Actions: Each round you have a number of actions which reset at the start of your initiative. These are a standard action, 2 move actions, a free action and an immediate action. These actions can be used for a number of things, and some can serve multiple purposes.

Full Round Action: There are a very few actions that are full round actions. These take both your move, free actions and standard action, but not your immediate.

Standard Action: You have one standard action per round. This action is generally used to make ones attacks, though it also carries other purposes. You may also turn in your standard action for an additional move action (see below).

Move Action: You gain 2 Move Actions (MA) per round. Their most basic function is to trade them in for movement points (MP) at the cost of MP = Pace. Move actions are also used for things like aiming and reloading. They can also be used to sprint. Outside of trading in move actions for movement points’ each type of move action can only be taken once per round.

Movement Points: Your movement points is how far you can move in a round. Each move action you trade in grants your pace in movement points, or you can sprint to add pace+sprint speed in movement points. In general, each hex you move costs 1 MP, though several things can increase this such as difficult terrain and crouching.

Free Action: You gain one free action a round. This is used for actions like combat maneuvers and speaking.

Immediate Action: You have one immediate action per turn. An immediate action is usually an interrupt action such as blocking or dodging. An immediate action usually takes effect during another actors turn. Using an immediate action usually drops you in initiative by the listed amount, so using an immediate action is always a tactical choice. If two people use immediate actions at the same time they both drop in initiative at the same time.

Drop in Initiative: You drop 1 or more spaces down in initiative. You now act after whoever you were originally acting right before. All immediate actions drop you in initiative by 1, unless otherwise listed.

Sequence At the beginning of each combat encounter you need to determine the order that all the characters act in. You start off with everyone rolling their sequence. Generally the gm will only roll once for each group of mooks, but roll individually for principals. Then you order everyone in order from highest to lowest. On a draw, characters with the highest sequence go first. If there are still ties the character with the highest savvy goes next. If there are still ties the character with the highest agility goes next. If characters are still tied they each roll a d6 until one of them rolls higher than the other. Characters maintain their sequence through out the combat, though if they delay they can move change their order.

Health and Dying Your hit points are an abstract of your well being. While not necessarily representing total health, it represents cuts, bruises and scratches. Over time those can wear on you and cause death.

When you hit 0 hit points you fall unconscious and suffer a level of fatigue. Otherwise, you are stable. If you fall unconciouss under 0 hit points, you are bleeding (1). While bleeding out you may make a check each round to stabilize, and stop dying. Each round make an body check – |current hit points| vs a threshold of how many rounds you’ve been bleeding out, so 1, 2, 3 etc. If you succeed you stabilize and stop bleeding, though you are still unconscious. Note, you cannot stabilize if bleeding from a source other than too much hit point damage, such as from a special attack.

You can also be Stabilized while bleeding out. To stabilize the Healer must make a medic check – |target’s current hit points| vs a threshold of how many rounds the target’s been bleeding out. If the healer succeed they stop bleeding. You may also give them any amount of healing, though if the target has already received healing since their last short rest this stabilizes them, but recovers no hit points.

When your |negative hit point value| exceeds your body you die.

Defenders Threshold: When attacking you must determine your target’s threshold, which is the number of hits you need to hit. To calculate the threshold use the chart below. If a threshold ends up below 1 you still need at least 1 hit to hit. You do get to count all net hits as bonus damage as normal.

Circumstance Threshold Modifier Notes
Short Range 1
Medium Range 2
Long Range 3
Extreme Range 4
Crouching +1 This confers a -1 instead if the attacker is melee. Crouching can also make cover more effective.
Prone +2 This confers a -2 instead if the attacker is melee.
Target is Holding an Aim -1
Target is Tiny +2 Baby, Cat
Target is small +1 Dog, Goblin
Target is Large -1 Troll, Giant
Target is Huge -2 Dragon, Boat
Physical Defense +1 per hit
Targeted Shot – Medium +2 Targetted Shots ignore the size of the creature. A cyclops Eye
Targeted Shot – Small +3 Targetted Shots ignore the size of the creature. A missing dragons scale
Targeted Shot – Tiny +4 Targetted Shots ignore the size of the creature. The eye of a human.

Combat Actions & Cost There are a wide range of combat actions. A mostly comprehensive list is below along with the action cost.

