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Full Defense
In addition to the usual Defend option, a
character can go for a full defensive action.
He makes a Fighting roll and uses the result
as his Parry until his next action. This is a
trait test, so he gets to roll his Wild Die as
well. And, of course, the dice can Ace, and
you can choose to use bennies on the roll if
you want to.
Note that the character’s Parry never gets
worse as a result of the roll. If the roll is lower
than the hero’s Parry score, he keeps that
instead (but gains no bonus from the full
defense).
A hero using the full defense maneuver
cannot move at all, however. He’s doing
everything he can to fend off whatever is
attacking him. If you want to move away as
well, use the Defend maneuver instead.
Ganging Up
Ganging up on a foe allows attackers to
flank, exploit openings, and generally harass
their outnumbered opponent.
Each additional adjacent foe adds +1 to all
the attackers’ Fighting rolls, up to a maximum
of +4. If three warriors attack a single hero,
for example, each of the three warriors gets
a +2 bonus to their Fighting rolls.
Grappling
Sometimes it’s best to restrain an opponent
rather than beat him to a bloody pulp. That’s
where grappling comes in.
Grappling is a regular Fighting roll, and is
a non-damaging attack. If the attacker wins,
he’s entangled his foe. With a raise, his foe
is also Shaken.
Once entangled, the defender may attempt
to break free on his next action. Both the
defender and attacker pick either their
Strength or Agility and then an opposed roll
69
is made. If successful, the defender is
free but the attempt consumes his action.
If he does so with a raise, he’s free and
may act normally. Failure means he is still
entangled. Instead of breaking free the
defender may attempt a different action
but at a -4 penalty.
After grappling, the attacker may attempt
to damage his victim on subsequent rounds
by making an opposed roll as above.
On a success he does his Strength in
damage (gaining the extra d6 for a raise
as normal).
Innocent Bystanders
When an attacker misses a Shooting or
Throwing roll, it may sometimes be important
to see if any other targets in the line of fi re
were hit. The GM should only use this rule
when it’s dramatically appropriate—not for
every missed shot in a hail of gunfi re.
Each miss that comes up a 1 on the
Shooting die indicates a random adjacent
character was hit. If the attacker was fi ring on
full-auto or with a shotgun, a roll of 1 or 2 hits
the bystander. Roll damage normally.
Horses and other animals are possible
targets when fi ring on mounted characters
as well.
It’s sometimes easier to hit an adjacent
victim than the original target using this quick
system. That may not be entirely realistic, but
it’s fast and simple, it makes large groups of
people vulnerable to missile fi re, and best of
all, increases the drama of fi ring at opponents
locked in melee with the attacker’s allies.
Nonlethal Damage
A character who wants to beat someone
up without killing them can choose to do
nonlethal damage. This requires the attacker
use only his fi sts or a blunt weapon of some
sort. Edged weapons may be used if they
have a fl at side, but this subtracts -1 from
the attacker’s Fighting rolls.
Incapacitated Extras are simply knocked
out for 1d6 hours. If a Wild Card suffers
enough damage to be Incapacitated by a
nonlethal attack, he makes a Vigor roll as
usual. Check the Incapacitation table for a
raise or success. Failures have a specifi c
entry for nonlethal damage.
Nonlethal wounds are otherwise treated
exactly as lethal wounds. This means it’s
much easier to render an Extra unconscious
than a Wild Card. This is intentional, and
should work well for most genres where
heroes can take multiple punches before
going down for the count, but most “mooks”
go out with one or two good punches.
Example: Virginia is whacked on
the head by a cultist. The villain gets
lucky and does 4 wounds to our
heroine. Virginia rolls her Vigor and
gets a failure. Because he was doing
nonlethal damage, Virginia is simply
knocked out for 1d6 hours and has a
temporary injury.
Obstacles
Sometimes characters have sufficient
power to attack their foes through obstacles.
(See the Breaking Things section to actually
destroy intervening obstacles.)
To attack a target through an object, fi rst
decide if the attack hits. If it misses, there’s
no additional effect other than a small hole
in the intervening obstacle.
If the attack would have hit without the
cover modifi er, the round is on target but
the obstacle acts as armor for the target
70
behind it. In the chart above are the Armor
bonuses for some obstacles commonly
used as cover. This is added directly to the
target’s Toughness, including any actual
armor he’s wearing in the affected location.
Subtract the weapon’s Armor Piercing value
from the total protection offered—not from
both the obstacle and armor actually worn
by the target.
