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BETWEEN
TURNS
Burning
characters
25% chance at the end of every turn that a burning location on a
character goes out. 25% chance that the fire spreads to another random
location. Recovering
Damage points
At the end of every turn injured characters make a Toughness test. If
this is passed, D3 Damage points are recovered (+1 per 10 points of Toughness
above 50). Bleeding
For each location which is bleeding, a character adds an additional
D3 Damage points to his injury total at the end of every turn (after
Recovery), Characters
with stimm glands
A character with a stimm gland must pass a Toughness test to avoid
any negative side effects of their combat stimms at the end of every turn. Persistent
Psychic Abilities
At the start of every turn, a psyker must pass a Willpower test to
maintain a persistent ability. If test is failed, power's effects end
immediately. Gas
Clouds
Any character within the area of effect of a gascloud at the start of
his turn must take a Resistance test. THE
TURN SEQUENCE
Characters act in order of Speed value. Characters with same Speed value act in order of initiative. Characters with the same Initiative value roll a dice to see who acts
first. A character can opt to delay his actions until a lower Speed. Actions
Declare the actions you want your character to perform that turn.
Make an Action roll. Roll a number of D6s equal to Speed value. Each score of
4+ means one of the actions may be 'performed in the order they were
declared. Pause
For breath
This allows you to delay what actions the character is going to do
until after all other actions have been resolved. MOVEMENT
Stance
A character can stand, kneel/crouch or lie prone. Changing stance is
free. Declaring
Movement Actions
Player declares where character is moving to. Once his actions have
been declared and an Action roll made. measure distance moved and work out how many actions it took, depending on actions' movement
rates. Movement
Rates
Sneaking & crawling: 2 yds; Walking: 4 yds; Evading: 5 yds;
Running: 6 yds; Sprinting; 10 yds. Jumping: Number of yds equal to Str/20- Add 50% if action before
character jumped was spent sprinting. Risky action. If this is failed, the
character only jumps distance equal to Percentage roll of the maximum distance he could achieve. Dragging: Prone character or heavy object can be dragged 1
yard/action. Terrain
Difficult ground reduces all movement (except crawling) by 1 yard per
action. Sprinting across difficult ground is a Risky action (character falls
if failed). Steep slopes halve all movement rates going up except crawling.
Moving down a steep slope faster than walking is a Risky action (character
falls over and is stunned for one turn plus one turn for every 5 yds
tumbled). Takes one action to jump over low obstacle (up to 2 yds high). takes
two actions to jump over high obstacle (up to 4 yds high). Risky action to
cross (character falls prone if failed). One action to jump down up to 4 yds. Risky action (character
falls). Obstacles over 4 yds must he climbed. (2 yds/action). Climbing
anything without rope, etc. is a Risky action (character falls if failed). If pinned whilst climbing, character cannotmove. If knocked back or
stunned whilst climbing, character falls. Water no deeper than half a yard is difficult ground. Water up to chest height can be waded across 2 yds per action) or swam. Deeper water must be swum across (3 yds per action). Risky action (character flounders if failed). |
A pinned swimmer is not knocked prone, but spends next turn recovering.
A character who is stunned while swimming flounders. A character who falls
unconscious will simply float. Combined
Actions with Movement
If sneaking, walking or running, chances of performing a combined
action other than shooting reduced by 2% per yard already moved this turn. If performing any other movement, chance of performing
other action is halved. Character cannot be knocked back whilst swimming. Halves knockback
distances if wading. SHOOTING
Line
of Sight
Character must have line of sight to shoot at a target. Terrain: Light density 8yds, medium density 6 yds; Heavy density: 4
yds Facing: Characters have 45" are of vision. Can turn & fire
in one action. Hitting
the Target
Roll equal to or less than the characters BS after modifications to
hit To Hit
Modifiers
Weapon accuracy: See weapon's profile. Range: Cross ref. range with weapon's Range code on Range Modifiers chart. Movement: Each yard character walked. sneaked or ran this
turn incurs a -5% penalty if firing as a combined action. If performing any other type of move. chance of hitting with weapon
is halved. This modifier is doubled if character is firing a heavy weapon. Aiming: Gives +20% to To Hit roll-Cumulative. If there is a closer enemy
within 5 yds, character must make a Nerve test if he wants to aim at another
target (-10% modifier per extra enemy within 5 yds). If character fails this
test he immediately fires a snap shut at the closest enemy instead. Overwatch: Character may specify an area to aim at not more
than yds across. May take snap shot
as soon as an enemy enters the area. Rested weapon: +10%. Target size: Less than half size-of human -30%. More than 50%
bigger than human +30%. Semi-automatic: -10% per shot taken for/each shot. Firing off-hand: -20%. Firing weapon in both hands: -20% to hit,with both
weapons. Weight higher than character's Strength: -1% for each extra point
of weight. Unmodified roll of 01-05 always hits Unmodified roll of 96-100 always misses. Placed
Shots
If the To Hit roll is equal to or less than one tenth of the hit
number required then the player may add or deduct up to 20% from the Hit
Location roll. An aiming character scores a placed shot if his roll To Hit is equal
to or less than the hit number required minus the range to the target. Pinning
Each time a character is shot at he must make a Nerve test or be
pinned. If shot failed to hit the character, add +20% to his Nerve for the
test. A pinned character dives D6 yds towards nearest cover if in the open.
