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Climbing Modifiers
Modifier
Aim
Combat Maneuvers
Grappling
Climbing Equipment.......................................+2
Adv. Climbing Equipment...............................+4 +2 Shooting/Throwing next round (no moving) Opposed Str roll to grapple; raise causes Shaken.
Scarce/Thin handholds .................................... -2 Area Effect Attacks Non-Lethal Combat
Wet/Slippery Surface ....................................... -2 • Target(s) under template suffer damage A KO blow puts opponent down for 1d6hrs
Icy Surface ....................................................... -4 • Treat Cover as armor instead of going to the Knock Out Table
• make a roll for every 10” (20m) climbed • Missed attacks cause deviation of 1d6” for Obstacles
• during combat, climb ½Strength round but only if using thrown weapons; If attack hits by Concelament penalty, the obstacle
ropes or if there are good handholds Autofire acts as Armor
• Roll Shooting dice up to RoF (only 1 Wild die) Prone
Tracking Modifiers • -2 to the attack; each dice is RoF bullets used. • Offers Medium Cover against Ranged Attacks.
Situation Modifier Called Shots • -2 Fighting & Parry in close combat.
Tracking >5 individuals................................... +2 Limb ........................ -2 attack Ranged Weapons in Close Combat
Recent snow.................................................... +4 Head ........................ -4 attack; +4 damage TN is opponent’s Parry; only pistols may be used
Mud ................................................................ +2 Small target .............. -4 attack
Dusty Area ...................................................... +1 Tiny target ............... -6 attack Suppressive Fire
Raining ............................................................-4 • Make attack roll with Autofire & range penalty;
Cover • On success, targets under Med. Burst make
Tracking in poor light ......................................-2 Light ........................ -1
Tracks >1 day old .............................................-2 Spirit roll or be Shaken (or are hit on 1)
Medium ................... -2
Target tried to hide tracks ................................-2 Heavy ....................... -4 Touch Attack
+2 to the Fighting roll.
Stealth Modifiers Darkness
Dim ... -1 attack Trick
Situation Modifier Dark... -2 attack; targets not visible beyond 10” • Opposed Agility or Smarts (depending on the
Crawling ......................................................... +2 Pitch... target must be detected to be attacked at -6 type of Trick used)
Running...........................................................-2 • Target is -2 Parry until next action & Shaken on
Dim Light....................................................... +1 Defend raise
Darkness ......................................................... +2 +2 Parry; no other action possible.
Pitch Darkness ................................................ +4 Two Weapons
Disarm -2 attack; -2 to off hand if not Ambidextrous
Light Cover..................................................... +1 -2 attack; defender makes a Strength roll vs the
Medium Cover ............................................... +2 damage or drops his weapon. Unarmed Defender
Heavy Cover ................................................... +4 Armed attacker gains +2 on Fighting roll.
Double Tap/Three Round Burst
• guards are either inactive or active. +1 attack & damage/+2 attack & damage Unstable Platform
• success avoids inactive guards; failure means guards active. • -2 Shooting from moving vehicle or animal
• active guards make Notice rolls to oppose the Stealth roll. The Drop
• +4 to both attack and damage rolls Wild Attack
Failure means guards spot the character. • Attacker must have Initiative & be on Hold +2 Fighting; +2 damage; -2 Parry until next action
• last 5” always requires opposed Stealth vs Notice check. Withdrawing From Melee
• move 5xPace per Stealth check outside combat; in combat, Ganging Up
each round. +1 Fighting per additional attacker; max. +4 Adjacent foes get 1 free attack at retreating hero.