Example: Buck blasts a cultist
hiding behind a stone wall (Armor
+10) with a bazooka. The bazooka
ignores 9 points of Armor, so the wall
only provides 1 point of protection.
Prone
Smart heroes lie down when lead starts
fl ying. This gives them Medium Cover against
most attacks. Attackers to the defender’s
side or within 3” ignore the modifi er since
the target is just as exposed as if he were
standing to these characters.
A prone defender who is attacked in melee
may automatically rise to defend himself if
he desires. If he chooses to remain prone
(or can’t rise for some reason), his Parry is
reduced by 2, and he must subtract 2 from
his Fighting rolls.
Ranged Weapons in Close Combat
No ranged weapon larger than a pistol may
be fi red at adjacent foes engage in melee.
Larger weapons may be used as clubs,
however. Pistols can be fi red in close combat,
but since the defender is actively fi ghting
back, the TN for the Shooting roll is his Parry
rather than the standard TN of 4.
That means it’s harder to hit someone
who’s wrestling with your character in melee
than someone a few feet further who isn’t
actively wrestling with your hero.
Suppressive Fire
Instead of attacking specific targets,
characters with fully automatic weapons can
“spray” an area with lead in hopes of killing or
suppressing a larger number of victims.
To suppress an area, the attacker places
the Medium Burst Template on the battlefi eld
and makes a single Shooting roll (regardless
of the weapon’s rate of fi re). Include the
standard modifi ers for range, the full-auto
penalty, and any other miscellaneous factors,
but ignore the target’s modifi ers if any (such
as being prone or in cover—these come into
play in another way as you’ll see below). If
the attack misses, the spray is off-target and
has no effect.
Obstacle Toughness
Armor Obstacle
+1 Glass, leather
+2 Plate glass window, shield
+3 Modern interior wall, sheet metal, car door
+4 Oak door, thick sheet metal
+6 Cinder block wall
+8 Brick wall
+10 Stone wall, bulletproof glass
71
If the attack is successful, all possible
targets within the area make Spirit rolls,
adding any cover modifiers they would
normally have against ranged attacks to this
roll. Those who fail are Shaken. Those who
roll a 1 on their Spirit die (regardless of any
Wild Dice) are actually hit by the attack and
suffer damage normally.
Ammo: Suppressive fire uses five times the
weapon’s Rate of Fire in bullets. A weapon
with a Rate of Fire of 3, for example, uses
15 bullets for suppressive fire.
Example: Buck and Virginia are
escaping from ancient ruins in a
stolen biplane. Suddenly, they’re
swarmed by an evil alligator shaman
and his brainwashed minions. Virginia
spins the plane’s Maxim gun around
and fires. She uses suppressive fire
to slow them down.
She places a Medium Burst
Template 16” away—that’s Medium
Range for the Maxim—and rolls her
Shooting. She gets a 13, -2 for fullauto,
-2 for an unstable platform (the
plane), and -2 for Medium range, for
a total of 7. Success! The tribesmen
in the template must roll their Spirit
or be Shaken. Those who make it
charge on through, but those who
roll a 1 are hit!
Touch Attack
A character who simply wants to touch a foe
(usually to deliver a magical effect of some
kind) may add +2 to his Fighting roll.
Tricks
Heroes often attempt fancy maneuvers or
clever tricks to distract their foes and set them
up for deadly follow-up attacks. This might
include throwing sand in an opponent’s eyes,
ducking between a tall foe’s legs to stab him
in the back, and so on. Tricks do not include
weapon feints—those are already “assumed”
in a character’s Fighting and Parry scores.
To perform the trick, the player must first
describe exactly what his character is doing.
Next he makes an opposed Agility or Smarts
roll against his foe. The GM must determine
which is more appropriate based on the
player’s description of the maneuver.
If the character is successful, his opponent
is distracted and suffers -2 to his Parry
until his next action. With a raise, the foe is
distracted and Shaken as well.
These penalties do not stack. Tricking a foe
twice has no additional effect.
Example: Buck is backed into a
corner by a very large and dangerous
thug. Our hero pulls the oldest trick
in the book. He says “Hi Virginia!”
and pretends to smile at someone
behind his less-than-brilliant foe. He
and the thug both make Smarts rolls,
and Buck wins with a raise. The thug
swirls about, expecting an attack from
behind, and is momentarily Shaken.
The unfortunate goon also suffers
-2 to his Parry until his next action,
giving Buck time for a quick rabbit
punch that just might put the big
fellow down.
