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Last action Walk(-8)Last Action Run/Sprit(-12) Last action Walk(-8)Last Action Run/Sprit(-12)

Last action Walk(-8)Last Action Run/Sprit(-12) - PDF document

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Uploaded On 2016-04-28

Last action Walk(-8)Last Action Run/Sprit(-12) - PPT Presentation

TARGET Last action Evaded20Other Movement2yard RANGE256101115162021NOHITSD62D6D32D31 Each Yard Moved in Combined Action5Combined Action other than MovementHalf after Modifiers Each ID: 297301

TARGET Last action Evaded(-20)Other Movement(-2/yard) RANGE2-56-1011-1516-2021+NO.HITSD6+2D6D3+2D31 Each Yard

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TARGET Last action Walk(-8)Last Action Run/Sprit(-12) Last action Evaded(-20)Other Movement(-2/yard) RANGE2-56-1011-1516-2021+NO.HITSD6+2D6D3+2D31 Each Yard Moved in Combined Action(-5)Combined Action other than Movement(Half after Modifiers) Each Action spent Aiming(+20)Rested Weapon(+10) Each Semi-Auto Shot(-10)Firing Full-Auto(BS/5) All targets in 2yds Firing Flamer (BS/4) All targets in 2ydsShooting with Off-Hand(-20) Shooting with 2 Weapons(-20)Insufficient Strength to use weapon(-1 for each point of PLACED SHOTS PLACED SHOT:(1/10 of Required Hit Roll)AIMED PLACED SHOT:(Hit Roll Required Ð Range) LASER SIGHT:(+10 to Chance of Placed Shot)EFFECT:(Shooter may modify Hit Location by +/- 20)Maximum Range = Throwers Strength / 2 Ð Weapon WeightNominate Target PointMaximum Range = Throwers Strength / 2 Ð Grenades WeightIf over range automatically scatters 2D10 Yards, Otherwise ScattersD10 Yards Ð1 / 10% passed BS Test by. Resolve its effects centred on the character.3-4The character drops the grenade. It scatters D10 5-6The grenade is a dud and does not explode.PLASMA WEAPON FUMBLE CHARTDICE ROLLEFFECT1-2Explodes! The character counts as shooting himself the normal way. The plasma weapon is destroyed.3-4Critical Overheat. The character drops the weapon5-6Overheat. The character drops the weapon.BLAST WEAPONS LIGHT TERRAIN (8 Yards)MEDIUM TERRAIN(6 Yards)HEAVY TERRAIN(4 Yards)NOTES:*Add 50 % if Sprinted last actionRA Failure or % distance of Jump.CHANGE STANCE: Free with any other action.MODS:Difficult Terrain (-1yds, Risky Action Ð Fall Prone) MOVEMENT RATES & MODIFIERSACTIONSNEAKCRAWLWALKEVADERUNSPRINTJUMPDRAGRATES2yds (RA)2yds4yds5yds6yds10ydsS/20yds(*RA)1yds SHOOTING NOTES & MODIFIERS RANGETYPE01-0506-1011-1516-2021-2526-3031-3536-4041-4546-5051-5556-6061-6566-7071+ C0-10-10-10-20-20-20-30-30-30-40-40-40-50-50D0-5-5-10-10-15-15-20-20-25-25-30-30-35-35 E00-5-15-30-45-60-75-90-105-120-135-150-165-180F0000-15-15-30-30-45-45-60-60-75-75-90 I-50-40-30-20-20-10-10-1000-10-20-30-30-30J00-10-10-20-20-30-40-50-60-70-90-110-140-170 You dare to call me of the INITIATINGCharge (Counts as run 6yds, Reach 4 Weapons may stop at Arms Length 3Yds, others must close to 1 Yards) Attack (Reach 4 Weapons only if at arms length) Advance & Attack (Close 2 Yards & Attack, no penalty for combined action)Fire Pistol At Arms Length only, Use WS to Hit, Defender may Dodge only Break Off (Initiative Test at +20 Modifier, Run 6Yards if succeeded)Reach 4 Weapons count as improvised after first round of combat ifnot at arms length.ATTACKING/PARRYING MODIFIERS: Charge(without drawing Weapon)+10Weapon Reach +/- 10 / Point of Difference Target Twice Human Size+30Target Half Human SizeÐ30 Target Prone +20Attacker has higher Ground +10 Turn to Parry -20/90Stunned Half Weapon skill Using 2 weapons-20/+20 if Parrying with bothUsing Off-Hand-20 First ParryFull WSSuccessive Parries50%, 25%, 12.5% EtcCounter AttackRoll under parry Ð