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Unarmed Melee

Task Difficulty Level


Difficulty

Asset

Easy
Average

x4
x2

Difficult
Formidable

x1
x1/2

Impossible

x1/4

NPC Stats
Level

Initiative

Crawl

8
7
6

15
13
11

5
4
3

Novice

Personal Hit Location

Walk

Trot

Run

Die

30
30
30*
30
60

1
2
3
4
5
6
7
8
9
10

Vehicle Hit Location

1
2
3
4
5
6
7

Vehicle

Vessel

p.297
Aircraft

Hull
Hull
Hull
Hull
Hull
Hull
Small Turret Superstructure
Turret
Superstructure
Suspension
Waterline
Suspension
Waterline
+1 to die roll for side shots

Wing
Wing
Wing
Hull
Hull
Hull
Hull

Vehicle Damage
p.299
Turret
Hull
Die Minor Result
Die Minor Result
1 crew/loader
1 crew/sensor
Sensor
Traverse
Secondary
Major Turret

Die Major Result

1
2
3
4
5
6

1 crew
Loader
2 passenger
2 passenger
Radio
Major Hull

Die

Major Result

1
2

1 crew/main arm
2 crew/main arm

1
2

Engine
Engine

3
4

main armament
main armament

3
4

5
6

ammo
Minor Hull

5
6

Biped

Multiped

Head
Head
Right Arm
Forequater
Left Arm
Forequater
Chest
Forequater
Abdomen
Chest
Abdomen
Chest
Right Leg
Abdomen
Right Leg
Hindquater
Left Leg
Hindquater
Left Leg
Hindquater
(page 269 for comments)

Vehicle Damage Resolution


p.298
Pen-AV
Result
0 or less
1 to 10
11 to 20
21 to 40
41 to 60
61 or more

Suspension Damage: Minor damage cuts


speed in half; major damage immobilzes.Two
minor damage results equal one major.

1
2
3
4
5
6

Damage

5
4
3

Human
2
10
20
Vargr
2
10
20
Aslan
2
10
20
Hiver
2
10
20
Droyne
2
10
20
Kkree
10
30
*May sprint 60 one out of every six turns

Die

Asset

Elite
Veteran
Experienced

Movement Rates in Meters


Race

Attributes

No effect
1 minor damage
2 minor damage
1 major damage
2 major damage
3 major damage

Pen-AV: Penetration - Armor Val.


Aircraft Damage
p.299
Hull
Wing
Die Minor Result
Die Minor Result
1
2
3
4
5
6

1 crew
Controls
Controls
2 passenger
Radio
Major hull

Die Major Result

1
2
3
4
5
6

No effect
No effect
Controls
Controls
Controls
Major Wing

Die

Major Result

Engine

Controls

Fuel
Fuel

2
3
4

Engine
Instruments
Instruments

2
3
4

Fuel
Fuel
Fuel

Ammo
Ammo

5
6

Weapon/Ammo
Minor Wing

5
6

Fuel
Fireball

Attack Type

Difficulty

Asset

Effect

Hand Strike
Kick

Difficult
Difficult

Unarmed Martial Arts


Unarmed Martial Arts

Damage UCDR*
Damage UCDR*x1.5

Block
Aimed Strike

Formidable
Formidable

Unarmed Martial Arts


Unarmed Martial Arts

Avoid Strike/Lose Action


Damage Chosen Location

Leaping Kick
Avoid Leaping Kick
Grapple
Grapple Escape
Strangling
Strangle Block
Combat Throw
Limit Throw Damage
Avoid Diving Blow

Difficult
Difficult
Average
Average
Average
Average
Formidable
Difficult
Average

Agility**
Agility**
Agility**
Agility**
Agility**
Agility**
Unarmed Martial Arts
Agility**
Agility**

Damage 2xAttackers CON


Avoid Attack/Lose Action
Controlling "Hits" UCDR*
Remove Controlling "Hits" UCDR*
Damage UCDR*
Avoid Attack/Lose Action
Damage 2xDefenders CON
Damage x1/2
Avoid Diving Blow***

*
**
***

UCDR=characters unarmed combat damage rating


plus Acrobatic skill, if any
if not avoided, Diving Blow damage is ([Attackers CON x2]+1D6)-(Defenders STR+CON).
Armed Melee

Attack Type

Difficulty

Asset

Effect

Attack
Block
Aimed Attack

Difficult
Formidable
Formidable

Armed Martial Arts*


Armed Martial Arts**
Armed Martial Arts*

Damage by Weapon
Aviod Strike/Lose Action
Damage Chosen Location

*
**

Some Weapons have die modifiers


Must have object to block with
Thrown Weapon

Attack Type

Difficulty

Asset

Effect

Throw
Difficult
Thrown Weapon
Damage STR+1D6*
Throw, Long Range
Formidable
Thrown Weapon
Damage STR+1D6*
* For most objects. Throwing knife is always 1D6; grenades do explosive damage
Direct Fire Combat
Attack Type

Difficulty

Fire, Short Range


Fire, Medium Range
Fire, Long Range
Fire, Extreme Range
Fire, Quick
Fire, Target Obscured
Fire, Automatic

Average
Appropriate to Weapon
Damage by Weapon
Difficult
Appropriate to Weapon
Damage by Weapon
Formidable
Appropriate to Weapon
Damage by Weapon
Impossible
Appropriate to Weapon
Damage by Weapon
+1 Level*
Appropriate to Weapon
Damage by Weapon
+1 Level
Appropriate to Weapon
Damage by Weapon
**
**
Damage by Weapon
*
Not possible at extreme range
**
See automatic fire rules (page 276)

Attack Type

Difficulty

Conventional
Hand-Held

Formidable
Impossible

Asset

Indirect Fire Combat


Asset
Forward Observer*
Grenade Launcher*

Effect

Effect
Explosive Damage
Explosive Damage

* or approproate weapon asset of the firing character, whicheveris lower. Bonus for repeated fire.

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