Combat Cheat sheet

Movement:

Travel on foot is broken down into Walking: 2.5 MPH 4 KPH   Running: 5 MPH 11 KPH   When in combat movement is tied to the MOVE skill characters are able to move a number of tiles equal to their move score. Special movement like jumping swimming cost double the squares to use.  

Initiative:

When Combat starts everyone rolls Initiative REF+1d10=Initiative score  

Turn in combat:

Every character has a Move action and a Action.   You action can be taken on any of the following actions:
 

Aimed Shots:

At a max of 1 ROF you can aim a Single Ranged or Melee Attack by taking your Entire Action and a -8 to your check to aim at the following areas:   Head: Multiply the damage that gets through your targets head armor by 2   Held Item: If a single Point of damage gets through your target's body armor, your target drops one item of your choice held in their hands. it lands on the ground in front of them.   Leg: If a single point of damage gets through your target's body armor, your target also suffers the Broken Leg Critical Injury if they have any legs left that aren't Broken.  

Resolving Ranged Combat:

How Ranged combat works is the following:   Attacker's REF+Relevant Weapon Skill+1d10 vs Defender's DV Determinded by Range to Target and Weapon or Defender's DEX+Evasion Skill+1d10   If you beat the DV (defender wins in a tie) you damage the defender   A Defender with a REF 8 or higher can choose to attempt to dodge a Ranged Attack instead of using the range table to determine the DV  
  Auto fire mode:   When you use Autofire, it costs an Action and 10 bullets. If you don't have 10 bullets remaining in your clip, you can't use Autofire. You use the Autofire Skill instead of the weapon's typical Weapon Skill. Additionally, instead of the weapon's entry on the Range Table, you use its entry on the Autofire Range Table. Autofire cannot be used to make an Aimed Shot.   Targets with REF 8 or Higher can still choose to attempt to dodge your Autofire.   If you hit, roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum denoted by the weapon's Autofire (3 for SMGS, 4 for Assault Rifles).This number is the amount of damage that Autofire dealt. If both dice came up 6, you've also inflicted a Critical Injury   Suppressive Fire:   When you use Suppressive Fire, it costs an Action and 10 Bullets. If you don't have 10 Bullets remaining in your clip, you can't use Suppressive Fire. Everyone on foot within 7-12 Squares out of cover, and in your line of sight must roll   WILL + Concentration+ 1d10 against your REF + Autofire Skill + 1d10.   Anyone that fails must use their next Move Action to get into cover. If that Move Action would be insufficient to get into cover, they must also use the Run Action to get into cover or as close to cover as possible.   Shotgun Shells:   In addition to Slugs, Shotguns can also fire Shotgun Shells. You can't make an Aimed Shot with a Shotgun Shell. When you fire a Shotgun Shell, you make 1 Ranged Attack   (REF + Shoulder Arms + 1d10) vs. a DV13   If successful every target in front of you, within 3 square by 3 Square, that you can see, takes 3d6. Individual targets with REF 8 or Higher can still choose to attempt to dodge your Shotgun Shell.   Explosives:   All explosives’ weapons deal their damage to all targets (including the terrain) 5 Square by 5 Square, the center of which is your intended target which is a 1 by 1 square, ⁣ not an individual). You only roll damage once for all targets.   If you roll under the DV required to hit your intended target, the GM decides where in that 5 BY 5 square centered on your intended target the explosive actually landed, and it instead damages a 5 BY 5 square around that point.   Anyone with REF 8 or higher can choose to individually dodge the blast by rolling higher than your original Check, placing themselves outside the blast area if they succeed. An explosive blast will not damage a target behind cover that its damage would be insufficient to destroy. However, if the damage from the explosive would be sufficient to destroy the cover, the individual is no longer behind cover and they take full damage.      

