COMBAT REFERENCE
INITIATIVE
     REF + 1d10
TURN
1 Action(ATK or Other) +
 + 1 Move Action
MOVE   ACTION
 Run   DIST(sq)= MOVE
 Run   DIST(m) = MOVE x 2
 Non   Bipedal = Run/2
                                                                     Leather                           4                       No Penalty
NOTES                                                                Kevlar                            7                       No Penalty
Drawing/Dropping - Free                                        Bodyweight Suit                        11                       No Penalty
Stowing - 1 Action                                              L. Armorjack                          11                       No Penalty
AIMED SHOTS                                                     M. Armorjack                          12                 -2 REF, DEX, MOVE
1 ROF, -8 to hit                                                H. Armorjack                          13                 -2 REF, DEX, MOVE
Head - Damage*2 (after SP)                                            Flak                            15                 -4 REF, DEX, MOVE
Held Item Dropped (1 Dmg)
                                                                    Metalgear                         18                 -4 REF, DEX, MOVE
Leg - Broken Leg (1 Dmg)
                                                            AUTOFIRE
RANGED ATTACK
REF+W.Skill+1d10 VS Ranged DV
OR Def DEX+Evasion+1d10(For REF 8+)
AUTO FIRE
REF+Autofire+1d10 VS Ranged DV
DMG=2d6*# beating DV, Max ¾
Double 6 = Critical Injury
SUPPRESSIVE FIRE
REF+Autofire+1d10 VS
WILL+Con+1d10
Radius 25m, Move to Cover
SHOTGUN SHELLS
RANGED ATTACK VS DV 13               Med     Heavy    V. H.
                                                               SMG
                                                                       Heavy
                                                                             Shotgun A. Rifle
                                                                                              Sniper
                                                                                                                 Bows
                                                                                                                             G.       R.
6mx6m Square, All take 3d6 dmg      Pistol   Pistol   Pistol           SMG                     Rifle                      Launcher Launcher
EXPLOSIVES                           2d6      3d6      4d6     2d6      3d6          5d6        5d6        5d6    4d6         6d6         8d6
10mx10m Square, all take damage
                                     12        8        8      30       40            4         25          4     N/A          2            1
Miss: GM decided hit in 10x10
MELEE ATTACK                                                                   Light Melee       Med Melee       Heavy Melee        V.H. Melee
DEX+M.Skill+1d10 VS DEX+Evasion+1d10                                                1d6               2d6             3d6               4d6
                                                                                Combat Knife,    Bat, Crowbar,                        Chainsaw,
2 ROF except V.H. Weapons, M. Weapons Ignore ½ SP                                Tomahawk          Machete
                                                                                                                 Sword, Lead Pipe
                                                                                                                                    Sledgehammer
GRAB
                            CHOKE/THROW
Brawling Contest,
                            Grab Prereq, BODY
Grab person or
                            damage, no SP                       THROW OBJECT
object, -2 to all
                            Throw puts them in                  DEX+Athletics+1d10, 25m, G. Launcher
actions for both,
                            prone.                              Hit.
prereq to choke/throw
DAMAGE REFERENCE
 INCOMING DAMAGE
 DMG=Rolled DMG-SP
 Armor ablated by
 1SP if it gets
 through
 Cover must be
 destroyed, no
 “splash”
DEATH SAVES
1D10>BODY, Use turn
Fail=Death, 10=Fail
HEALING SKILLS
CYBERTECH   - Cyberware
FIRST AID   - Common Crits
Paramedic   - No deadly
Surgery -   All Crits
FALLING
2d6/10m
DV15 Athletics or
Broken Leg
 Electrocution: 6d6
 Drowning: BODY STAT
 Asphix: +1d6
 Hold Breath: BODY
 min
 Exposure: 1d6/Day
 Radiation:
 Strong/Deadly Fire
EDGERUNNING
ECONOMY