Action Cost Notes
Aim with a Reflex scope Free Action Must have a Reflex Scope equipped
Change Device Setting Free Action Such as a shotgun choke
Draw a holstered/scabbard weapon Free Action Must be equipped with scabbard or holstered
Drop a held Item Free Action
Talking Free or Immediate action if talking as an immediate action the character does not drop in initiative.
Issuing commands Free or Immediate action
Attacks of Opportunity Immediate Action the following actions provoke an attack of opportunity from a character armed with a melee weapon who can reach the target: Making a ranged attack, reloading, moving through a space, eating, drinking or drugs, and casting spells in range that have gestures as a component.
Physical Defense – dodge/block Immediate Action Make a Vigor check. Add your hits to the threshold to hit you vs that attack. On a successful physical defense you take no damage from that attack.
Physical Defense – Resist Combat Maneuver Immediate Action Make a Vigor check. Add your hits to the threshold to hit you vs that maneuver. On a successful physical defense you take no damage from that attack.
Physical Defense – Resist Combat Maneuver Immediate Action Make a Vigor check. For each hit you reduce damage from an explosive by 2.
Shooting an explosive Immediate Action Targeting a Grenade costs 1 PPs. Shooting a grenade counts as a Targetted Shot at a tiny object (threshold 5).
Moving one hex 1 MP
Moving while crouching +1 MP per hex Must be moving crouched to sneak. You may spend an additional +1 MP per hex to halve the stealth penalties for movement
Moving while Prone +3 MP per hex
Difficult Terrain +1 MP per hex stacks with other penalties
Moving without provoking an attack of opportunity +2 MP per hex must chose which hexes you move through cautiously.
Swimming 3 MP per hex
Climbing 4 MP per hex
Movement Points 1 MA You gain a number of movement points equal to your base pace.
Use coverUnnecessary 1 MA If you aren’t actively using cover you only gain half the covers bonus unless it is total cover.
Peer around cover 1 MA This action let’s you peer out of cover to make your attacks and take advantage of that cover still. You reduce the cover by 1 on any round you pop out of cover.
Crouching to Standing or vice versa 1 MA
Crouching to Prone or vice versa 1 MA
Drawing or stowing an item 1 MA
Picking up an item on the ground 1 MA Must be adjacent to the space the item is in. If an enemy is in the space and wishes to try and stop you, you must make an agility or strength check opposed by the opponents agility or strength.
Reloading 1 MA
Aiming 1 MA
Eating, drinking or doing drugs 1 MA Food, alchol, etc.
Throwing a Grenade 1 MA You may only throw 1 Grenade a round
Make a Perception Check 1 MA May trade in move actions for +2 to this perception check.
Open a door 1 MA
Buckle or unbuckle a seat belt 1 MA
Sniping 1 MA See Stealth
Sprinting 1MA and 1 PP You gain a number of movement points equal to your base pace + sprint speed
Standing from Knockdown 2 MA Can move directly into crouching or standing
Prone to Standing or vice versa 2 MA
Attacking Standard Action
Casting Spells Standard Action While most spells cost a standard action to cast, others may have different casting times.
Trading for an additional MA Standard Action You may trade your standard action for an extra MA
Called Shot Standard + Free Action
Power Attack Standard + Free Action
Most Combat Maneuvers Standard + Free Action
Multiple Attacks Standard + Free Action Splitting your dice pool to attack multiple times.
Entering or Exiting Power Armor Full Round Action
Total Defense Full Round Action Roll your agility or body. Add each hit to your threshold.
Hiding while in combat and having already been detected Full round action Go to crouching stance and can move up to 1 hex. Must have at least light cover from all targets.

Attacker Modifier

General Circumstance Dice Pool Modifier Per Attack Modifier DV modifier Action Type PP Cost Notes
Sprinting -2 Does not confer a penalty to a melee attack done at the end of the charge.
Better positioning (such as higher ground) +2
Darkness -2 A full moon on a starry night.
Heavy Darkness -4 Over cast night sky. A pitch black cave armed with only a torch.
Total Darkness -6 Complete absence of light, inside a cave with no light source present. Target also gains +1 to threshold. This bonus to threshold does not stack with the bonus from concealment.
Light Cover -2 Such as a shrub
Medium Cover -4 Such as a mid size wall, attacking past an ally
Heavy Cover -6 A wall covering most your body
Total Cover -8 An arrow slit
Melee Circumstance Dice Pool Modifier Per Attack Modifier DV modifier Action Type PP Cost Notes
Prone Melee Attack -4
Melee Power Attack +1 +4 special (standard) 2 Power attacking costs your free action. Power attacks ignore 1 point of threshold from a block.
Ranged Circumstance Dice Pool Modifier Per Attack Modifier DV modifier Action Type PP Cost Notes
Crouching +1 Also adds +1 to recoil
Prone +2 Also adds +2 to recoil
Aiming +1 1 MA Aiming often provides other benefits based on the scope
Steady +1 Part of Aiming 2 PP per shot Must already be aiming.
Ranged attack while a melee attacker is within striking range -3 Usually adjacent but a target with reach still threatens
Firing into Melee -2

For burst attacks, every shot after the first adds 1 to recoil, every shot adds 1 to DV, and every 3 shots reduces AP by 2. When removing shots the opposite is true.