Melee combat:

Melee weapons ignore half of the defender's Armor. rounded up All weapons must be held and used with their respected skills and abilities. A character with a BODY 8 or higher can wield a Melee Weapon designed to be wielded in two hands in one hand. When dealing damage, all melee weapons ignore half of the Defender's armor.   Resolving Melee Combat:   Attacker's DEX + Relevant Melee Attack skill+1d10 vs Defender's Dex + Easion Skill+1d10   The target much be within 2 squares of you   Brawling/Grappling:   When attacking with no weapon the attacks scale off of your BODY stat with the exception of cyberarm which are 2d6 unless BODY is 7+ Brawling Skill is used to break free from Grapples.   Damage from bare fist:   BODY 4 or under= 1d6   5 to 6 or 4 w/ Cyberarms=2d6   7 to 10= 3d6   11+ =4d6   To determine the outcome of a Grab, both you and your target within your reach roll DEX + Brawling Skill + 1d10.   If you win, you can choose to either grab hold of the Defender or take one object the Defender is holding in their hands into a free hand. If you win and choose to grab hold of the Defender instead of their stuff, both of you are now considered to be in a Grapple and take a -2 to all actions for as long as you both remain in a Grapple. While Grappled, the Defender cannot use their Move Action, and is dragged with the Attacker whenever the Attacker takes their Move Action. No Character in the Grapple can make use of a weapon that requires them to use two hands, even if they have more than two arms. The Attacker can end the Grapple at any time without using an Action, but the Defender, or any other Character, must use this 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.     Choke:   If you are currently the Attacker in a Grapple, you can use an Action to Choke the Defender you are grappling, dealing your BODY STAT directly to their Hit Points in damage. If damage dealt by a Choke would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP and are Unconscious. This damage ignores the Defender's armor and doesn't ablate it. Additionally, if you Choke the same target for 3 successive Rounds, they go Unconscious regardless of their Hit Point total.   Throw:   Throw a person you are Grappling or an object you are holding. If you are currently the Attacker in a Grapple, you can use an Action to Throw them onto the ground, dealing your BODY STAT directly to their Hit Points in damage. This damage ignores the Defender's armor and doesn't ablate it.   Throwing your target ends your Grapple with them (freeing you both of the -2 to all Actions imposed by being either participant in a Grapple), and leaves them Prone, unable to use their Move Action until they use the Get Up Action. If you want to Throw an object, you can do so by using an Action to make a Ranged Attack using DEX + Athletics + 1d10, up to a maximum of 12 SQ, ( using the Grenade Launcher DV entry on the range table. If you are throwing the object at a person that can dodge bullets, they can choose to dodge your object as well. Melee weapons deal their stated damage when thrown, but don't halve SP. Grenades deal the same damage as they would when fired from a grenade launcher. An improvised thrown weapon does as much damage as the GM thinks it would.  

Other types of damage:

  Being On Fire: When you are On Fire, until you use an Action to put yourself out, you take an amount of damage direct to your HP at the end of your Turn. Your armor isn't ablated. Remember that each Turn is only three seconds. This adds up.   Mild: Wood Fire= 2 Damage direct to HP Strong: Gasoline Fire= 4 Damage direct to HP Deadly: Thermite= 6 Damage direct to HP   Drowning and Asphyxiation:   Characters can hold their breath for a number of minutes equal to their BODY. When you can't hold your breath any longer, you start Drowning. At the beginning of a Turn where you are Drowning, you take your BODY STAT directly to your Hit Points in damage. This damage ignores your armor and doesn't ablate it.     Asphyxiation should be treated like Drowning, save that there are sometimes secondary effects. If you are Asphyxiating in space, you will take an additional 1d6 in damage at the end of your Turn to your INT, REF, and DEX from exposure to the vacuum. If your INT reaches 0, you are dead. This damage to your STATs is reversed if you manage to get a breath of air.   Electrocution: When you are electrocuted, you immediately take 6d6 damage. This damage is soaked by armor as normal. If you don't move away from the source of your electrocution, this damage repeats at the end of each of your Turns, starting with your next Turn.   Exposure: Prolonged exposure to the extreme elements will deal 1d6 damage directly to your HP at the end of each day of exposure. While exposed to the extreme elements, even if stabilized, you cannot heal naturally. With proper equipment for your environment, you will never risk exposure.   Falling: Falling Characters fall 40m/yds at the end of their Turn. At the moment they are no longer on solid ground, if an edge or ledge is nearby, they get one attempt to save themselves from flight with a DV15 Athletics Check. No Check is required if you have a Grapple Hand, Grapple Gun, etc.   Upon hitting the ground, Characters who fall 10 m/yds or more take 2d6 damage for every 10 m/yds they fell (soaked by body armor) and unless they then succeed a DV15 Athletics Check, also suffer the Broken Leg Critical Injury. Characters with 2 Cyberlegs do not take this damage or suffer the Critical Injury. However, Cyberlegs do nothing to prevent damage or Critical Injury if the fall is greater than 30 m/yds. Common sense also dictates that if for some reason you fell off a skyscraper without a parachute, don’t bother rolling a Death Save, you are dead.   Poisons and Drugs:   When you are Poisoned or Drugged, you must make a Resist Torture/Drugs Check against the DV of the attack. If you fail, you suffer the effect of the poison or drug. Your armor isn't ablated.   Mild: Belladonna, Toxic Waste DV 11 on a fail 1d6 Damage direct to HP   Strong: Arsenic DV 13 on a fail 2d6 Damage direct to HP   Deadly: Biotoxin, Designer Poison, Stonefish Venom DV 15 on a fail 2d6 Damage direct to HP   Drugs: Mild: Alcohol DV 11 the effect if failed is Inebriation   Strong: Sodium Pentothal DV 13 the effect if you fail is Suggestibility   Deadly: Designer Drug DV 15 if you failed the effect is Designer's Intention     Radiation:   Low level radiation exposure won't kill you immediately. Over time, it will make you sick, and then it will kill you, eventually, possibly through cancer. This is up to the GM to interpret.   High level radiation is immediately dangerous. Every Turn that you remain in the hot zone, you are treated as being Mildly on Fire (see Being on Fire), except you cannot use an Action to put yourself out while you remain in the hot zone. If you are in an extremely hot zone, like being in a leaking reactor, you are treated as being Deadly On Fire instead.    