Two Weapons
A character may attack with a weapon
in each hand if he desires. This works just
like any other multi-action, and inflicts a -2
penalty to each attack. (Note that the Two-
Fisted Edge negates the multi-action penalty
when attacking with two weapons.)
Unless your hero is Ambidextrous, subtract
another 2 points from the off-handed
attack.
Example: Buck is backed into a
corner by a pack of ravenous hyenas.
He has two machetes, but isn’t
Ambidextrous. The first roll suffers a
-2 penalty (for using two weapons),
and the second suffers a -4 penalty
(two weapons plus the off-hand
penalty). He makes his Fighting roll
twice, and gets his Wild Die with
each roll.
72
Unarmed Defender
If one character has a melee weapon and
his foe doesn’t, the opponent is considered
unarmed and is very likely in a world of hurt.
Since he can only dodge and evade rather
than parry, any armed attacker trying to hit
him may add +2 to his Fighting roll. Nearly
all animals and monsters are considered
armed due to natural weapons such as claws
and teeth.
Unstable Platform
A character attempting to fi re a ranged
attack from the back of a horse or other
mount, a moving vehicle, or other “unstable
platform” suffers -2 to his Shooting roll.
Wild Attack
Sometimes a desperate character may
want to throw caution to the wind and attack
with everything he’s got. This is called a
“wild attack,” and can be devastating if used
correctly. If used recklessly, it can quickly get
even a veteran character slaughtered.
Performing a wild attack adds +2 to the
character’s Fighting attack and resulting
damage roll, but his Parry is reduced by 2
until his next action.
Wild attacks can be used with multiple
attacks, such as from the Frenzy or Sweep
Edges, or with two weapons.
Withdrawing From Close Combat
Inevitably, your hero may decide discretion
is the better part of valor. Whenever a
character retreats from melee, all adjacent
non-Shaken opponents get an immediate
free attack (but only one—no Frenzy or
other Edges apply unless they specifi cally
say otherwise).
A character may take the Defend option
(+2 Parry) while retreating from combat, but
won’t be able to perform other actions that
round besides movement and will still suffer
the free attack.
Example: Buck is attacked by
three cultists in melee. He decides
to run for it, giving each cultist a free
Fighting roll against him. Buck wisely
uses the Defend maneuver as well to
increase his Parry by +2 until he can
get away.
73
Tests of Will
Intimidate and Taunt allow a character
to make a “test of wills” attack against an
opponent. In combat situations or during
competitive miniature battles, tests of will
have objective effects, as seen below. More
subjective effects are outlined for the Game
Master in roleplaying situations.
Tests In Combat
To make a test of wills, the character makes
an opposed roll against his chosen target.
The defender uses Smarts to resist Taunt,
and Spirit to resist Intimidate.
The Game Master should modify both
character’s rolls depending on the situation.
Waving a gun in someone’s face isn’t
polite, but it’s defi nitely worth a +2 bonus to
Intimidate, for example (unless the target has
an even bigger gun!).
A success means the attacker gets a +2
bonus to his next action against the defender
during this combat. A raise on the roll gives
the attacker the bonus and makes the
defender Shaken as well.
This can be a great setup for an attack, a
trick, or even a second test of wills if the fi rst
one didn’t get a Shaken result.
“Attack” Skill Resisted By…
Taunt vs. Smarts
Intimidate vs. Spirit
Example: Buck Savage tries to
Taunt a crocodile cultist by fl ipping
his machete and grinning like a
hyena. He rolls his Taunt and beats
the warrior’s Smarts with a raise.
The cultist is Shaken and Buck adds
+2 to his next action against the
spearman.
Tests Out Of Combat
Successfully Taunting or Intimidating a
character has more subjective effects out of
combat. An Intimidated foe might back down,
retreat, or spill his guts about something the
heroes want to know. An opponent who was
humiliated with a really good Taunt might run
away in shame—or he might be so infuriated
he charges toward the hero and concentrates
his attacks only on whoever made fun of him!
This can be a really great way to distract a
dangerous foe from a weaker ally.
Whatever the outcome, an attempted Taunt
or Intimidate shifts the target’s attitude one
step towards Hostile (see Reactions).
Tests of Will & Groups
A character can only make a test of wills
attack against a single opponent. If the foe
is the “leader” of a group, however, the rest
of the crew is likely to follow his lead. If the
boss of a group of bandits is Intimidated
and decides to back down, for example, his
minions follow his orders.