and falls prone. His next successful action must be spent recovering. CLOSE
COMBAT
Initiating
Close Combat
Make a Charge action. Character with.weapon with Reach 4 or more can
stop within 3 yds of the enemy and fights at arm's length. Other characters must stop within 1 yard of enemy. A character in close combat declares actions one at a time. Roll the
Action dice to see how many actions he can perform that turn. Actions
that can be performed in combat
Attack: A character at arm's length may only make attacks with weapons with
Reach 4 or greater. |
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Circle: Move character 2 yds to his left or right but not further away from
or closer to his enemy. Advance and attack: Character who is at arm's length closes in 2 yds
and makes another attack- Combatants are no longer at arm's length. Step back: Move character 2 yds away from enemy. Combatants
are now at arm's length. Fire pistol: May only be fired at arm's length. Attacker
rolls using WS rather than BS. Defender may only parry by using a dodge, and moves 2 yds left or right instead of away from attacker. Break off: Character must puss ;in Initiative test (+20% if
at arm's length), If he passes, ie makes one run action out of combat. If he
rolls more than double his Initiative, enemy gets a free action. Facing
and positioning
Attacker can automatically turn to face his opponent as part of an
action. A prone character must spend an action getting to his feel before he
attacks. A prone character at arm's length may fire a pistol. Making
Close Combat Attacks
One attack per action. Attacks may be made only against enemy
45" to the front. Must roll equal to or less than WS after modifiers to score a hit. Unmodified roll of 01-05 always hits. Unmodified roll of 96-00 always misses- Modifiers: Charging: +10% Weapon reach: For every point of Reach which the attacker's
weapon has over defender he gains +10% to hit. For every point lower he suffers -10% to hit. Positioning: If defender is prone the attacker gains +20% to
hit. A character who is at least a yard higher up than the defender has a
+10% to hit. Two weapons and off-hand attacks: -20% if attacking with
off-hand and -20%, if using two weapons. Enemy size: Less than half size of human: -30%. More than
50% bigger than human: +30%. Critical
hits
Critical hit scored if roll one tenth of the attacker's required to
hit number. Critical hits do double damage, doubled after dice are rolled and modifiers added, but before deductions for armour. Parrying
Parry an attack by rolling equal to defender's WS for first parry. WS
halved for second parry and halved again for each subsequent parry. Deduct weapon's parry penalty from score needed to successfully
parry. Unmodified roll of Oi-05 always succeeds. Unmodified rol! of 96-00 aiways fails. WEAPONS
SUMMARY
Weapon reach: For every point of Reach which the defender's
weapon has over attacker he gains +10% to parry. For every point lower he suffers -10% to parry. Positioning: If defender is prone he loses -20% to parry. A
character who is at least a yard higher up than attacker has a +10% to parry. Side and rear attacks: If character is attacked outside of an arc
90" to his front he must turn to parry and suffers -20% to parry. If he
has to turn over 90": -40% to parry. Off-hand: -20% to parry with a weapon held in off-hand. Dodging
Can elect to dodge as part of a parry. Does not use parry penalty of
weapon but adds +20% to chance of success. Dodging character is moved 2 yds directly away from attacker. May not counter-attack. If
defender is prone, he is moved 1 yard left or right. If a character dodges at arm's length, he moves 2 yds left or right,
remaining within 3 yds of attacker. Parrying with two weapons: May parry with both at
same time (+20%) or may use one weapon at a time. Count number of parries
made by each weapon in the turn rather than total number of parries made by the character to determine proportion of' WS used. |
Counter-attacks
If a parrying character rolls equal to or less than the score he
needs to parry minus his weapon's parry modifier, he may counter-attack- This
is a free action, worked out just like an ordinary close combat action. Ending
a Combat
Combat ends when a character breaks from combat, is defeated or if
the combatants end up more than 3 yds apart. When combat ends and a character has any actions left that turn. his next action must be a
pause for breath action. Unarmed attacks and improvised weapons A character not holding any weapon or just a pistol is considered
unarmed. He has Reach 0 and can only parry armed attacks wiih a dodge. A character with a basic weapon or improvised weapon has a Reach 1
and a -30% parry penalty, A character with a weapon with Reach 4 or more not
fighting al arm's length and not in first round of combat counts as having an
improvised weapon. INJURIES/RECOVERY
Hit
Location
When a target is hit roll D100 and consult the Hit Location table. In close combat, add +20% to the roll. If the defender is at a lower
lever add a further +10% to the dice roll. Damage
Rolls
Roll the number of dice indicated on the weapon's profile to
determine how much damage has been caused. An additional point of damage in close combat is done for every full
10 points of Strength over 50 a character has Thrown weapons also gain this bonus. Unarmed attacks do D3+1 damage- Improvised attacks do D3+2 damage. Deduct the armour value of the location hit from the Damage roll to
determine how much damage has gone through any armour or force fields. Force
fields cannot be used in close combat. If the location hit is behind cover, the cover counts as another
layer of armour. Effects
of Injury
Location injury: Character's base injury value is his Toughness
divided by 10, If a hit inflicts damage up to a character's base injury, it does 1
level of damage to that location. Each level of damage has an immediate and persistent effect. Immediate effects only apply as soon as the injury is inflicted. Persistent effects continue to apply until the injury is recovered
from. Stunned: A stunned character must miss the indicated number of turns. He may
only defend himself in close combat, at half normal WS, and may not counter-attack. Stunned characters cannot be pinned. Bleeding: Add D3 Damage points to a character's injury
total at the end of every turn for each bleeding wound. System Shock: System shock value is Toughness divided by 5. if
a character suffers damage points from one hit equal to or greater than this
value he must pass a Toughness test or is taken out of action. Injury total: Record all Damage points suffered by the
character. Consciousness: If the character's Injury total is equal to half
a character's Toughness, he is out of action. Instant death: If injury total is greater than character's
Toughness, he dies. Recovery
A character may spend actions attempting to recover. Specify location
and make a Toughness test. The character recovers D3 Damage points as described above and the specified location is healed back by one
injury level. A character cannot normally reduce injury level by more than two
levels from the worst injury suffered in that location. A character may spend actions to help another character recover. |