Critical Hit | Zone | On a Natural 10 to Hit: Guaranteed Hit. Roll to Hit again. If this Attack hits too, double Dice or double Damage. If it is another Natural 10: Roll to damage a Body Part |
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1 | Legs | Reduces Movement Range by 50% |
2 | Feet | Per Turn: On 8-10: Knockdown |
3 | Arms | Weapon Skill / to Hit and Melee Damage reduced by 50% |
4 | Hands | 20% Chance per Turn to drop Weapon. Hand is no longer usable for fine Tasks. |
5 | Upper Body | Additional 1d10 Damage. Stagger. Unable to move next Turn |
6 | Lower Body | Bleed Out 1d10 / 2 per Turn. Medcheck 8+ |
7 | Weapon | Weapon scatters 1d10m away.If the Target has no Weapon: Damage Hand |
8 | Armor | Ignore Armor. If the Target has no Armor: Damage Upper Body |
9 | Lung | Extreme Pain. Target has to make a Check with a Difficulty of 6 per Turn to take an Action. After 3 turns without an Action, the Target drops down unconscious and starts to Bleed Out. |
10 | Head | If the Damage deals 50% Damage or more, the Target is instantly killed. Otherwise the Target loses an Eye which reduces Perception and to Hit by 50% |
Critical Fail | Zone | Effect |
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1 | Self | Hit yourself for base Weapon Damage. Knockdown. |
2 | Self | Hit yourself for base Weapon Damage. Drop your Weapon 1d4m away. |
3 | Self | Hit yourself for base Weapon Damage. |
4 | Self | Drop your Weapon 1d4m away. |
5 | Environment | Something blocks your Vision. |
6 | Environment | Something blocks your Path. |
7 | Environment | Something explodes. |
8 | Jammed | Spend one Action to fix your Gear. |
9 | Friendly Fire | Hit a Member of your Team or Miss |
10 | Miss | You just Miss |
Divide Fire |
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Instead of using just one Target for To Hit, every Target in the Area is allowed to Dodge. At Short Range their Dodge is reduced by 3, Medium by 2, and Long by 1. |
Sneak Attacks |
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Attacks against an unaware Enemy counts as an Attack against a Target with 0 Dodge, so you just need to beat your Finesse or Difficulty. Flat-Damage Weapons deal double Damage Double Base-Dice + Max Burst. Only for Silent or Melee. |
Minimum Range |
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Alle Langwaffen (außer Schrotflinten) benötigen mindestens 2m Abstand um ohne Nachteil abgefeuert werden (-2 to Hit) Der Besitz von Point Blank Shot hebt diese Limitierung auf. |
Looking for Items between Sessions |
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Sometimes an Item is not available on the current stations market, so you mightwant to spend some time looking for it. This costs your Between Mission time. You can look for 2 Items + your Bargain Rank, so most players can look for 3 Items or more. The difficulty to find an item is based on its price see the rank availability p324. You can look for the same item multiple times or change to different ones. Buying Ammo is rolled with a dice Heavy: 1d4, Rifle: 1d6, Pistol: 1d10 |
Cyborgs and EMP (slight alteration of Wishblends Rules) |
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Fatal Radius: Cybernetics malfunction. Injury Radius: Roll 1d10. Odd Numbers cause malfunctions. Arms: Drop whatever you are holding. Legs: Knockdown. Nervous System: Reboot (Skip 1 Turn). Eyes: Blind (Cant use Skill-Boni for Checks). Stealth: Shuts off. Carapace: A Carapace Tier 3 and above protects from EMP and lowers it by one Step Internals: In Fatal: Bleed Out with 1d10 Damage per Turn until you roll uneven or make a Cyber Check 10+. It then turns into In-Injury Bleed Out. In Injury: Bleed Out with 1 Damage per Turn. Fix with Cyber Check 8+. Fatal => Injury, Injury => None. |
Boarding | |||||
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Boarding a Ship in Space can be hard but rewarding. The faster it rotates, the harderit gets. Make a Piloting Check to see if you can manage to get close enough. If you Fail, your Ship takes damage. Then you try to Board it. You need a Spacesuit or similar for that Space Walk. If you fail, you take damage and your Suit might rupture. | Drift / Rotation | Slight | Average | Significant | Out of Control |
Piloting Difficulty | 9 | 12 | 15 | 18 | |
Damage on Fail with 4 or more | None | 1d10 | 2d10 | 3d10 | |
Space Walkt Athletic Difficulty | 6 | 9 | 12 | 15 | |
Damage on Fail with 4 or more | 1d10 | 1d10* | 2d10* | 2d10** | |
* 50% Chance to rupture Suit ** 100% Chance to rupture Suit |
Grenades | |
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The current Grenade System is slightly broken and abusable. This rule tries to fix it by changing the scatter Rule. The Grenade now lands on the field equal to twice your roll, so a player with a high Grenade skill has a lower risk to drop it in front of him, but can’t throw it at an impossible range. | On Fail: Grenade lands [your roll + skill] * 2 meters away from you and scatters from there. Example: Target is 20m away, so you need a 10 to hit. You roll a 4 with a skill of 20, so your result is a 6. The grenades lands at 12m and scatters from there. 1: dud, no explosion. 2 – 9: directional scatter 10: no scatter |
Module Sniping | |
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Ship Size | |
Small: | -2 |
Medium: | -1 |
Large: | 0 |
Module Size | |
0 - 3 | -2 |
4 - 6 | -1 |
7+ | 0 |
Other Effects | |
Chaff | -6 |
Railguns can target Modules, Frags can't |
Fighting |
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It is possible to attack twice per Round with Fighting with the same Disadvantage as other Attacks. |
Balanced Ship Weapons |
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Some Weapons are underperforming compared to others. Cannons for example have more Ammo and always hit like a +1 Multicannon. Multicannons +10 Bonus Damage vs Hull, 50 Ammo Burst- and Beam Lasers: +10 Bonus Damage vs Shield Cannons: Critical Hit on 9+ Railguns: Critical Hit on 8+, 30 Ammo Missiles: Critical Hits only hit Weapons and Utility Critical Hits only deal Damage to a Component. Any damage above the Components Health is transfered to Hull. |