This is entirely subjective and depends
on the situation, so the Game Master must
make the call.
74
Damage
After a successful close combat or ranged
hit, the attacker rolls damage.
Ranged weapons do fixed damage, as
listed in the Gear section.
Hand weapons do damage equal to the
attacker’s Strength die plus a second die,
which depends on the weapon (a long sword,
for instance, is a d8) and whether the wielder
meets the minimum Strength requirement. An
unarmed combatant rolls only his Strength
die.
Wild Cards don’t get their Wild Dice with
any damage roll. All damage rolls can Ace,
but you can’t spend bennies on them.
Bonus Damage
Well-placed attacks are more likely to hit
vital areas, and so do more damage. If your
hero gets a raise on his attack roll (regardless
of how many raises), he adds +1d6 to the
fi nal total. This roll may Ace as usual!
Damage Effects
After hitting, damage is compared to the
opponent’s Toughness. If the damage roll is
less than the target’s Toughness, the victim is
beaten up a bit but there’s no game effect.
With a success, the victim is Shaken. If the
victim is already Shaken, he suffers a Wound
instead. Mark it with a counter of some sort to
show its Shaken status (red gaming stones
are perfect for this).
With a raise or better, Extras suffer a Wound,
and wounded Extras are Incapacitated—
they’re injured badly enough to quit the fi ght,
and may even be dead (see Aftermath, to
fi nd out for sure). Wounded Wild Cards are
discussed below.
Shaken
Shaken characters are rattled, distracted, or
momentarily shocked by tests of will results,
fear, and most commonly, damage.
Being Shaken has several negative effects.
First, Shaken characters may only move up
to half their Pace and can perform no other
actions (including running).
75
If a Shaken character is Shaken again by a
damaging attack (not by a Test of Wills, fear,
suppression, or similar non-damaging effect),
he suffers a wound instead.
When it is his turn to act, a Shaken character
fi rst attempts to recover by making a Spirit
roll. Failure means he remains Shaken. With
a success, the recovery check consumes the
hero’s entire round but the character recovers
and can remove his Shaken counter. With a
raise, the character recovers instantly and
may act normally. A player may also spend
a benny immediately after attempting this roll
to recover completely and still act normally
this round.
Example: Virginia fl aunts a little
cleavage at a charging tribesman
(she Taunts him and gets a Shaken
result). Buck takes advantage of the
distraction to slip in and knock the
man silly with the fl at of his machete.
He does just enough damage to get
a Shaken result. Since the warrior
was already Shaken, he suffers a
wound and goes down in a heap.
The reverse would not have caused
a wound. If Buck hits the tribesman
fi rst, Virginia’s Shaken cannot wound
him since it came from a Taunt.
Wounds and Wild Cards
Each raise on a damage roll over a Wild
Card’s Toughness causes a wound. Wild
Cards can take three wounds before they are
Incapacitated. (The “fourth” wound causes
Incapacitation.)
Each wound a Wild Card suffers causes a
-1 cumulative penalty to his Pace (minimum
of 1) and to all further Trait tests-up to the
maximum of a hero’s 3 wounds. A hero with
2 wounds, for example, suffers a -2 penalty
to his Pace and any Trait tests.
If a character suffers a wound and wasn’t
Shaken already, he’s Shaken as well.
If a character is already Shaken, he suffers
a wound as usual, but this isn’t cumulative.
Wild Cards only suffer one wound per raise
whether they are Shaken or not.
Incapacitation
An Incapacitated hero must make
an immediate Vigor roll, applying
wound modifi ers as applicable. This
does not count as an action.
Raise: The hero is only stunned.
The hero still has 3 wounds, but is
not Incapacitated. He is Shaken and
suffers a temporary impairment as
well. Roll 2d6 on the Injury Table.
The effects are short-term and go
away when the combat is over.
Success: The hero is unconscious.
He regains consciousness with a
successful Healing roll, as noted
above, or after an hour has passed.
Roll 2d6 on the Injury Table. The
injury goes away when all wounds
are healed.
Failure: The victim is Bleeding
Out. At the start of each round,
he must make another Vigor roll
(with applicable penalties). A failure
means he has to roll again next
round. A result of 1 or less means
the poor sap dies (as a Critical
Failure).
Success means he stabilizes but
remains unconscious until healed.
Roll 2d6 on the Injury Table as
well. The injury is permanent and
requires specialist healing (such as
the greater healing power).
