Rules

Critical HitZoneOn 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
1LegsReduces Movement Range by 50%
2FeetPer Turn: On 8-10: Knockdown
3ArmsWeapon Skill / to Hit and Melee Damage reduced by 50%
4Hands20% Chance per Turn to drop Weapon. Hand is no longer usable for fine Tasks.
5Upper BodyAdditional 1d10 Damage.
Stagger. Unable to move next Turn
6Lower BodyBleed Out 1d10 / 2 per Turn.
Medcheck 8+
7WeaponWeapon scatters 1d10m away.If the Target has no Weapon: Damage Hand
8ArmorIgnore Armor.
If the Target has no Armor: Damage Upper Body
9LungExtreme 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.
10HeadIf 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 FailZoneEffect
1SelfHit yourself for base Weapon Damage.
Knockdown.
2SelfHit yourself for base Weapon Damage.
Drop your Weapon 1d4m away.
3SelfHit yourself for base Weapon Damage.
4SelfDrop your Weapon 1d4m away.
5EnvironmentSomething blocks your Vision.
6EnvironmentSomething blocks your Path.
7EnvironmentSomething explodes.
8JammedSpend one Action to fix your Gear.
9Friendly FireHit a Member of your Team or Miss
10MissYou just Miss
Divide Fire
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
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.

Dice-Roll Weapons roll double Dice
Flat-Damage Weapons deal double Damage


Double Base-Dice + Max Burst. Only for Silent or Melee.
Minimum Range
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
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)
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
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 / RotationSlightAverageSignificantOut of Control
Piloting Difficulty9121518
Damage on Fail with 4 or moreNone1d102d103d10
Space Walkt Athletic Difficulty691215
Damage on Fail with 4 or more1d101d10*2d10*2d10**
* 50% Chance to rupture Suit
** 100% Chance to rupture Suit
Grenades
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
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
It is possible to attack twice per Round with Fighting with the same Disadvantage as other Attacks.
Balanced Ship Weapons
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.