Note: The recoil value is for making a single burst. If you do more than 1 burst you take an additional -1 for each burst after the first (for the additional bullet). So 3 FA burst suffer a recoil of -29.

Burst Mode Base Bullets Fired Recoil DV AP Notes
2 RB 2 -1 +1 SA, 2RB
3 RB 3 -2 +2 -1 SA, 3RB
Auto 5 -4 +4 -2 FA
Full Auto 10 -9 +9 -3 FA

Initiative: Initiative is a combined total of one’s savvy+agility. At the start of combat you roll your combined dice pool. Those with the most hits go first. If there is a tie the one with the highest perception goes first. If they are still tied the one with the highest agility acts first. If they are still tied they have a roll off until one player wins.

Attacks & Damage

Attacking: Attacking uses accuracy+perception+misc bonuses-mis penalties. You must get a number of hits equal to or greater than the threshold of your target to hit. For every hit over the threshold, you increase the DV of your damage by 1.

Splitting an Attack Pool: You may split a dice pool, usually 2 or 3 times. When doing so you take your total dice pool and split it up amongst each attack. Some bonuses and penalties apply only once to an accuracy pool, while others apply for each individual attack. For instance if you are crouching, you get a +1 to your total ranged attack pool. You may split the dice pool in anyway you wish, but how much dice pool must be chosen for each attack before the attack is made.

Damage: Damage is usually going to be the DV of the weapon you are using+any bonuses+each hit over threshold while attacking. Each hit does 1 point of damage, before defense.

Soak: Most PCS and NPC’S will have resistances, whether naturally or from armor, perks, etc. Normally when an attack is successfully made against a target, they get to make a fortitude check. You subtract any armor piercing from your fortitude before rolling, up to, but not exceeding your total bonus from armor. For every hit you get of fortitude, you reduce the total damage taken by 1 for 1, and this is called soak. For instance, If an attacker gets 5 hits of damage, and you get 2 hits of fortitude, you take a total of 3 damage.

Sometimes other attributes may roll for soak. For instance poison soaks vs grit. It follows the same rules but there is no armor piercing to worry about.

Gang Up: When fighting in melee, the more opponents that threaten a target the harder it is for that target to defend themselves. When making an attack against a foe, the attacker gains a +1 to his accuracy dice pool for each other ally threatening the foe, to a maximum of +4.

Targetted Shots Targetted shots are difficult to pull off. It is up to the GM to determine what the effect of a specific target is. Some creatures may immune to damage unless hit in a certain spot.

Coup DE Gras When you have a helpless opponent (because he is incapacitated, asleep, unconscious or for any other reason) you may deliver a deathblow to an opponent. A coup de gras is delivered as a full round action and you must be with in 1 hex of the opponent to deliver it. The attack automatically hits and is considered both a sneak attack and a critical hit. The attack rolls for DV and soak normally, but ignores all armor. The attacked character then must make a grit save vs the total damage he just took. If his save is less than damage he took he dies instantly and cannot be revived. He may die from the damage anyway, even if he makes the save.

Innocent Bystander Sometimes you need to see what happens with stray bullets, such as in a crowded shopping mall or when hostages are taken. The GM should only initiate innocent bystander when dramatically appropriate.

To figure out if you hit the wrong opponent take the number of 1s you had with your miss. If you did a burst attack add 1 to this number for every 3 bullets you fired. Then take this number and make a Savvy roll against it. If you roll under the threshold you hit a bystander for full damage, and if a burst possibly more than 1. If you hit the threshold you hit a bystander for half damage. If you beat the threshold you don’t hit anyone!

Total Defense: Sometimes, your best move is to try and stay alive. As a full round action you can go on total defense. While on total defense, until the beginning of your next turn, you can attempt to block, dodge and resist all combat maneuvers without expending an immediate action.

Attacks of Opportunity When someone takes an action that provoke an attack of opportunity in your threatened reach, you may spend your immediate action to make an attack of opportunity against them. An attack of opportunity uses only the weapons base accuracy, but otherwise functions as a regular attack. A single action can only provoke an attack of opportunity once. For instance if someone moves through your threat range for 3 hexes, that only provokes one attack of opportunity. However, starting a new action or splitting an action provokes again. So if an opponent charges in on you, that provokes an attack. If he then attacks and withdraws that would provoke another attack.

The following actions provoke attacks of opportunity. Making a ranged attack while in reach, reloading, eating, drinking or doing drugs, and casting spells in range that have gestures as a component. Additionally moving into, out of, or through an opponents melee weapon reach also provokes an attack of opportunity, though the opponent can move at +2 MP per hex to avoid provoking an attack.

