Action Difficulty Long 4 -3 Skill Step
Action Diff / Extraordinary / Threshold Extreme 10 -6 Skill Step
Easy 3 / 10 / 15
Average 7 / 14 / 35 Automatic Weapons
Hard 11 / 18 / 55 Burst: The attacker fires three bullets using one
Formidable 15 / 22 / 75 attack roll against one target. The weapons damage
Heroic 19 / 26 / 95 die each gain +1 step. Extraordinary Success on a
Incredible 23 / 30 / 115 burst
Ridiculous 27 / 34 / 135 attack adds an extra stepped-up damage die to the
Impossible 31 / 38 / 155 total.(max twice per turn)
Bonus Dice Autofire: One autofire attack roll expends a third
Plot Points Die Type Min Bonus of the weapons ammo against one target.
1 d2 1 The weapons damage die gains a +4 step.
2 d4 2 Only attack in the turn.
3 d6 3
4 d8 4 Spray: Spray fire uses as many bullets as autofire
5 d10 5 but directs them at an area roughly 510 feet wide,
6 d12 6 As long as the attack roll meets an
7 d12 + d2 7 Easy (3) Difficulty, everyone in that area must defend
8 d12 + d4 8 against the attack. Cover bonuses to Difficulty are
9 d12 + d6 9 halved (round up) in the face of spray fire. Those that
10 d12 + d8 10 are hit suffer a +1 step to the weapons damage die.
11 d12 + d10 11 An
12 d12 + d12 12 Extraordinary Success on the attack roll adds an
extra
Attack Options stepped-up die to the weapon damage roll.
Aim +1 Skill Step / turn (max 3)
Called Shot (special damage) Defence
Full Target -- Unmoving - Easy (3). Non action
Moderate Target +4 Difficulty Innate Defence - Agility dice -Non action
Small Target +8 Difficulty Bonus for fast/erratic movement
Minuscule Target +12 Difficulty Blocking: Roll Agility + close combat Skill/Specialty;
Covering Immediate Attack Dodging: Roll Agility + Athletics/Dodge.
+2 Skill Step on Intimidate Cover:
Crowds 1 and 2s = botches Light Cover: Up to half the body is covered.
botches hit bystanders This
Disarm -2 Skill Step (Close Combat) adds 4 to the defence Difficulty. Remove one die of
-4 Skill Step (Ranged Combat) explosive damage.
target makes Hard Agility + Weapon Skill Being prone is generally the equivalent of light cover.
Feint Intelligence + Combat vs Alertness + Skill Medium Cover: More than half the target is
if successful, target can only use Innate safe. Add
Defence 8 to the defence Difficulty. Drop two dice of explosive
Prone -2 Attribute Step damage.
Sneak Attack Easy (3) Difficulty attack Heavy Cover: Almost all the defender is
Throwing Average (7) Difficulty protected.
to 100 ft Add 12 to the defence Difficulty. Three dice of
Two-Weapons -2 Attribute Step on off-hand attack explosive
Off hand attack is a second action damage are left off.
Unarmed Attacks d0 Stun Total Cover: Target cant be hit. If a hit is
Visibility possible
Dim light -2 Skill Step for some reason or might do damage anyway
Dark -4 Skill Step , add 16 to the defence Difficulty. Explosive
damage loses four dice.
If an attack results in an Extraordinary Success,
the victim must make an Average (7) Endurance roll. Armour
A failed roll imposes additional damage based on The Armour Rating is subtracted from any damage
weapon damage type. inflicted. Wound damage is reduced first, then Stun
Endurance =(Vitality + Willpower) damage.
Initiative=(Agility + Alertness) Attacks that garner Exceptional Success ignore
armour.
Ranges
Range Increments Modifier Plot Point Rewards
Point Blank 15 projectile +1 Skill Step Frakking Awesome! 1
5 thrown Complications in Play 1 - 3
Short 1 -- Completing a Challenge 2-4
Medium 2 -1 Skill Step Personal Goal 3-5
Crew Goal 46
Plot Point Expenses / Story Impact
Improving Actions Inconsequential 1-
2
Saving Bacon Minor 3 - 4
Staying Alive Moderate 5 - 6
Assets Significant 7 - 8
Story Manipulation Major 9 - 10
Defining 11+
Damage/General
Second Wind Once per day recover Stun damage
equal to roll of Vitality or Willpower.
Damage Penalties: When your character has
accumulated half his
Life Point total (rounded down) in Wound damage, he
suffers a 2 Attribute step
Passing Out: damage,>= Life Points, Roll Endurance
(7) Difficulty. Success keeps awake. Every turn
accumulative +4 to Difficulty
Dying: Wound damage >= Life Points, Roll Endurance
(3) Difficulty. Success, no more rolls needed until
wounded again. Every turn accumulative +4 to
Difficulty
Multiple actions Every action after the first incurs a
cumulative -1 skill step penalty up to the end of your
turn.