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4.All vehicles delare actions, in reverse or- lision Penetration (3.5 points per D10; 10 66m) 11m, allowing it to make the corner.
der of initiative. points per point of Penetration).
5. All vehicles make skill rolls to determine WEIGHT MODIFIER TABLE
if their actions are successful, and apply Size ............................................. Multiplier
the results below: Very Light (less than 25kg) .................. x1/2
Light (man, 25-100kg, plywood) ............ x1
Roll Fails: Roll 1D6 on table below, adding Medium (101-500kg, plaster/plastic) ..... x2
+1 to the die roll for each full 3 points the Heavy (car, 501-5000kg, concrete) ......... x3
action roll was missed by. Very Heavy (5000+kg, armored walls) ... x4
FAILURE TABLE MANEUVERS
1-4 Vehicle slews briefly out of control. Swerve ................................................... 15
Weapons fire at -5 this turn. May crash Take-offs & Landing .............................. 15
if within 2m of an obstacle or vehicle; Aerial Rotations & Hovers (AV, heli) ...... 15
Diff 15+ skill roll or sustain a sideswipe. Mild Turns & Banks (up to 30º) .............. 15
Tight Turns (up to 45º) ........................... 20
5-6 Lose control. Weapons fire at -10 this Emergency Stops (inc AV & heli)* ......... 20
turn & next. Diff 20+ roll to regain Controlled Skids* .................................. 20
control next turn, failure forces another Aerial Loops .......................................... 20
1D6 roll on the Failure Table. Ground Emergency Climbs & Dives .................. 20
vehicles skid 1D10x3m sideways in Direction Rerverses* ............................. 20
direction of travel. Air vehicles stall out, Bootlegger Reverse (-1/2 speed)* ........ 25
losing 1D10x15m altitude. If vehicle Extremely Tight Turns (40-60º) .............. 25
intercepts an obstacle within this Aerial Straight Up or Down (AV & heli) .. 25
* can't be done by hovercraft
distance it crashes.
MANEUVER DIFFICULTY MODIFIERS
7+ Ground vehicles roll 1D10x3m in
Every 10% over 50% top speed .... +1/10%
direction of travel and take 1D6
Driver can't see/has no sensors ......... +10
Penetration to their thinnest armor
Driver doing something else ................. +5
each turn for [meters per turn in speed/
Extra actions with cybercontrols .. -1/action
20] turns. Roll 1D10 to determine
Slippery road (not hovercraft) ................ +3
which side is up (1-2 Top, 3-4 Left, 5-6
Icy road (not hovercraft) ......................... +5
Right, 7-10 Bottom). Air vehicles go into
a tail spin, losing 1D10x30m per turn
REVISED CONTROL MODIFIERS
until control is regained (Diff 25+) or
Truck, Large Jet ...................................... -4
aircraft crashes. No weapons fire.
Med/Hvy Plane, Pickup, Limousine ........ -3
Wheeled APC/IFV/MBT ........................... -2
Roll succeeds within 10 points of the other
Hover, Med/Hvy Helicopter ...................... -2
vehicle's roll: The faster vehicle opens or
Standard Car, AV ..................................... -0
closes the range (as desired) by 1/2 the
Light Plane, Osprey, Lt Helicopter .......... -0
amount of movement that was declared.
Cycle, Small Jet ..................................... +1
Firing is possible by weapons that are
Tracked APC/IFV/MBT ............................ +2
pointed directly towards the target or turret
Airship .................................................... +5
weapons.
Roll succeeds and is 10 or more points
better than the other vehicle's roll: You've
obtained Advantageous Position. Weapons
facing up to 90 degree away from the side
facing the target can shoot. Open or close
the range by your declared speed, if desired
(even if slower than other vehicle).
FRIDAY NIGHT FISTFIGHT 2 SWEEP/TRIP
Martial Arts only + Key Attack + WA
ATTACKER: REF+Skill+Bonuses/Penalties+1D10
vs. BLOCK/PARRY
DEFENDER: REF+Skill+Bonuses/Penalties+1D10 Martial Arts, Fencing, Melee, Brawling + Key Defense + WA
If there's a tie the defender wins.
DODGE
Martial Arts, Dodge, Athletics + Key Defense
DAMAGE MODIFIERS TABLE
BODY Hand to Hand Cast Weapon ALL-OUT PARRY
2 -2 -1 You don't need to check your parry.
3-4 -1 -1
5-7 +0 +0 All-OUT DODGE
8-9 +1 +1 -2 to all Attacker's strike rolls.
10 +2 +1
11-12 +4 +2 GRAPPLE
13-14 +6 +3 Martial Arts, Brawling + Key Attack
15+ +8 +4
Key Attack +MArts +MArts THROW
Martial Arts, Athletics + Key Attack
HAND TO HAND RANGES
RANGE MODIFIER KEY ATTACKS HOLD/BREAK
Casting -0 Block, Dodge, Jump Kick Martial Arts only + Key Attack
various Cast, Ram
Hitting +5 Polearm Strike CHOKE/CRUSH
+3 Normal Weapon Strike Martial Arts, Brawling + Key Attack
-0 Punck, Kick, Disarm, Ram,
Sweep, Block, Dodge ESCAPE
-3 Grapple Break to Hold/Choke/Crush to Grapple to Grabbing range
-5 Cast Martial Arts, Dodge & Escape + Key Defense + WA
Grabbing -0 Disarm, Grapple, Throw,
Hold, Choke, Escape RAM
-3 Punch, Kick, Sweep, Block Martial Arts, Athletics (spec) + Key Attack - Dash penalty
Dodge -5 Normal Strike
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