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Hit: any die with 5 or 6

Threshold: how many hits you need for success


Limit: maximum number of hits possible
Glitch: half or more of dice pool is 1's
Critical Glitch: half or more of pool 1's with no hits
Succes Test: test with definite threshold
Opposed Test: roll agains other being where threshold is equal to number of hits other being got.
Extended test: success test where threshold counts as an amount of time
Teamwork test: pick leader every helper that gets at least one hit increases limit by one and every total
hits of helpers are added to leader's dice pool.
EDGE EFFECTS
Push the Limit: Add your Edge rating to your test, either before or after the roll.
This can allow you to take tests that might otherwise have a dice pool of zero or less thanks to various
modifiers in play. Using Edge in this way makes the Rule of Six come into play: for every 6 you roll,
count it as a hit and then re-roll that die, adding any additional hits from the re-roll to your total. If you
decide to use this function after your initial roll, only your Edge dice use the Rule of Six. This use of
Edge also allows you to ignore any limit on your test.
Second Chance: Re-roll all dice that did not score a hit on a test roll. Second Chance cannot be used
to negate a glitch or critical glitch, it does not use the Rule of Six, and it has no effect on limits
Blitz: Roll the maximum of five Initiative Dice for a single Combat Turn
Close Call: Either negate the effects of one glitch or turn a critical glitch into a glitch.
Dead Mans Trigger: When your character is about to fall unconscious or die, you can spend a point
of Edge to make a Body + Willpower (3) test. If you succeed, you may spend any remaining actions
you have on a single action before your character blacks out.
Seize the Initiative: Move to the top of the initiative order, regardless of your Initiative Score. If
multiple characters spend Edge to go first in the same Combat Turn, those characters go before
everybody else, in order of their Initiative Scores
COMBAT
Combat turn:approximately 3 seconds of in game time
Action Phase(Initiative Pass):Part of combat turn
Three types of actions free, simple, and complex
In an action phase you can do two simple and one free or one complex and one free
1) Roll initiative
2) Begin pass
3) Actions
3a) declare
3b)resolve
4) after everyone has had turn subtract ten from initiative scores goto step 2
INITIATIVE
DELAYING ACTIONS

During the Declare Actions part of that Initiative Pass,character must declare that he is intervening
at a specific initiative score.
He can make that declaration when it is time for players with that score to act.
Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or
at the same time as a currently acting character who would normally take his action on that Initiative
Score
Any actions they take receive a 1 dice pool penalty.

Characters delaying an action in this manner keep their initial Initiative Score. If the character does
not act before the end of the Initiative Pass, they incur the standard reduction of 10 at the end of the
Initiative Pass. Players
Players can also decide to go after the last players Action Pass.
As long as the character acts before that Initiative Pass ends and the next one begins, there is no
problem.
If more than one character wants to act last in a Initiative Pass, they act in the reverse order of their
initiative scores; the character with the highest score goes last.
In the event of a tie the characters must either act simultaneously or continue delaying their actions
into the next Initiative Pass.
A character can delay his action into the next Initiative Pass and be the first to act. He must still
use his own Initiative Score to determine the Action Phases he has for the Combat Turn.
STEP 1: DECLARE The attacker declares an attack as part of the Declare Actions part of his Action
Phase
The defender also declares what method he is using to defend.
A standard Defense Test Reaction + Intuition is free
Dodge -5 to initiative add gymnastics to defense roll lasts one attack
Parry -5 to initiative melee only add weapon skill to defense roll lasts combat turn
,Block -5 to initiative add unarmed combat to defense roll lasts combat turn
Full Defense -10 to initiative add willpower to defense roll last combat turn
STEP 2: ATTACK The attacker rolls Combat Skill + Attribute +/ modifiers [Limit].
Apply appropriate wound, environmental, recoil, and situational modifiers to the attacker according to
the specific attack.
Ranged combat is determined with an Opposed Test between the attackers Weapon Skill + Agility
[Accuracy]
RECOIL:Start with the amount of recoil compensation you have. (You get 1 free point anytime you
start firing, then you add your Strength/3 (rounded up) and the recoil compensation of any guns you are
prepared to shoot that means loaded and in your hands
. Then subtract any bullets youre about to fire. If the number is a negative number, thats your recoil
penalty;
subtract the penalty from your dice pool before you roll for the attack. (When making multiple firearm
attacks in a single Action Phase, calculate the total recoil penalty based on the bullets to be fired that
round and remove it from your dice pool before splitting the pool for the multiple attacks. Recoil
accumulates with every bullet fired until the attacker stops firing to bring the gun (or guns) back under
control. Recoil penalties are cumulative over every Action Phase and Combat Turn unless the character
takes, or is forced into, a Simple or Complex Action other than shooting.
FIRING MODE TABLE
MODE
DEFENSE MODIFIER
NUMBER OF ROUNDS USED
Single-Shot (SS)
0
1
No Recoil
Semi-Automatic (SA)
0
1
Semi-Automatic Burst (SB) 2
3
Burst Fire (BF)
2
3
Long Burst (LB)
-5
6
Full Auto (FA) (Simple)
5
6
Full Auto (FA) (Complex)
9
10
Suppressive Fire Duck or Cover
20
No Recoil