Fire Type: There are four base fire types as outlined below. Weapons with multiple fire types can be switched as a free or a move action, once per round.

Single Shot(SS): Single Shot weapons fire slowly. They often fire a maximum of once per round. Even if they have multiple attacks per round , they cannot make burst fire attacks.

Semi-automatic(SA): Semi automatic weapons fire one shot each time the trigger is pulled, but fire relatively quickly. They generally have a rate of fire of 3. They can fire up to 3 single shots a round. If tapped in rapid succession a SA can fire in 2 RB or 3 RB, but each pull of the trigger takes an attack (so if you fire a 3 RB you use all 3 of your attacks in the round, and cannot fire anymore.)

2 round burst (2RB): This weapon fire a 2 round burst each time the trigger is pulled, and can make a number of 2 round bursts equal to its rate of fire.

3 round burst (3 RB): 3 round burst weapons fire 3 shots each time the trigger is pulled, and can make a number of 3 round bursts equal to its rate of fire.

Full Auto(FA): Full Auto weapons fire non stop when the trigger is held. Because of this they are always burst fire. They can fire an auto or full auto as outlined above. Each attack he can change to an auto or full auto, and can make a total number of attacks equal to his rof. Full Auto can also lay down suppressive fire as outlined below.

Suppressive Fire Full Auto weapons can lay down suppressive fire. When laying down suppressive fire you cover a burst radius. For each burst you can increase the size by 1 as outlined below. When laying suppressive fire you cannot make other attacks that round, even if you have attacks left over. Suppressive fire does its normal damage, and does not benefit from full auto. Suppressive fire acts as a blast when determining soak rules, but the center of the blast is calculated from where the attacker is standing, not the center.

Burst Attacks Ammo Used Recoil Notes
Small 1 10 -5
Medium 2 20 -10
Large 3 30 -15
Extra Large 4 40 -20

Holding an Aim If you are already aiming at the end of your turn(or even in the middle), you can declare you wish to hold your aim. If you hold your aim you do not have to spend MP to Aim the following round. If you hold an Aim you reduce your threshold by 1. You may as an immediate action stop holding an Aim, but if this is in retaliation to an attack, that attack still target’s your holding an aim threshold. After that attack you go back to your normal threshold for all remaining attacks.

Critical Hits: To get a critical hit you need to roll half or more of your to hit dice as 6s, or beat the target’s threshold by 5 points. It takes a minimum of 2 6s for a half dice 6 critical hit.

Critical hits deal +4 DV. Many weapons, perks and other factors can increase this value even higher.

Shotguns and Flamers Oh My! Some weapons (like shotguns, flamers and the cryolater) attack in spreads. There are three settings of spread, which can be adjusted on some firearms through various mods. The spreads are defined below. You can only make targeted shots with spread weapons against opponents at short range, and only the first opponent hit with a spread. You cannot get threshold critical hits with spread weapons, though you can get half dice critical hits.

Note that spreads automatically hit. If you fail to hit the target(s) threshold each hit of soak reduces the damage taken by 3. If you hit the target’s threshold each hit of soak reduces the damage taken by 2. If you exceed the target’s threshold soak acts as normal on a one for one hit ratio. Cover is not calculated when rolling for spread attacks, but instead each individual target calculates their cover and adds it to their toughness when rolling for soak. Weapon kicker abilities decrease by 1 at each threshold after medium range with spread weapons. Short range always has a -3 AP, medium range has no AP modifier, Long Range has + 3 AP and extreme range has a + 6 AP.
In base range terms:
-3 AP/ – / + 3 AP and -1 kicker/+ 6 AP and -2 kicker

Spread Short Range(AP -3) Medium Range Long Range (AP +3, Kicker -1) Extreme Range (AP +6, Kicker -2)
Narrow 4 8 12 16
Medium 3 6 9 12
Wide 2 4 6 8

Narrow Spread: A narrow spread attacks all enemies in a straight line.
It’s base range is 4/8/12/16.

Medium Spread A medium spread goes out into a straight line, and then goes out 1 hex on either side starting at the half way mark and continuing through the end (In the standard spread it starts at 6 and goes through 12).
It’s base range is 3/6/9/12.

Wide Spread: A wide spread goes out in a cone. It spreads as 1-2-2-3-3-4-4-5 and continues the pattern if someone enlarges the range.
It’s base range is 2/4/6/8


Lobbing a Grenade: Sometimes you may want to hurl a grenade or explosive weapon without taking the time to really aim. As a move action you may choose to lob a grenade. When doing so you deal no normal damage as you are throwing it at a square not a target. You use only your agility as accuracy, not an accuracy the weapon may have. Any points of accuracy used to lob the grenade subtract from any you may add normally to another attack in the same round, and your rate of fire decreases by 1 to a minimum of 1. Otherwise lobbing a grenade works like any other attack, but you are always targeting a square, not a target.