With nonlethal damage, treat this
as a Success except the hero is
unconscious for 1d6 hours.
Critical Failure: The hero is
dead. Nothing can bring him back.
With nonlethal damage, treat this
as a Success except the hero is
unconscious for 2d6 hours.
76
Example: Buck has been Shaken
by a Taunt when a frenzied croc
makes two successful attacks. The
fi rst one just beats his Toughness,
and since Buck is already Shaken,
he takes a wound. The second attack
gets two raises! Buck takes two
wounds (it doesn’t matter that he was
already Shaken).
Incapacitation
A Wild Card is Incapacitated when he takes
more than three wounds (after Soaking). He
is out of the fi ght until he receives healing.
Exactly how many wounds the hero takes is
irrelevant—anything over 3 wounds means
Incapacitation.
Incapacitated characters are too beaten,
battered, or bruised, to do anything useful.
They may not perform actions and are
not dealt action cards in combat. See the
Incapacitated Heroes chart on the previous
page for what happens next.
Timing
Characters sometimes take multiple hits on
the same action card, such as when they’re
ganged up on by a group of bad guys. The
game has been designed to let players roll all
the attack dice at once to keep things fast and
furious. Damage rolls, however, are resolved
and applied one at a time. The attacker can
decide what order to roll his damage in if it
becomes an issue. This is especially useful
when you’re doing large skirmishes and
rolling lots of dice together.
Multiple Incapacitated Results
A hero can suffer multiple Incapacitated
results at the same time. If he is Incapacitated
and takes another wound, he must make
another Vigor roll.
The character suffers any additional injuries
from rolling on the Injury Table, but his
condition can never improve, only stay the
same or worse.
Injury Table
Roll 2d6 on the table below. If the
attack that caused the Injury was
directed at a specific body part,
use that location instead of rolling
randomly.
2d6 Wound
2 Unmentionables: If
the injury is permanent,
reproduction is out of the
question without miracle
surgery or magic.
3-4 Arm: Roll the left or right
arm randomly; it’s rendered
useless.
5-9 Guts: Your hero catches
one somewhere between
the crotch and the chin. Roll
1d6:
1-2 Broken: Agility reduced a die
type (min d4).
3-4 Battered: Vigor reduced a die
type (min d4).
5-6 Busted: Strength reduced a
die type (min d4).
10 Leg: Roll left or right leg
randomly. It’s rendered
uselss and Pace reduced -1.
11-12 Head: A grievous injury to
the head. Roll 1d6::
1-2 Hideous Scar: Your hero now
has the Ugly Hindrance.
3-4 Blinded: An eye is damaged.
Gain the One Eye Hindrance
(or the Blind Hindrance if he
only had one good eye).
5-6 Brain Damage: Massive
trauma to the head. Smarts
reduced one die type (min
d4).
77
The Soak Roll
A character can spend a benny to
automatically eliminate a Shaken condition
(see Shaken, below).
If the benny is spent immediately after
taking one or more wounds from a single
attack, you may make a Vigor roll as well. A
success and each raise on the roll reduces
the number of wounds suffered from that
attack by 1. If the character is left with any
wounds from the attack however, he’s still
Shaken as usual. Don’t count the wound
modifi ers you’re about to suffer when making
this roll.
A character may only make one soak roll
per attack. If a soak roll eliminates 2 of 3
wounds, for instance, a hero can’t make
another soak roll to eliminate the third wound.
(The hero could spend a second benny to
reroll the Vigor roll as usual, however.)
If a character suffers multiple hits on the
same action card, he needs to spend bennies
and make soak rolls after each result—before
the next “set” of wounds is soaked.
Example: Buck gets attacked and
hit twice in the same round by two
crocodile cultists. The first attack
makes him Shaken, and the second
causes 2 wounds.
Buck takes the fi rst result and is
Shaken. He knows if he completely
soaks the second, he won’t be
Shaken anyway. Now he makes a
Soak roll against the two wounds
and gets a 5 on his Vigor roll. That
negates one wound, but he remains
Shaken. He could now spend another
benny to be unshaken, but can’t
negate the remaining wound.
Healing
The Healing skill can be used to treat
wounded characters after a battle. (Only
magical healing works fast enough to be
used during a battle.)
Each attempt takes 10 minutes, and
requires some basic supplies such as
bandages and reasonably clean water. If
these aren’t available, the healer suffers a
-2 penalty to his roll. The healer must also
subtract the patient’s wound levels from his
skill roll.
