This is a draft cheat sheet. It is a work in progress and is not finished yet.
COMBAT TURN
Step 1 - Initiative Roll Initiative. [(INT+REA)+xD6]. As combat progresses players spend initiative to do different actions. Each Initiative Pass reduces your current Initiative by 10.
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Step 2 - Movement Movement takes place during the entire COMBAT TURN. Once a character exceeds their walk rate (AGIx2) during the COMBAT TURN, they are running. Running players take -2 to all actions. After they exceed their running rate (AGIx4), they must make a sprint test (Run+STR) to continue moving.
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Step 3 - Actions Players can take two Simple Actions or one Complex Action. Additionally players make take one Free Action at any time during the Initiative Pass. Each hit on a sprint test increases your move by 2m (1m for Dwarves and Trolls). Players can make up to half of their running skill in sprint tests per combat turn before fatigue damage sets in.
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Step 4 - Back To Top |
CASTING MAGIC
Step 1 - Declare Declare the Spell that you are casting. Casting is a Complex action.
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Step 2 - Force Declare the force you are casting at. Force acts as a limit on the spell. You can cast up to your Magic*2.
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Step 3 - Cast (Spellcasting + Magic [Force]) If your hits exceed Magic rating, drain is physical.
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Step 4 - Drain Spell Formula resisted by tradion.
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Step 5 - Target Resists Target Resists Direct Spells with either BOD (Physical) or WIL (Mana). Indirect as standard attack.
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RESOLVING COMBAT
Step 1 - Declare Attacker Declares an attack during the Declare action phase. Defender delcares what method he will use to defend. {Standard, Dodge, Parry, Block, Full Defense)
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Step 2 - Attack (Combat Skill + Atrribute +/- modifers [Limit].)
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Step 3 - Defend Standard Defense (REA + INT +/- Modifiers) See other tables for alt defense.
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Step 4 - Modified Damage Value (Damage Value of Weapon + Net Hits)
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Step 5 - Modified Armor Value (Armor Value of Defender - Armor Piercing of Weapon)
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Step 6 - Roll Soak Defender rolls (Body + New Armor Value). Each hit reduces Damage Value by 1. If [Mod DV >= Mod AV], apply physical, else apply stun.
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Step 7 - Apply Effects Apply remaining DV to target.
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Defense Actions
Standard Defense|(Free Action) = Reaction + Intution |
Full Defense|(-10 Init) = Add Will to Defense for rest of TURN |
Dodge|(-5 Init/Once Per TURN/Melee Only) = Std Def + Gymnastics |
Parry|(-5 Init/Once Per TURN/Melee Only) = Std Def + Weap Skill |
Block|(-5 Init/Once Per TURN/Melee Only) = Std Def + Unarmed |
Pre-Emptive Defense|(-5 Init first action) = Can use Dodge/Parry/Block multiple times |
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DEFENDER MODIFIERS
BURST OR SEMI-BURST |
-2 |
LONG BURST |
-5 |
FULL AUTO (COMPLEX) |
-9 |
FLECHETTE NARROW SPREAD |
-1 |
FLECHETTE MEDIUM SPREAD |
-3 |
FLECHETTE WIDE SPREAD |
-5 |
HAS REACH |
NET +/- |
ALREADY DEFENDED PREVIOUS |
-1 |
IN MELEE |
-3 |
MOVING VEHICLE |
+3 |
PRONE |
+2 |
RUNNING |
+2 |
PARTIAL COVER |
+2 |
GOOD COVER |
+4 |
BULKY (B+S) 11-15 |
-1 |
LARGE (B+S) 16+ |
-2 |
HUGE (JUMBO JET ENGINE) |
-3 |
SMALL (B+S) |
+1 |
MINI (HINGES/LOCKS) |
+2 |
MICRO (MICRO DRONES) |
+3 |
All modifiers apply to the defender
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