Cooking a grenade Many explosive weapons have a delay before they explode. Sometimes you don’t want that delay. You may spend a move action to cook a grenade reducing the delay before it explodes by 1 round. You may only cook an explosive once per round.

Jumping on a Grenade: Sometimes a character may wish to save his party at the cost of himself and jump on a grenade. To do so he must be within 1 hex and expend his immediate action. By doing so he covers the explosive with his body and takes the full blast of the explosion. The explosive does critical damage (with any bonuses the one who through it may have) and counts all 4, 5 and 6s as hits. The one who dove on the grenade gets no bonus from his armor and only counts 6s as hits for soak. If he survives and you are using the injury optional rules he rolls on the permant injury table at a +3.

Missing with an explosive: Unlike missing with most attacks, it is important to find where a missed explosive landed, as it’s going to explode anyway. To calculate where it lands calculate your net misses and then add 1 to that number. This is how many hexes you missed from where you were aiming. Now find the hex closest to you. Roll a 1d6, with 1 correlating to that closest hex, going around clockwise until you find which direction it went. Now go out as many hexes as you missed by and this is where the explosive lands. Calculate all variables normally from its new center.

Normal and Explosives Damage Many weapons deal not only explosive damage, but also normal damage. The normal damage is for a direct hit on a target only, and benefits from its base weapon (such as one handed ranged or artillery) rather than from explosive. Only the target directly hit takes the impact damage. All targets in the blast take the explosive. The target who is directly hit adds both damages together (if delivered at the same time such as a cooked grenade or a missile, but not an uncooked grenade) before rolling for soak. The easiest way to roll this is usually with two different colored dice, one for the explosive damage and another for the impact. You cannot get threshold critical hits with spread weapons, though you can get half dice critical hits. You can however get a threshold critical hit with the normal damage who is hit by the weapon. If you happen to get both a half dice and threshold critical the target only takes the critical damage once, not twice.

Taking damage from explosives: If you are in the hex of a blast explosion or within 1 hex you take full damage from the explosive. For each hex away from the central blast you decrease the total damage dealt by 1. Any cover you may have from the center of the blast adds it’s total to your toughness when you roll for soak. You may also use your immediate action to dodge an explosive. For each hit you get while dodging, you soak 2 points of damage.

For kicker abilities for each step away from the central blast, you add one to your saving throw dice pool. For each point of cover you also add one dice to your save roll pool. If you choose to dodge, also add that number to your save roll pool.

Readying and Delaying Actions: Sometimes the prudent course of action is to wait and see what happens on the battlefield!

Readying: When you ready an action you are picking a specific circumstance to trigger a specific action. For instance, if an enemy steps into the open from those buildings over there I will shoot. A ready action interrupts the actions of others. For instance, if an enemy comes out in the area you specify you get the opportunity to take your ready action while it is still his turn. You do not have to use the ready action though, perhaps waiting for a different target. A ready action cannot be overly complicated, it can use up to 2 actions, such as firing and then crouching behind the cover your against. Additionally, on your turn you may use some of your actions. For instance, you could crouch and hold an aim, then ready your standard action to shoot if a target came out of cover over here. Readying an action does not change your position in initiative. If it gets back to your turn and you have not used your ready action it is lost.

Delay: Sometimes it may be better to delay your action. When you do so you must take no actions on your turn, and instead you delay. Whenever you like you may state you’d like to come out of delay, and at the end of whoever turn is going on you get your round. It does not interrupt an individual’s actions like a ready action. If you delay, your new initiative is where you came out of delay.

Unstable Platform When standing on an unstable platform several things happen. You take a -4 to all actions while on the Unstable platform. You must make an acroabtics (2) check or be thrown 1d3 hexes in a random direction and get thrown prone. You must also make a Grit check at net misses or take a level of fatigue. You may spend a move action to reduce the acrobatics check by 1. If you succeed you remain standing and may act normally, though all movement costs +1 MP.

Attacking through and damaging Barriers

Sometimes you want to attack an opponent through total cover. They may be on the other side of a wall you don’t want to go around, or you may just be sick of this guy. To attack through cover you must make an attack using a full auto burst, an explosive or spread attack. The attack takes the normal -8 for total cover. If the attack still hits the barrier provides additional soak to the target as listed below. This is pure soak, and does not require a dice roll.