Dodge+20 & Move 2 Yards Away CLOSE COMBAT MODIFIERS MODIFERS Each Action spent Concentrating+10Range to Target-1 /Yard (if Ranged Ability) Difficulty RatingVariesLOS (If not required)+20 OVERLOAD: For each full 10 points WP Test failed by Lose D10 WP.RISKY ACTION: If failed lose 2D10 WP PSYCHIC BOLTS: Shooting Modifiers apply in addition.PERSISTANT POWERS: Unmodified WP Test to sustain PSYCHIC POWER NOTES & MODIFIERS All Damage & Injuries are applied at the end of the Inflicting Characters Turn. INJURY NOTES Dice RollLocation 96-00Head81-95Chest 66-80Abdomen51-65Left Arm 36-50Right Arm31-35Groin 16-30Left Leg01-15Right Leg HIT LOCATION CHART VISION Pause for Breath gives awareness of everything within LOS and in the Open.NIGHT: Vision restricted to Initiative/10 Yards AIMING: Only aware of events within 2 Yards of Target. CLOSE COMBAT: Only Aware of Opponents. Each Target Location in Cover-5 (Cumulative)Each yard Target moved last turn-2 (Cumulative) Each full 10 yards Distance -5 (Cumulative)Declaring specific viewing area+20 Weapon Fire within LOSAutomatic Wearing Open Helm-15Wearing Full Helm-25RANGE(Yards): Pistol 100, Basic 150, Heavy 200, Sneaking 1,Crawling/Walking 5, Running 10, Sprinting/Evading 15, Breaking Glass 50, Conversation Distance between parties x Yards. Wearing Open Helm -25Wearing Full Helm-35 (Subtract 25% from Hearing Ranges)Backstab Attack: If Target not Aware within 1yard, Attacker may modify HitLocation by +/-20 & Victim may not parry or dodge. AWARENESS HEAD DAMAGE TABLEAny character that is hit in the head, regardless of the damage inflicted,must pass a Toughness Test or is stunned for one turn. LIGHTImmediateCharacter is stunned for D3 turnsHEAVYImmediateAs Light plus character adds D6 to his injury total.PersistentCharacter suffers Ð1 Speed. ACCUTEImmediateCRITICALImmediateCharacter Is dead, dead, dead!CHEST DAMAGE TABLE LIGHTImmediateCharacter falls prone.HEAVYImmediateAs Light.PersistentCharacter is at Ð1 Speed.SERIOUSImmediateAs Light. Character stunned for D3 turns and adds D3 to his Injury total. PersistentAs Heavy.ACUTEImmediateAs Serious.PersistentAs Serious plus character is bleeding.CRITICALImmediateARM DAMAGE TABLE LIGHTImmediateCharacter suffers no additional effects.HEAVYImmediateCharacter must pass a Strength test or drop any SERIOUSImmediateAs Heavy.PersistentCharacters WS & BS and Strength are halved ACUTEImmediateCharacter drops anything held.PersistentCharacters arm may not be used and is bleeding.CRITICALImmediateCharacter must test for system shock.PersistentAs Acute.LEG DAMAGE TABLE LIGHTImmediateCharacter suffers no additional effects.HEAVYPersistentCharacter reduces Speed by Ð1SERIOUSImmediateCharacter falls prone and adds D3 to his PersistentAs Heavy plus all characters movement rates are halvedACUTEPersistentAs Serious & character may only crawl, Leg Is bleedingCRIPPLEDImmediateCharacter must test for system shock.PersistentAs Acute.ABDOMEN DAMAGE TABLE LIGHTImmediateCharacter adds D3 to injury total.HEAVYImmediateAs Light plus character falls prone.PersistentCharacter is at Ð1 Speed.SERIOUSImmediateAs Heavy. PersistentAs Heavy plus character is bleeding.ACUTEImmediateAs Heavy plus character Is stunned for D3 turns.PersistentAs Serious.CRITICALImmediateAs Acute.PersistentAs serious & character is knocked prone& may only crawlGROIN DAMAGE TABLE LIGHTImmediateCharacter falls prone.HEAVYImmediateAs PersistentCharacter suffers Ð1 Speed.ACUTEImmediateAs Heavy.PersistentAs Heavy. Character adds D3 to injury total and CRITICALImmediate LOCATION DAMAGE TABLES Placed Shot +20COMBAT Combat+20Defender in Lower Position+10 HIT LOCATION ROLL MODIFIERS