15 |
Medium (1/2
Long range) |
20 |
Long (Full
range) |
25 |
Extreme (2x
Long range) |
30 |
.
MODIFIERS
(add to attacker's roll) |
Target immobile |
+4 |
Target dodging
(melee only) |
-2 |
Moving Target
REF >10 |
-3 |
Moving Target
REF > 12 |
-4 |
Moving Target
REF >14 |
-5 |
Fast draw/Snapshot |
-3 |
Ambush |
+5 |
Aimed shot at body location |
-4 |
Ricochet or indirect fire |
-5 |
Blinded by light or dust |
-3 |
Target silhouetted |
+2 |
Firing to face target |
-2 |
Rising two weapons |
-3 on both |
Firing while running |
-3 |
Firing shoulder arm from
hip |
-2 |
Turret mounted weapon |
+2 |
Vehicle mounted, no turret |
-4 |
Large target |
+4 |
Small target |
-4 |
Tiny target |
-6 |
Aiming |
(+1 each round, up to 3
rounds) |
Laser Sight |
+1 |
Telescopic Sight |
+2 Ext, +1 Med |
Targeting scope |
+1 |
Smartgun |
+2 |
Smartgoggles |
+2 |
Three Round Burst
(Close/Medium only) |
+3 |
Full Auto, Close |
+1 for every 10 mds |
Full Auto, all other |
-1 for every 10 mds |
.
AREA
EFFECT TABLE |
Type |
Area |
Grenades |
5m |
Molotovs |
2m/liter |
Flamethrower |
2m |
Cyberlimb
flamethrower |
1m |
Mine |
2m |
Claymore |
6m line from center
explosion |
C-6 |
5m/kg |
SMG |
4m |
Missile |
6m |
Shotgun (Close) |
1m |
Shotgun (Med) |
2m |
Shotgun (Lng/Ext) |
3m |
Micromissile |
2m each |
.
GRENADE TABLE |
|
Roll 1D10 if grenade throw misses; roll
second D10 for meters from target space |
.
DRUGS
& POISON |
Type |
Effect |
Damage |
Hallucinogen |
Confusion |
-4 INT |
Nausea |
Illness |
-4 REF |
Teargas |
Tearing |
-2 REF |
Sleep Drugs |
Sleep* |
None |
Biotoxin I |
Death |
4D6 |
Biototoxin II |
Death |
8D6 |
Nerve Gas |
Death |
8D10 |
* Half
effect is drowsiness, 2 to all stats |
.
MICROWAVE SIDE EFFECTS |
1 |
Cyberoptics
short for 1D6 turns |
2 |
Neural
pulse! If character has interface plugs, reflex
boosts or other hardwiring, REF stat reduced by
1D6/2 until repaired. |
3 |
Cyberaudio
shorts for 1D6 turns. |
4 |
Cyberlimb
malfunction: Lose all use of cyberlimb for 1D10
turns Roll 1D6 for limb, rerolling if no limb
present
1-2 |
Right Arm |
3 |
Left Leg |
4 |
Right Leg |
5-6 |
Left Arm |
|
5 |
Total Neural
breakdown! Character reduced to twitching,
epileptic fit for 1D6/3 turns. |
6 |
No Effect. |
.
ADD
TO DAMAGE |
Strength |
Add to Damage |
Very Weak |
2 |
Weak |
-1 |
Average |
+0 |
Strong |
+1 |
Very Strong |
+2 |
Body Type 11-12 |
+4 |
Body Type 13-14 |
+6 |
Body Type 15+ |
+8 |
.
COMMON
COVER SPS |
Sheetrock Wall |
5 |
Stone Wall |
30 |
Tree, Phone
Pole |
30 |
Brick Wall |
25 |
Concrete Block
Wall |
10 |
Wood Door |
5 |
Heavy Wood Door |
15 |
Steel Door |
20 |
Concrete
Utility Pole |
35 |
Data Term™ |
25 |
Car Body, Door |
10 |
Armored Car Body |
40 |
AV-4 Body |
40 |
Engine Block |
35 |
Mailbox |
25 |
Hydrant |
35 |
Curb |
25 |
.
ARMOR
SPS |
Type of Armor |
SP* |
EV** |
Cloth,
leather*** |
0 |
+0 |
Heavy Leather |
4 |
+0 |
Kevlar T-Shirt,
Vest*** |
10 |
+0 |
Steel helmet |
14 |
+0 |
Light Armor
Jacket*** |
14 |
+0 |
Med Armor
Jacket |
18 |
+1 |
Flack vest*** |
20 |
+1 |
Flack Pants*** |
20 |
+1 |
Nylon Helmet |
20 |
+0 |
Heavy Armor
Jacket |
20 |
+2 |
Doors Gunner's Vest |
25 |
+3 |
MetalGear™ |
25 |
+2 |
*AP rounds:
treat Armor as half SP |
*** = Edged
weapons treat SP as half |
** (EV)
Encumberance Values should be added together and
subtracted from character's total REF Slat. |
.
CYBERWEAPON
DAMAGE |
Weapon |
Damage |
Scratchers |
1D6/2 |
Fangs |
1D6/3 |
Rippers |
1D6+3(AP^) |
Wolvers |
3D6 (AP^) |
Big Knucks |
1D6+2 |
Slice n' Dice |
2D6 (mono) |
Cybersnake |
1D6 |
Hammerhand |
1D10 |
Buzzhand |
2D6+2 |
Spikehand |
1D6+3AP |
Talon Foot |
1D6 |
Spike Heel |
2D6AP |
Flamethrower |
2D6 (1D6/2***) |
Micro Missile |
4D6ea |
Capacitor Laser |
3D6 |
Cyber Strike |
1, 2* or 3D6** |
Cyber Kick, Crush |
2, 4* or 6D6** |
** with
hydraulic rams |
* thickened
myomar |
***
secondary damage 3 rounds. |
^ knife AP |
.
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