When attacking through cover or just attacking a barrier you damage that barrier. For each hit point of DV you deal over the soak of the material damages the barrier, and reducing the cover by 1 (Total – Heavy – Medium – Light – Totally destroyed). For instance, if attacking an opponent through drywall, for every 2 points of DV you deal over the soak you damage the material. When just attacking a barrier you do not take a -8 to accuracy, and it’s is always considered at least large (-1 threshold) and explosive or spread can damage multiple hexes of barriers with a single attack.

Generally you should be able to move through medium cover in some way or form as the GM fiat.

Material Soak HP Example Notes
Fragile 1 1 Glass
Cheap 2 2 Drywall, Plaster
Average 3 3 Furniture, Plastic
Heavy 4 4 Tree, Hardwood
Reinforced 5 4 Reinforced Steel, security vehicles
Structural Material 6 5 Brick
Heavy Structural Material 7 6 Concrete Wall Provides Heavy Armor to opponents attacked through it.
Reinforced Heavy Structural Material 8 8 Reinforced Concrete Wall Provides Heavy Armor to opponents attacked through it.
Hardened Material 12 12 A Blast Bunker Provides Heavy Armor to opponents attacked through it.

The way of the shadow warrior

Flat-footed The flat-footed condition applies to anyone who has yet to act in combat. He has not readied himself, so has no immediate actions and cannot take any actions at all. He is also considered unaware. All attacks against the target are subject to sneak attack damage. As soon as his initiative comes up in combat he is no longer flat-footed and can begin to act normally.

Unaware A target is unaware of an attack if he has either not seen the attacker or because he is flat-footed. An unaware defender can neither dodge, block nor resist combat maneuvers. If he is hit while unaware he also takes sneak attack damage.

Surprise A surprise attack occurs when some members of either one side, or both sides are unaware of members on the other side. If all members of both sides are either totally aware or totally unaware of the other there is no surprise round.

Usually all opponents should get a detection roll to detect the other side. Opponents who fail their detection or are so caught off guard they don’t even get a check, they are surprised. They do not get to act during the first round of combat, and are considered flat footed until they act in combat.

Sneak attacks A sneak attack occurs when you get an attack on a target and they don’t know you are there. This can occur by several means: If your stealth roll exceeds your targets detection roll, if the target is still flat-footed,

Generally this is done with a stealth roll opposed by a detection roll. If the enemy fails to notice you you get sneak attack damage, which is +3 DV for ranged and +6 DV for melee. Usually you enter combat after a sneak attack, as his allies will usually notice. However, sometimes lighting and distance can be such as to allow one to make multiple sneak attacks before anyone is on to you.

Until a character has acted in combat, he is flat-footed, and all attacks against him deal sneak attack. After he has acted, attacks against him are no longer subject to sneak attacks from not acting. He is however subject to sneak attacks from hidden opponents he has not detected.

However, a character can spend a full round action (and may move up to 4 MP) rehiding, and if successful may get sneak attack on the following round against any target who does not detect him.

Additionally, both Bluff Master and sneak perks give some additional ways to gain sneak damage.

Non-Lethal Damage Sometimes you want to just knock someone unconciouss and not kill them. You may deal non-lethal damage to knock someone out and not risk killing them. Non-lethal damage deals damage to you normally, but does not kill you until you hit -3xbody. When knocked unconciouss with non-lethal damage there is no risk of bleeding out. If the target takes any normal damage they die and bleed out normally.

To make an attack that deals non-lethal damage you make an attack at a -4 for melee or -8 for ranged. If you hit the attack does non-lethal damage. Some attacks can never deal non-lethal damage. Artillery, lethal explosives, fully automatic weapons, spells and anything else the GM deems may all be incapable of dealing nonlethal damage.

Star Light, Star Bright Lighting comes in four stages. Lighting provides certain penalties to accuracy, detection and pilot. The first is normal light. This grants enough light so no penalties. The second is darkness, such as a starry night. This light incurs a -2 penalty. Any source of light or Nightvision brings this up to normal light. The next is extreme darkness. This is a starry but overcast night. It incurs a -4 penalty. If the lighting level is increased once it becomes darkness. If it increases twice it becomes normal light. The last is total darkness or blindness. This is a moonless night with a fully cloudy sky. It incurs a -6 penalty.

Detection You usually get a detection roll versus hidden foes and traps without having to expend an action. On a tie though you know someone is there but failed to locate them. You may spend a free or a move action to try and make a detection roll each round. You may also spend a move action to add an additional +3 to the detection roll. You can make multiple detection rolls if you want to spend multiple actions searching.

Two Weapon Fighting When fighting with two weapons, or using multiple weapons in a single round(such as throwing a throwing knife, a Shuriken and a hand axe) you use the rules for two weapon fighting. To determine your total accuracy you add the accuracy of the weapon with the lower score + your agility + any misc modifiers.

