RPG Mechanics and Rules Guide
RPG Mechanics and Rules Guide
RADIATION
Exposure Immediate Cumulative Radiation Source Exposure Mental Characteristic Healing
/ Rads Effect Effect Minor reactor leak (2D) / h Time: 1 day
≤50 None None Serious reactor leak (2D) / 20 m Effect: Heal one point per Characteristic.
51 - 150 1D damage, nausea None Minor solar flare (1D x 100) / h
151 - 300 2D damage, nausea -1 END Major solar flare (3D x 100) / h Augmentation: Augmented travellers in low-
301 - 500 4D damage, nausea, hair loss -2 END Radiation Weapon (2D x 20) tech hospitals suffer a penalty to Medic
501 - 800 6D damage, nausea, hair loss, -3 END Starship-sized Radiation Weapon (2D x 100) checks equal to the difference between tech
sterile levels.
801+ 8D damage, nausea, hair loss, -4 END Starship hulls afford 500 rads of radiation PG. 78
sterile, internal bleeding protection.
PG. 77
COVER VEHICULAR ACTIONS
Cover Type Bonus Armour Dogfight: Make an opposed Skill Check vs
SPEED BANDS
Band Speed Speed / kph
Light vegetation & foliage +2 another target within 1 km modified by
0 Stopped 0
Tree trunk +6 Vehicle Agility and with a DM -1 per
Combat Tables 1 Idle 1 to 20
Stone wall +8 dogfighting target after the first. Ties only
2 Very Slow 20 to 50
Unarmoured vehicle +10 allow turret attacks, otherwise the winner
3 Slow 50 to 100
Armoured vehicle +15 may set the fire arcs for the winner and the
4 Medium 100 to 200
INITIATIVE Fortification +20 loser. In addition, the winner has DM +2 for
Each character rolls either DEX or INT at the 5 High 200 to 300
attacks this round against the loser, and the
6 Fast 300 to 500
PG. 74
start of a conflict. Characters take a turn loser has DM -2 against the winner.
starting with the highest roll and working 7 Very Fast 500 to 800
If a dogfight continues across several rounds,
down. WEAPON TRAITS 8 Subsonic 800 to 1,200
AP [X]: Ignore up to X armour the preceding rounds dogfight Effect counts
9 Supersonic 1,200 to 6,000
Auto [X]: Burst: Consume X ammo, +X as a DM for the current rounds roll.
Tactics: One character per side may make a 10 (A) Hypersonic 6,000+
Damage. Full Auto: Consume (3 x X) ammo Evasive Action: Make a Skill Check (Drive, Flyer
Tactics roll, applying the Effect to all or Seafarer), the Effect is a penalty to attacks
Initiative rolls for their side. and make X attacks against targets within Divide speed in kph by 600 to get meters per
6m of each other. to or from this vehicle.
Surprise: DM +6 combat round.
Blast [X]: Roll damage against everything Manoeuvre: Change position and/or avoid
Surprised: DM -6 obstacles. This Action does not usually
within X meters of the target point. Targets Rough Terrain: DM -2 to Drive skill rolls when
cannot Dodge. Consider cover as if require a Skill check.
off-road.
PG. 70
attacked from the target point. Ram: Make a Skill check (Drive, Flyer or
Bulky: A Strength DM of +1 (+2 if Very Bulky) is Seafarer) to deliberately ram another
ACTIONS AND REACTIONS Airborne Movement: DM -2 to Pilot skill rolls
On your turn you may: Perform one Significant required to fire this weapon without vehicle, object or person.
outside of their native environment and
and one Minor Action. Perform any number of penalty. Each DM lacking imposes a DM -1. Stunt: Perform some acrobatic stunt. Make a
cannot operate at all if the planets
Free Actions. Additionally, you may perform Dangerous: Attack rolls with an Effect of -5 or Skill check (Drive, Flyer or Seafarer). Success
Atmosphere code is zero or if atmosphere or
any number of Reactions between your turns, lower (-3 or lower if Very Dangerous) allows you to either:
size (gravity) codes are more than two points
though each imposes a DM- 1 to all of your die damage the weapon and the attacker. Put a target into an additional fire arc for a
different.
rolls until after your next turn. Fire: Struck targets are set alight. Roll 2D at the turn,
Set up some other Skill check (as a Task
PG. 130
start of each turn, the fire goes out on an
Significant Actions: Make an attack, issue 8+. Chain) or,
orders, perform two Minor Actions, etc. One-Use: This weapon cannot be reloaded. Do something that would otherwise be
Minor Actions: Aim, move, draw or reload a Radiation: Anyone within (damage dice) CRITICAL HITS impossible for your vehicle.
meters of the line of fire suffers from (2D x Roll for a Critical Hit when an attack roll has an Weave: Attempt to shake pursuit by weaving
weapon, change stance, etc.
