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Cheat Sheet
Cheat Sheet - Magic | Cheat Sheet - Matrix
Combat
Perception Test Thresholds
Item/Event is: | Treshold | Examples |
Obvious/Large/Loud | 1 | Neon sign, running crowd, yelling, gunfire |
Normal | 2 | Street sign, avarage pedestrian, conversation, silenced gunfire |
Obscured/Small/Muffled | 3 | Item dropped under table, contact lens, whispering |
Hidden/Micro/Silent | 4 | Secret door, needle in haystack, subvocal speech |
Perception Test Modifiers
Situation | Modifier |
Perceiver is distracted | -2 |
Perceiver is actively looking/listening from it | +3 |
Object/sound not in immediate vincity | -2 |
Object/sound far away | -3 |
Object/sound stands out in some way | +2 |
Interfering sight/odor/sound | -2 |
Perceiver using AR | -2 |
Perceiver using minimised AR | -1 |
Visibility Modifiers
Lighness Condition | Normal | Low-Light | Thermo | Ultra |
Full Darkness | -6 | -6 | -3 | -3 |
Near Darkness | -4 | -2 | -2 | -2 |
Partial Light | -2 | 0 | -2 | -1 |
Glare | -1 | -1 | -1 | 0 |
Light Fog/Mist/Rain/Smoke | -2 | -1 | 0 | -1 |
Heavy Fog/Mist/Rain/Smoke | -4 | 2 | -2 | -2 |
Thermal Smoke | -4 | -2 | -6 | -2 |
Modified attacks
Action | Mod. | Effect |
Aim Head | -6 | Hit locarion set |
Aim Body | -2 | Hit location set, 1/6 change to hit vitals |
Aim Vitals | -4 | Hit location set |
Aim Arm/Leg | -4 | Hit location set, if Pain Threshold is ecxeeded drops items in hand |
Aim Hand/Foot | -6 | Hit location set, any drop items in hand, max dam. 5 |
Aim Upper Body | -2 | Hit location 1d10+10 |
Aim Lower Body | -2 | Hit location 1d10 |
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By-pass armor | -1 | Increase AP by 1 |
Increase damage | -3 | Increase DV by 1 |
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All Aim-modifiers are halved in melee. | |
Most melee fights use upper body hit locations. |
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RANGED COMBAT MODIFIERS |
| | |
Attacker running | -2 | | Tracer rounds with short burst | +1 | |
Attacker in melee combat | -3 | | Tracer rounds with long burst | +2 | |
Attacker in a moving vehicle | -3 | | Tracer rounds with full auto | +3 | |
Attacker firing from cover | -2 | | Recoil, semi-automatic | -1 | (max ½ dam. |
Attacker wounded | -w | | Recoil, burst | -2 | |
Attacker wounded | -w | | Recoil, burst after 1st | -3 | |
Attacker using laser sight | +1 | | Recoil, long burst | -5 | |
Attacker using smartlink | +2 | | Recoil, long burst after 1st | -6 | |
Attacker using image mag. | * | Half range mod | Recoil, full auto | -9 | |
Attacker using 2nd firearm | * | Split dice pool | Recoil, heavy weapon | * | 2x uncomp recoil |
Attacker using off-hand weapon | -2 | | Recoil compensation | v | |
Aimed shot | +1 | max. skill/2 | Gyro stabilization | v | |
Blind fire | -6 | | | Target point-blank | +2 | |
Called shot | -v | | | Visibility impaired | v | |
Multiple targets | -2 | Per add. target | | | |
Fysiikka
Jumping
- Running Horizontal
- Agility + Gymnastics + Augmented strenght x2 (Max. Agility x 1,5)
- Standing Horizontal
- Agility + Gymnastics + Augmented Strenght (Max. Agility)
- Vertical
- Agility + Gymnastics + Augmented strenght / 2 (Max. Agility / 3)
Climbing
- Assisted Climbing Down(Rappeling)
- 2
- Assisted Climbing Upward
- Distance in meters
Acid Damage
- Body + Impact/2 + Chemical protection
- Acid damage continues for (Initial DV) rounds
- Combat spells only continue for 1 round
Cold Damage
- Body + Impact/2 + Insulation protection
- Liquid components freeze, lubricants gum up and other parts become brittle.
Electricity Damage
- Body + Impact/2 + Nonconductivity
- Lack of grounding and other factors might apply
- Shock Test: Body + Wil + Impact/2 Nonconductivity [3]
- Failure: 2 + net hits rnd incapacitated
- Success: -2 same duration
- Electronic equipment, vehicles, and drones
- Body + Armor or Armor x 2
- Failure: Malfunction 2 + net hits rnd +reboot
Falling
- Body + 1/2 impact armor + Gymnastics + Agility above 5
- Distance
- Damage
- 1 - 2
- 2
- 3 - 4
- 4
- 5 - 6
- 6
- 7 - 8
- 8
- 8 +
- +1 / m
Fatigue Damage (Rules suck! -PJP)
- Sprinting: Body + (Strenght + Running (Long Distance) rnd
- After that 1 Unresisted Stun/rnd
- Jogging: Body + (Strenght + Running (Long Distance) x 2 min
- After that 1 Unresisted Stun/Jogging hits
- Maximum running damage 6 Stun
- After that Body + Willpower [2] / Combat Round (Sprinting)
- Or Body + Willpower [2] / Jogging hits minutes
Fire Damage
- Body + Impact/2 + Fire Resistance
- Catch Fire Test: Armor x2 (Armor x1 for flammable objects)
- Items with Armor valua less than Fire DV catch fire
- Ammunition and explosives may explode.