+2 Shooting / Throwing next round if character does not move and spends a round aiming;
Area Effect Attacks
Ganging Up
Grappling
Target under template suffers damage; Cover is treated as armor; Missed attack causes deviation of 1d6” for thrown weapons or 1d10” for launched weapons x 1/2/3 for S/M/L range, d12 for direction; Dive for cover with Agility –2;
Autofire
Roll Action Dice up to ROF; Only 1 Wild Dice roll; –2 to attack for Autofire; Each Dice represents ROF shots;
Limb Head Small Target Tiny Target
Modifier
–2 –4 (+4 dmg) –4 –6
Cover
Modifier
Light Medium Heavy
–1 –2 –4
Darkness
+2 Parry; May move Pace, but no other action possible;
Fighting roll result becomes Parry until next action; May not move at all, nor take any other action;
Disarm
–2 Fighting roll; Target must roll Strength vs. damage or drop weapon;
+1 attack and damage;
Three Round Burst
+2 attack and damage;
The Drop
+4 attack and damage; Attack assumed to have Initiative on hold;
Opposed roll of Intimidate (vs. Spirit) or Taunt (vs. Smarts); +2 to next action against target if successful; foe is also Shaken on a Raise;
Touch Attack
+2 Fighting if you only want to touch target;
Trick
Double–Tap
Make Shooting roll with Autofire penalty and range only; On success, targets in Medium Burst Template (2” / 4 yard radius) must make a Spirit roll or be Shaken (or hit on a roll of 1 on Spirit roll);
Test of Wills
Full Defense
Pistols only; Target number is opponent’s Parry;
Suppressive Fire Fire
Modifier
Defend
Offers Medium cover against ranged attacks over 3” away; –2 Fighting and Parry in melee; Standing up costs 2” of movement; may be spent when attacked to rise automatically;
Ranged Weapons in in Melee
–1 –2 –4
A KO Blow puts the character down for 1d6 hours instead of going to the KO Blow table;
Prone
Cover
Situation
–2 to each action; –2 to off–hand;
Non–Lethal Damage
Dim Dark – max 10” (20 yards) Pitch Darkness
Regular Fighting roll to grapple; Entangles target with success, target is Shaken on raise; To escape, make opposed roll (Strength or Agility, each person’s choice); Escapes on success with no action left, a raise grants action as normal once free; Can attempt other action while entangled at –4. Can damage entangled foe with opposed Strength rolls, with Strength as base damage roll;
Multipl ltiple e Action Action / Two Weapons
Called Shots Location
+1 Fighting per additional attacker (max of +4);
Opposed Agility or Smarts depending on trick; Target is –2 Parry until next action and also Shaken on a Raise;
Unarmed Defender efender
Armed attackers gain +2 Fighting;
Unstable Platform
–2 Shooting penalty; Moving vehicle or animal are typical unstable platforms;
Wild Attack
+2 Fighting; +2 damage; –2 Parry until next action;
Withdrawing from Melee
Adjacent non-Shaken foes get free attack vs. retreating character;
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