Initiative/Turns
At the beginning of combat, all participants roll intitiative as 1d10+REF to determine turn order
On your turn you can perform 1 action i.e. Move, Attack, etc.
Movement
You can move 3x your MA in meters
Firing Guns
If you fire a gun, you must roll your skill with the relevant type of firearm (10+REF+SKILL+Modifiers), against the To Hit number for the target's range. If you roll the target number or above, you hit!
Note: target is prone or firing from behind cover gives -4 to attack roll
If you have an automatic weapon firing a 3 round burst, roll 1d3 to see how many hits you scored.
Grenades
Rolling to hit with grenades is similar to guns except that range=BODYx10m . On a hit, roll 2d10 to determine direction and number of meters away from the target where the grenade explodes. On a miss, distance is 10+d10m.
Melee
For a Melee attack, roll 1d10+REF+Relevant Skill vs. your opponent's 1d10+REF+Dodge Skill. If you beat their roll, you hit!
Doing Damage
For each hit scored:
- Roll 1d10 for the body part that took the damage.
- Roll for damage
- Subtract BTM, Armor, Cover SPS
- Mark down damage
- Roll death save/stun save vs. Body
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