Note as well that a wounded healer
subtracts any penalties for his own wounds
from the roll as well. A wounded character
trying to heal his own injuries suffers double
the wound penalty—once for the actual pain
caused by his wounds, and once for their
actual severity.
A success removes one wound, and a raise
removes two. Medics can reattempt their
healing roll as often as they like within one
hour of the wound being received—after this,
only natural healing or the greater healing
spell can help.
A result of 1 or less, however, means the
patient suffers an additional wound. A hero
who is already Incapacitated must make
another Vigor roll. The Incapacitation must be
treated before any wounds may be tended,
which takes valuable time.
A character who became Incapacitated
due to wounds becomes Shaken if Healed
(whether natural magical) but still has 3
wounds. A second Healing roll may be
attempted to tend to any actual wounds
suffered. Heroes Incapacitated by Fatigue
must be treated for the specifi c cause of their
stress in order to recover.
Aftermath
After a battle, the players make Vigor rolls
for all of their wounded allies (the GM may
roll for wounded foes). With a success, that
character is alive but Incapacitated (failure
indicates death). With a raise, the wounds
78
were only superfi cial and the character may
function normally. This creates interesting
choices for the players after battle as they
must decide what to do with their wounded
companions and living captives.
Walking Wounded: If it becomes important
to know which Incapacitated characters can
walk and which cannot, make a second
Vigor roll for each. Those who make it are
“walking wounded”—they may shamble
slowly but still cannot fi ght or perform other
useful actions.
Those who don’t make the roll can be
moved but risk aggravating their injuries.
They must make another Vigor roll for each
and every hour of movement. Should they
fail, they begin to die. They may be stabilized
with a Healing roll at -2, but any further
movement will no doubt be fatal.
Natural Healing
Every fi ve days, wounded or Incapacitated
characters may make Vigor rolls. Wild
Cards remove one wound level (or their
Incapacitated status) with a success, or
improve two steps with a raise. A critical
failure on a natural healing roll increases a
Wild Card’s wound level by one. If the hero
already has three wounds he becomes
Incapacitated. Extras lose their Incapacitated
status with a success and expire if they roll
a 1 on their Vigor die.
Subtract wound penalties from these rolls
as usual, as well as any of the modifi ers
below. These are cumulative, so rough
traveling in intense cold with one wound is a
total penalty of -5, for example.
Medical attention means that someone
with the Healing skill is actively checking the
patient’s wounds, changing dressings, giving
what medicines are available, and generally
looking after the patient’s well-being.
Natural Healing Modifi ers
Modifi er Condition
-2 Rough traveling
-2 No medical attention
-2 Poor environmental
conditions, such as intense
cold, heat, or rain
- Medical Attention (1940 or
earlier)
+1 Medical Attention (1941 or
better)
+2 Medical Attention (2010
and beyond)
79
Attack Options Summary
Attack Penalty
Aim +2 Shooting/Throwing if character does not move
Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed
attack rolls cause 1d6” deviation for thrown weapons, 1d10” for
launched weapons; x1 for Short, x2 for Medium, x3 for Long
Autofi re See rules
Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6
Cover Light -1; Medium -2; Heavy -4
Darkness Dim -1; Dark -2, targets are not visible beyond 10”
Pitch Darkness Targets must be detected to be attacked at -4
Defend +2 Parry; character may take no other actions
Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
The Drop +4 attack and damage
Finishing Move Instant kill to helpless foe with lethal weapon
Firing Into Melee See Innocent Bystanders
Full Defense Fighting roll replaces Parry if higher
Ganging Up +1 Fighting per additional attacker; maximum of +4
Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes
opposed Strength or Agility to break free (any other action made
at -4); Attacker can make opposed Str or Agility to cause damage
Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re)
hits random adjacent target
Nonlethal Damage Characters are knocked out instead of potentially killed when
Incapacitated
Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry
Ranged Weapons
in Close Combat Pistols only; Target Number is defender’s Parry
Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a
Spirit roll or be Shaken; roll of1 are hit for normal damage
Touch Attack +2 Fighting
Trick Describe action; make opposed Agility or Smarts roll; opponent is
-2 Parry until next action; with a raise, foe is -2 Parry and Shaken
Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous
Unarmed Defender Armed attackers gain +2 Fighting
Unstable Platform -2 Shooting from a moving vehicle or animal
Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
Withdrawing from
Close Combat Adjacent foes get one free attack at retreating character
     
 
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