Rules Cheat Sheet

Initiative

REF + 1d10  

Ranged Combat

Attacker's REF + Relevant Weapon Skill + 1d10   Defender's DEX + Evasion Skill + 1d10 (With a REF 8 or higher can choose to attempt to dodge)
or
Defender's DV Determined by Range to Target and Weapon
 

Melee Combat

Attacker's DEX + Relevant Melee Attack Skill + 1d10   Defender's DEX + Evasion Skill + 1d10   Grab
Both roll DEX + Brawling Skill + 1d10.
Can choose to either grab hold of the Defender or take one object the Defender is holding in their hands into a free hand.
Both are considered grappled:
  • -2 to all Actions
  • Defender is dragged with the Attacker's Move Action
  • Both can't use two handed weapons (even if they have more than two arms)
  • Attacker can end the Grapple at any time without using an Action
  • Defender, or other Character, must use an Action to roll a successful Grab against the Attacker to break the Grapple, which ends the Grapple for everyone involved.
Grabbing a person is a prerequisite for Choking or Throwing them (p. 177)

Martial Arts Damage
You can't use Martial Arts Attacks unless you have at least one point in the Skill. When dealing damage, ignore half of the Defender's armor (Round up).

DEX + That Form's Skill + 1d10   Defender's DEX + Evasion + 1d10 or DV (for some Special Moves)   Aikido -> Page 179    

Cover

You are considered to be in cover if you are fully behind something that could stop a bullet. If they have line of sight on you, you aren't in cover. There is no "partial" cover. It can either stop a bullet or it can't. If it cannot stop a bullet, it provides no cover and thus has no HP.
 

Taking Damage

  1. Attacker rolls the damage for their attack.
  2. Subtract armor's SP in that location from the damage (Body, unless its an Aimed Shot)
  3. Subtract any remaining damage from Hit Points.
  4. If taking any damage, SP is reduced by 1 point until it is repaired
Some things that cause damage, like poisons and fire, bypass armor. Wound States Page 186

Critical Injuries When two or more dice rolled for damage come up 6 (s. Page 187)

Mortally Wounded
Mortally Wounded Characters suffer a Critical Injury whenever they are damaged by an Attack. In addition their Death Save Penalty increases by 1.
Death Saves
  • Roll a d10 + Death Save Penalty. If you roll under your BODY, you live, and can take your Turn as usual.
  • A 10 is a automatically fail.
  • Every time you roll a Death Save, your Death Save Penalty increases by 1
  • Death Save Penalty resets to Base Death Save Penalty when Stabilized
  • Failing a single Death Save: you die
Stabilization Action on a target or yourself TECH + First Aid Skill / Paramedic Skill + 1d10
On success the target will heal Hit Points equal to their BODY for each full day they spend resting.
If not resting, gain no HP that day, wounds will reopen, and needs to receive stabilization again. If Mortally Wounded, healed to 1 HP and is Unconscious (one minute, still rolls Death Saves if get wounded again).
Treating a Critical Injury
Quick Fix: Will remove the injury effect for the rest of the day and an attempt takes a minute. Treatment: will remove the injury effect permanently and an attempt takes four hours. (You can't do a Treatment on yourself.) On Cybertech: Still suffer the Effect and Bonus Damage. Cybertech Skill can be used for Quick Fix or Treatment.    

Facedowns

COOL + Reputation + 1d10 (If defining Reputation Event is negativ the Reputation Level is treated as a negative number.)   Backing Down or Taking a -2 to any future Actions made against this opponent  

Net combat


Interface + Program ATK + 1d10 or Black ICE ATK + 1d10
Target's Interface + 1d10 or Program DEF/Black ICE DEF + 1d10   On a Hit, the Target suffers the Effect of the Program.

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