To determine your ROF you may make as many attacks as the highest weapons ROF, but a weapon with a lower ROF can make no more attacks than its maximum ROF.

Crouching When crouching you take a

Recoil When taking a single shot you need not worry about recoil. When making more than a single attack, or burst firing recoil comes into play. Every non-throwing ranged attack (rounded up) after the first gives you a -1 to recoil, that you subtract from your remaining accuracy dice pool. Recoil reduction can reduce as many points of penalty as you may aquire, but never provides more accuracy, it just reduces your penalty to 0. For example: making 3 3RBS subtract a total of 8 from your dice pool. Making a single 3RB and 2 single shots (for another -1) would subtract 44 from your total accuracy dice pool.

Combat Maneuvers You can resist combat maneuvers with an attribute roll instead of a dodge or block, as outlined under the combat maneuver.

Disarm Make an attack using your free action with a -4 to hit (-6 if using a ranged attack) vs the target’s threshold. If you hit the attack deals no damage, but instead disarms your opponent. If you equal the threshold the weapon is disarmed but in your target’s space, making a strength check vs agility or strength Required to pick up the weapon from his space. If you surpass the threshold you knock the weapon net hits away from the target, generally away from the attacker with a ranged weapon and in a general direction picked by the attacker with a melee.

Trip Make an attack using your free action with a -4 to hit (-6 if using a ranged attack) vs the target’s threshold. If you hit the attack deals no damage, but instead trips your opponent. If you hits the threshold the target is staggered. If you exceed the threshold the opponent falls prone.

Knockdown Some weapons and effects have a knockdown effect. If the weapon hits, have the target roll against the threshold. If they fail the fall prone. If they meet the the’s hold they stay standing but become staggered. If they exceed the threshold nothing happens.

Reposition Make an attack using your free action with a -4 to hit (-6 if using a ranged attack) vs the target’s threshold.

Dirty Tricks Dirty tricks are a series of maneuvers. Dirty tricks can be cleared by using a standard action to make a charisma or savvy check vs the number of rounds remaining. You may spend move actions to reduce this threshold by 1.

When making a dirty trick, yoy make an attack using your free action with a -4 to hit (-6 if using a ranged attack) vs the target’s threshold + (charisma or savvy). The various tricks are outlined below:

Blind: Whether a swift kick of dirt in the eyes, or an eye gouge going temporarily blind can swing the battle in anyone’s favor.
Hit Threshold: Target is blind for 1 round, after which the status affect automatically clears.
Exceed Threshold: Target is blind for 1 round/net hit + 1 round. Affect automatically clears after the rounds go by.

Status Effectsare resisted with an attribute roll. You need not spend an immediate action to attempt to resist a status affect.

Fear Save vs endurance or Savvy.

Stagger When generally staggered you choose an action Type to loose for the following round. When hit with a stagger attack follow the rules as outlined in the status chart.

Grapple To make a grapple check you make a strength check vs the opponents Legerdemain or strength. If the opponent defends with Legerdmaine, he can resist or on a draw grapple with no one in control. If you resist with strength, if you beat the opponent you can actually take control of the grapple.

Both opponents in a grapple take a -1 to threshold regardless of who is in control. Additionally, if no one is in control either party in the grapple may attack with a small weapon or unarmed attack outside or inside of the grapple, at a -4.

If 2 opponents are grappled and no one is in control on either ones turn they can take a standard action to take control. If one target wins he can take control of the grapple.

If someone controls a grapple he may attack with a small weapon or unarmed attack outside or inside of the grapple, at a -4. The opponent who is controlled is pinned, and cannot attack, cast spells if his components are gestures or materials, or take any actions that require movement. If he is Holding anything larger than a small melee weapon, he is forced to drop it.

Each time an opponent successfully makes a grapple against a pinned opponent, he can take several actions. He may make up to 2 checks a round if he wants to use his move and standard actions to take different actions.
1) Deal unarmed damage to the opponent as a standard action.
2) Move the opponent at the cost of +1 MP/hex using move actions.
3) If you have rope or hand cuffs you can make a Legerdemain check to tie the opponent up as a full round action. It takes 2 successful checks to tie an opponent with rope.

A pinned opponent may make a strength or legerdmaine check as a full round action. If he succeeds he may break the grapple and has 2 MP for the round.

Note All maneuvers have no effect if targets save is higher than the maneuver threshold.

Many effects have a draw of stagger. This is the draw effect of stagger (-1 to dicepool) not the failure ability.