20) Rads (2D x 100 for starship weapons). Effect of 6+. Spacecraft also take a Critical Hit around obstacles. Set a DM of -1 to -6 and
Free Actions: Speak, push a button, etc.
Scope: Aimed attacks over 100m do not count whenever a hit causes their Hits to drop below a make a Skill check (Drive, Flyer or Seafarer),
Reactions: Dodge, parry, dive for cover, strike
as being at Extreme Range. multiple of 10% (i.e.: 90%, 80%, etc). failure results in a crash. Pursuers must
with advantage. PG. 70, 72
Silent: DM -6 to detect this weapon by sound. A Critical Hit has a Severity of (Damage / 10). choose to either break off, or make the same
Smart: Gain a bonus to attack rolls equal to the 2D Vehicle Spacecraft Skill check in order to follow their target.
RANGED ATTACKS difference in TL between the weapon and 2 Fuel Sensors
PG. 132
Situation DM target (min +1, mas +6). 3 Fuel Power plant
Aiming, per action up to +6 +1* Smasher: Victims may not Parry attacks with 4 Power plant Fuel
Laser sight, when aiming +1 this weapon. 5 Weapon Weapon
Dual weapons, no Aiming -2 Stun: Only damages END. Any excess damage 6 Armour Armour
Fast moving target, -1 incapacitates for a like number of rounds. 7 Hull Hull
per 10m relative speed Damage heals automatically after one hour. 8 Cargo M-drive
Target in cover -2 Zero-G: No roll required for use in zero-G. 9 Occupants Cargo
Target prone -1 10 Drive system J-drive
Target range:
PG. 72
11 Systems Crew
Short 0 to 25% +1 12 Systems Computer
Medium 25 to 100% +0
Long 100 to 200% -2
PG. 134, 158
Extreme 200%+ -4
All attacks over 100m are considered to be at extreme range
unless aimed with a scope.
PG. 71
SPACE ACTIONS DAMAGE SCALE ATTACKS, BEAMS
Improve Initiative (Captain): Perform a Leadership test.
Ground Wpn. Space Wpn. Situation DM
The Effect is applied as a bonus to Initiative next round. Range
Jump (Engineer): See pg. 148. Attacking a... Hit DM Dmg Hit DM Dmg
Ground Tgt. +0 x1 -2 x10 Adjacent to Close,
Space Combat Tables Off-Line system (Engineer): Perform an Engineer Test to
see Dogfight rules *
shut a system down to conserve power. Spacecraft Tgt. +2 ÷10 +0 x1
TURN SEQUENCE Overload Drive (Engineer): Temporarily boost Thrust. Short +1
Initiative See pg. 160. When attacking a ground target with a spacecraft Medium +0
Overload Plant (Engineer): Temporarily boost Power. See Long -2
The Pilot makes a Piloting Skill check, adding weapon, the weapon gains the Blast 10 trait.
pg. 160.
the ships Thrust. Very Long -4
PG. 157
Repair System (Engineer): Repair a critical hit, see pg.
161. Weapon See weapon
Tactics: One character per side may make a Reload Turret (Gunner): Reload a turret. Target Locked,
Tactics (Naval) roll, applying the Effect to all Sensor Lock (Sensor Operator): Gain a Sensor-Lock Gain a Boon *
against a single hostile vessel - locks grant a Boon to all
Initiative rolls for their side.
attacks against that target.
PG. 156
STARPORT FACILITIES
Level Quality Berthing Cost Fuel Facilities
A Excellent 1D x Cr 1,000 Refined (Cr 500 / ton) Shipyard (all), repair
B Good 1D x Cr 500 Refined (Cr 500 / ton) Shipyard (spacecraft), repair
C Routine 1D x Cr 100 Unrefined (Cr 100 / ton) Shipyard (smallcraft), repair
D Poor 1D x Cr 10 Unrefined (Cr 100 / ton) Limited repair
E Frontier Free - -
X None - - -
Refueling: 1D hours.
Ship spares: Cr 100,000 / ton PG. 225