Cover

  The Golden Rules of 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.   Nothing is stopping your enemy from moving up to re-establish line of sight on you, rendering what was previously cover for you pointless, so make sure that your plan is better than their plan.   The other method of getting somebody "out of cover" is removing the cover itself using something really fun, like a grenade. Anything you might want to take cover behind has HP, and a 2 m/yds by 2 m/yds (1 square) section of it can be attacked just like you can. At 0 HP, cover is destroyed. If a cover's HP drops to 0, excess damage is lost and doesn't harm any targets hiding behind it. You can hurt them with your next Attack. The one exception to this involves explosives   Cover HP is determined by the material and its thickness.   Thin cover might be able to be moved slightly in a pinch, but thick cover is too unwieldy for Characters without BODY 10 or higher to move without special equipment.   Steel cover cannot be damaged by Martial Arts or Brawling attacks except those made by Characters with a Cyberarm or BODY 10 or higher.   Type of Cover:   Type: X HP if thick cover/ X HP if thin cover)   Steel: 50 HP/25 HP   Stone: 40 HP/20 HP   Bulletproof Glass: 30 HP/15 HP   Concrete: 25 HP/10 HP   Wood: 20 HP/ 5HP   Plaster/Form/Plastic: 15 HP/ 0 HP   Using Shields:   Equipping and dropping a shield takes an Action. While you are using a hand to carry a shield, it cannot be used to do anything else. A shield is a movable source of cover, and while you wield a shield with HP remaining, you are considered to be in cover. When attacked by a target that you can see, you can interpose the shield between yourself and the attack. If you choose to do so, you cannot dodge the attack at all, though a Ranged Attack can still miss you due to your opponent's poor marksmanship. The shield takes the entire attack to its HP. If a shield hits 0 HP it is destroyed (until repaired if inorganic), and cannot be used as cover, though it still remains equipped to your hand until you use an Action to drop it.   Type of shields:   Bullet proof shields HP 10   Corpse Hp is the body stat of the corpse   Human Shields:   We all knew it would come to this. If you are already the Attacker in a Grapple, you can use an Action to "equip" the defender as a Human Shield if you are not already wielding a shield, using the same hand you are using to Grapple them. While you wield a Human Shield, you are considered in cover. Human Shields are more unwieldy than typical shields. Because of their squirming, Human Shields cannot be used to block Melee Attacks, or Ranged Attacks specifically targeted at your head using an Aimed Shot.   When attacked by a target that you can see with a Ranged Attack not targeted at your head, you can interpose the Human Shield between yourself and the Ranged Attack. You can still attack your own Human Shield while you have them equipped, it's practically a tradition. Your Human Shield cannot dodge Ranged Attacks while you have them equipped, even if they have REF 8 or higher. When your Human Shield is shot, they take damage as if they had been shot normally. A Human Shield who dies while you have them equipped automatically becomes a shield with HP equal to their BODY. Unequipping a live Human Shield is as simple as ending your Grapple with them, which doesn't cost an Action, but dropping a corpse shield costs an Action just like any other shield.   Armor:   Armor is rated by its Stopping Power, or SP, which is how well it can stop damage. It can be worn on either your body or your head, and it is advised that you wear both. Armor can be purchased for either the head or body locations. Wearing even a single piece of heavier armor will lower your REF, DEX, and MOVE by the most punishing Armor Penalty of armor you are wearing, a penalty which you only have to take once, even though you are likely wearing armor on both your body and head. This penalty can even leave your Character (if at MOVE 0) completely immobile. SP gained by armor does not "stack," only your highest source of SP in a location determines your SP for that location. All your worn armor in a location is ablated simultaneously whenever you take damage.  

Taking damage:

  Whenever you take damage:   1. Your Attacker rolls the damage for their attack.   2. Subtract your armor's SP in that location (if they didn't target your head using an Aimed Shot, this is always your body location) from the damage. * Subtract any remaining damage from your Hit Points.   3. If you ended up taking any damage, your armor on that location is still ablated, reducing its SP by 1 point, until it is repaired.   *Some things that cause damage, like poisons and fire, bypass armor.     Wounded states as you take damage, you cross Wound State Thresholds, eventually becoming wounded in ways that impair your performance. Each new Wound State replaces the effect of your previous Wound State. Your Wound State is determined by the amount of Hit Points you have remaining.  
 

Critical Injuries:

  Critical Injuries are cause when rolling two or more Dice are rolled for melee and ranged attack come up 6 you've inflicted a critical injury .   Roll 2d6 on the appropriate Critical Injury Table until you get a Critical Injury that the target isn't currently suffering. If you weren't using an Aimed Shot to target the head, roll on the Critical Injuries to the Body Table.   All Critical Injuries cause a horrible Injury Effect and deal 5 Bonus Damage directly to the target's Hit Points when suffered. The Bonus Damage doesn't ablate armor and isn't modified by hit location.   Critical Injuries and their Bonus Damage are inflicted regardless of if any of the attack's damage got through the target's SP.    
 

Death Save:

  At the start of each of your Turns where you are Mortally Wounded, you must make a Death Save. Roll a d10. If you roll under your BODY, you live, and can take your Turn as usual. If you roll a 10, you automatically fail your Death Save. Every time you roll a Death Save, your Death Save Penalty increases, meaning each future Death Save you roll is made with an additional +1, making it progressively harder to stave off death.

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