Combat Maneuver Saves Vs Save Exceeds Equals Save Exceeds Save Notes
Trip Vigor resist Attacker can choose to knock himself and the defender both prone, or leave both of them standing Knocked Prone
Disarm Vigor n/a Disarm opponent but weapon lands in his square and is difficult for an opponent to pick up (must succeed at a strength vs the target’s strengrh or agility). Knock weapon (net hits) away from the target.
Reposition Vigor Target may reposition the attacker 1 hex Attacker may reposition the target 1 hex but not into occupied spaces attacker may move you into others spaces or into walls and objects. Each net hit allows you one hex of movement, though attacker must move with the defender to stay adjacent or in reach. If thrown into an occupied square, must make a knockdown check vs the remaining unused hits or fall prone.
Grapple Strength You may choose not to grapple, or may control the grapple Target may choose not to grapple, or to grapple with no one in control The aggressor is in control of the grapple -1 to threshold to all outside the grapple while grappled.
Grapple Legerdemain Target may choose not to grapple, or to grapple with no one in control The aggressor is in control of the grapple -1 to threshold to all outside the grapple while grappled.
Dirty Trick Willpower n/a Partial Affect – desired effect lasts for a single round Tricked See dirty trick for trick options
Status Affect Saves Vs Save Exceeds Equals Save Exceeds Save Notes
Push/Pull Vigor N/a You get pushed/pulled a single space You get pushed/pulled 1 hit + net hits.
Entangle Vigor No effect All movement costs +1 MP/hex. Takes a move action to break out. All movement costs +2 MP/hex. Takes a standard action to attempt to break out vs original threshold. May spend move actions to drop threshold by 1.
Fear Grit No effect and you become immune to that cause of fear for 1 day. Flee and/or hide for 1 round. Flee and/or hide for a number of rounds equal to net hits + 1 or for duration of the fear (whichever is greater).
Terror Grit No effect and immune to the source of terror for 1 day As fear for 1 round. Flee at max pace for number of rounds equal to 1+net hits. Take one level of fatigue.
Nausea Grit Immune to effect of nausea Staggered Stunned
Knockdown Vigor n/a Staggered Knocked Prone
Confusion Willpower n/a staggered on your turn roll a d6: 1-2: Attack nearest creature, 3-4: Do Nothing 5: you may act normally 6: You are no longer confused and can act normally this round.
Stagger Willpower n/a -1 to all dice pool until the end of your next turn -1 to all dice pool and MP until the end of your next turn If your MP are reduced by an amount equal to your base pace, you loose a move action for the following round, but your MP lost is brought back to 0. You can loose both your move actions and all bonus MP if staggered enough.
Frozen Vigor n/a Staggered Frozen. Gain 1 Level of temporary fatigue Rate of fire is reduced by 1 (minimum 1). Moving costs +1 MP Breaking free from frozen: Spend a standard action and make a strength or body check vs a threshold of (3) to break out. You may spend move actions each round to reduce the threshold by 1 each.
Burning Grit n/a Staggered Catch on fire. Each round you on fire take a level of temporary fatigue, and 7 DV fire damage that is not affected by armor. Putting out fire: Spend a standard action and make an intelligence or Savvy check vs a threshold of (3) to put out the fire. You may spend move actions each round to reduce the threshold by 1 each.
Poison Grit Shake off poison Varies. If no affect is listed you are Staggered for a round. Take the effect of the poison. If no affect is listed take a level of short fatigue. Many poisons persist for a period of time.
Paralyzed Vigor N/A Stunned Paralyzed – You cannot move and lose all your actions, including free and inmediate. You suffer a -1 to your threshold. You are paralyzed for net miss hits.
Stunned Willpower N/A staggered You loose all your actions and cannot move. You do still gain your immediate action and can defend yourself. Stunned for 1 round.
Bleed No Save You take the listed bleed damage at the start of your turn each round until healing or a medic check is administered. You do not resist bleed damage, you automatically take the listed amount. Bleed stacks on itself. If you take bleed (3) twice you bleed for 6.
Irradiated Grit You are still Irradiated until treatment is received, but you do not suffer any I’ll effects unless you take another dose of radiation take a level of temporary fatigue Take a level of short fatigue You suffer from radiation poisoning.
Blind Grit n/a Partial Blindness. You are treated as if the light level is always 1 level lower than normal, regardless of the lighting condition or any special visions you may have. -2 to accuracy and -2 to detection You are treated as if in total darkness. -6 to accuracy and -6 to detection Permanent blindress can be removed with a cure spell or effect.
Deafness Willpower n/a Take a -2 to detection and -1 to Charisma skill checks as you have a hard time hearing. Take a -4 to detection and – 2 to charisma checks
Fatigue Grit n/a Take a level of temporary fatigue Take a level of short fatigue


BASICS System underableedingsun