Suppressive fire takes a Complex Action, uses twenty rounds of ammo, and ignores recoil. can
suppress a triangular area projecting from the shooting character outward up to a distance of his
choosing, up to the maximum range of the weapon, with a width of 10 meters at its end and a height of
2 meters
Make a (Weapon Skill) + Agility [Accuracy] Test,
The suppressive fire zone lasts until the end of the Combat Turn as long as the firer does not move or
commit to any other action.
Anyone in the suppressive fire zone or immediately adjacent to it takes a dice pool penalty to all
actions equal to the shooters hits, unless they are completely unaware of it (a magician using astral
projection, for example).
Any character who is in the suppressed area (but not behind cover or prone), or who moves into or out
of the area before the end of the suppressive fire, risks catching some flying lead. That character must
make a Reaction + Edge Test (+ any dice they may get as a result of choosing to use Full Defense)
with a threshold equal to the hits scored by the suppressing attacker
. If the test fails, the character is hit, suffering damage equal to the weapons base Damage Value
modified by any special ammunition being fire
Melee combat, in all its sword-slashing, head-bashing glory, is decided by an Opposed Test between
the attackers Combat Skill + Agility [Accuracy]
Weapons with this feature have a Reach rating between 1 and 4. When one melee fighter has a reach
advantage over his opponent, compare the Reach of the two opponents and calculate the difference; this
difference in Reach is applied as a modifier to the defenders dice pool
STEP 3: DEFEND Defending is a two-step process
A. The defender rolls Reaction + Intuition +/ modifiers. Apply appropriate wound, environmental,
and situational modifiers to the defender according to the specific attack.
Compare the results to the hits of the attacker. If the attacker scores more hits than the defender, the
attack hits the target.
Note the net hits (the number of hits that exceed the defenders hits) and move on to the second step. If
the result is a tie the attack is considered a grazing hit . If the defender scores more hits than the
attacker, the attack misses and youre done rolling.
B. Add the attackers net hits to the Damage Value of the weapon to determine the modified Damage
Value.
Apply the attacks Armor Penetration (AP) modifier to the defenders Armor to determine the modified
Armor Value.
Compare the modified Damage Value with the modified Armor Value to determine if damage will be
Physical (modified DV is greater than or equal to the modified Armor Value) or Stun (modified DV is
less than the modified Armor Value).
As long as the modified Armor Value is positive, the defender rolls Body + modified Armor to resist
damage. Otherwise the defender only rolls Body. Each hit scored reduces the modified Damage Value
by 1. If the DV is reduced to 0 or less, the attack was stopped by the characters armor or thick hide,
and no damage is inflicted.
STEP 4: APPLY EFFECT Apply the remaining Damage Value to the targets Condition Monitor Each
point of DV equals 1 box of damage.
MOVEMENT
Declare at start of combat turn if character is walking, running or sprinting
Walking gets all actions in combat pass
Running uses free action
-2 dice to all actions
Sprint Running+strength[physical]

dwarf or troll +1m/hit


elf, orc, human +2m/hit
Fatigue For every consecutive Action Phase or Combat Turn in which you use the Sprint action, you
take a cumulative 1S DV of fatigue damage

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