New Action Options
All out Attack
On a phase that you can act, you sacrifice two action for one attack. You gain +2 dice to hit and if you hit you do +2 dice of damage. In the phase you attack, you get no defense. If you have any actions left you cannot use them for defense.
Declared in phase five before any other actions are taken. You give up two actions and make one defensive skill test. The skill test will apply as your defense for the entire round. If you have extra actions left you cannot use them for offense.
Push your limits
Declared when initiative is rolled. You may choose to keep one extra die on your initiative roll. In exchange all actions you perform that round suffer +3 Difficulty.
Roll with Punch
When you are hit by an attack you may give up one held action to brace for the damage. This gives you +4 to your resistance for that one attack.
|Point Blank||Routine (1)|
|Short Range||Routine (2)|
|Medium Range||Moderate (5)|
|Long Range||Challenging (8)|
|Thin wooden door||6|
|Solid wooden door||8|
|Thin metal door||10|
|Reinforced metal door||14|
|Armored security door||24|
|Aiming||-1 Difficulty per action|
|Cover, physical||¼ covered||+1|
|Cover, visual Light||smoke/dim light||+1|
|Target size Less than 100mm||+4|
|Less than 500mm||+2|
|Less than 1 meter||+1|
|2x humanoid size||+1|
|4x humanoid size||+2|
|Targeting System||-1 per rating, minimum 2|
- Roll a number of dice equal to the Controlling Attribute plus Edge and add Skill/Specialisation Level to total.
- If Drama Die equals 5, add the next highest die roll to the total.
- Apply any Test Modifiers to the total
- If Test Result equals or exceeds Difficulty Number, the Test is a success.
|0||Automatic Success||no roll required|
|1 2 3||Routine|
|4 5 6||Moderate|
|7 8 9||Challenging|
|10 11 12||Difficult|
|Situation||Modifier to Difficulty|
|Lack of proper equipment||+1 to +4|
|High quality equipment||-1|
|Visual Interference Light smoke / dim light||+1|
|Visual Interference Heavy smoke / moonlight||+2|
|Visual Interference Thick smoke / darkness||+4|
1. Both characters make the Test roll. The highest result wins.
2. If both results are equal, character with the highest Drama Die wins.
3. If Drama Dice are equal, character who initiated the Test wins.
|Opposed Test Modifiers|
|Situation||Modifier to Test Result|
|Type of Movement||Rate||Difficulty|
|Crawl||5m per Action||0|
|Walk||10m per Action||0|
|Run||15m per Action||Routine (5)|
|Sprint||20m per Action||Moderate (7)|
|Swim||3m per Action||Routine (4)|
|Jump||2m forward, 1m up||Moderate (6)|
|Climb||2m per Action||Moderate (6)|
- Immediate Actions
- Turn or change facing
- Walk or run up to 1 metre
|Dodge||Test Result = Difficulty to hit|
|Drop prone||1||Failure indicated 1d damage|
|Dive for cover||5||Move 5m at no penalty / +1 to Difficulty per additional meter|
|Drop and Roll||3||Move 1m at no penalty / +1 to Difficulty per additional meter|
|Bull Rush||7||Move 5m and knock down opponent / Opponent takes 2d6 Stun|
|Water (.6m or deeper)||+2|
|Extremely flat and even||-1|
Each character posess a number of action points equal to their Fitness+Vitality.
Once combat is engaged each character must spend one action point per action they take no matter how small that action is.
-1 AP Take an action
-1 AP +2 passive defense for one round
-1 to 3 AP +1 to +3 die damage (spend before attack roll is made)
-2 AP Roll and keep an extra initiative die
-2 AP Make a defensive skill test apply until end of round
+1 AP Give up an action to recover
+3 AP Spend a Courage Point to recover
Rocky Syndrome +4
The character doesn’t know when to quit. When he gets tired and exhausted he keeps on going. He gains 2 extra dice on all vitality tests to resist fatigue or the environment. In addition he adds 2 action points to his base pool and recovers action points at twice the normal rate.