MODIFIERS, EFFECTS

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ATTACK MODIFIERS / WEAPON RANGES
Handguns 50m
Submachineguns 150m
Shotguns 50m
Rifles 400m
Throwing 10m x BOD (-10m/kg.>1)

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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

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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

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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

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GRENADE TABLE
Roll 1D10 if grenade throw misses; roll second D10 for meters from target space

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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

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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.

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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

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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

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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.

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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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