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VISUAL RANGE BANDS

Range Band
Visual Range Penalty
Personal
none
Gunfighting (to 7m)
none
CQB (7-25m)
1
Tight (25-100m)
2
Medium (100-200m)
4
Open (200-400m)
8
Sniping (400-800m)
16
Extreme (800-1,600m)
32
Human Size Equivalence Effective Range
1/4 (cat, rifle)
2 bands farther
1/2 (dog, child)
1 band farther
2x (horse, passenger car)
1 band closer
4x (elephant, tank)
2 bands closer
8x (small house)
3 bands closer
Illumination
Blinding
Excessive
Adequate
Dim
Minimal
None
Chaotic

Effective Range Penalties*


4
2 bands farther
2
1 band farther
none
normal
2
1 band farther
4
2 bands farther
impossible
5
+1 band farther
none

*Other penalties to tasks at the GMs discretion


**Characters with CUF 6+ ignore effects of Chaotic illumination

Atmosphere
Mist, light drizzle or snow
Steady rain, snowfall
Heavy downpour, blizzard
Morning haze fog
Light or patchy fog
Dense fog
Light particulates
Steady particulates
Dense particulates

Effective Range
1 band farther
2 bands farther
3 bands farther
1 band farther
2 bands farther
4 bands farther
1 band farther
2 bands farther
3 bands farther

Wind
Penalties
Mild
None
(<40 km/h)
1 to ranged attacks past optimum
1 to tasks with fine manipulation
Moderate
(<63 km/h) 1 to ground vehicle control
2 to air and watercraft control
As Moderate, but at additional 1;
Strong
upright characters move as they
(<88 km/h)
had a slight leg injury
Major Storm
Increased penalties
(>88 km/h)

ARMOR VALUES

Building Materials
Armor
2
Earthen wall 500mm
Sandbag 250mm
5
1
Wooden plank 50mm
Sheetrock interior wall
1/2
Plywood interior door
1/2
Wooden exterior door
2
Steel security door
3
Brick wall 100mm
3
Timber wall 200mm
4
Stone wall 300mm
6
Cinder block wall 300mm 9
Reinf. concrete wall 250mm 10
Stone wall 600mm
12
Natural Obstacles
Armor
Sapling (100mm)
2
Small tree (300mm)
6
Mature tree (600mm)
12
Miscellanous
Armor
Human body
FIT/2
Computer
1/4
Furniture
1-2
200-l steel barrel, empty
1
200-l steel barrel, full
13
Industrial machinery
4-20

MOVEMENT SPEEDS
Speed
Sprint
Run
Trot
Walk
Stagger
Crawl
Travel

SKILL RATINGS

m/action
Target
FIT/2
3
8 + MUS/3
2
6 + MUS/4
1
4
2
1
3 + FIT/3 km/h

Value
64+
32-63
16-31
8-15
4-7
1-3
0

Rating (Dice Rolled)


Legendary (6d20L)
Master (5d20L)
Expert (4d20L)
Professional (3d20L)
Competent (2d20L)
Novice (1d20)
Unskilled (2d20H)

EXPLOSIONS
Range
Contact
<Radius
Rad - 2x Rad
>2x Radius

Damage
Applies, Pen x1
N/A
N/A
N/A

Blast
(Blast+MoS), Pen x1
(Blast+MoS), Pen x2
(Blast+MoS)/2, Pen x3
N/A

Fragments*
Fd10, Dam 6, Pen x2
Fd10, Dam 6, Pen x2
Fd20, Dam 4, Pen Nil
N/A

*Roll dice equal to the Frag number; a fragment hits on each 1-5 result, with this number added to damage

BURST FIRE
d6
1
2-3
4-6

Location
Same as original hit
Random location
Miss

*Roll 1d6 for each additional round

HIT LOCATION

3-4
5-6
d6
1-2
head/neck
right hand/wrist
1
left hand/wrist
upper chest right elbow/forearm
2
left elbow/forearm
3 l. shoulder/upper arm center chest r. shoulder/upper arm
center chest
right hip/thigh
4
left hip/thigh
5
left knee/lower leg upper abdomen right knee/lower leg
lower abdomen
right ankle/foot
6
left ankle/foot
* Called shots to Head at 4; in case of hit damage increased by 2
Called shots to Linbs at 2; in case of hit damage increased by 1
Called shots to Torso at 1

STANCES
Standing no special effects
Kneeling
- 1 to ranged attacks targeting the character
- +1 to close combat attacks against the character
- movement restricted to walking or staggering
- movement penalties to actions doubled
- +1 MUS for purposes of resisting recoil
Sitting
- character may not move
- stationary target if not in a vehicle or mounted
- +2 MUS for purposes of resisting recoil
Prone
- +1 effective visual range band for all ranged
attacks and observation targeting the character
- +2 to close combat attacks against the character
- movement restricted to crawling
- double tick cost for all ranged attacks the
character targets to his sides or rear
- double MUS for purposes of resisting recoil

NOISE

TEMPERATURE

Effects
+1 to AWA-based tasks that rely on hearing;
+1 to all tasks with prolonged concentration
Soft conversation, normal calm wind conditions,
deserted forest or city street at night
Busy city streets, moderate to strong winds,
Distracting
crowded restaurants, passenger vehicles;
(50-80 dB)
1 to relevant tasks
Factory machinery, large crowds, operating noise of
Loud
heavy vehicles; 2 to relevant tasks (reduced by 1
(80-105 dB)
for every 10 mins of lesser noise)
Jackhammers, rock concerts, air raid sirens,
suppressed low-caliber rifle fire; 3 to relevant
Industrial
tasks (reduced by 1 for every 30 mins of lesser
(105-130 dB) noise); for long exposure make FIT (TN +5) check
or receive Reduced Acuity (Hearing) at 1 point
Explosions, unsuppressed gunfire, jet engines;
4 to relevant tasks (reduced by 1 for every 1d6
Deafening
hours of lesser noise); for long exposure make FIT
(>130 dB)
(TN +5) check or receive Reduced Acuity (Hearing)
at 1 point (if already at 1 point, increase to 2 points)

Temperature Effects
sleep/rest provide half benefit
Extreme hot +2 liters/day water requirement
light work counts as hard work
(>+35 C)
hard work doubles Fatigue cost
100% maintenance increase

Noise Level
Dead silence
(<25 dB)
Quiet
(25-50 dB)

+1 liter/day water requirement


Hot
hard work 1.5x Fatigue cost
(+25..+35 C) 50% maintenance increase
Mild
(+5..+25 C)

No special effects

Cold
(10..+5 C)

sleep/rest provide half benefit


125% food requirement
hard work 1.5x Fatigue cost
50% maintenance increase

sleep counts as inactivity


inactivity counts as light work
Extreme cold hard work doubles Fatigue cost
(<10 C)
150% food requirement
100% maintenance increase

THREAT CONDITIONS

Basic Threats
- combat is occurring
- character has been attacked
- character has been attacked with lethal force
- enemy is using automatic weapons (burst fire)
- enemy is using explosives
- enemy is using incendiary weapons
- enemy is obviously irrational/insane
- enemy is charging and is (a) mounted, (b) in a
vehicle, or (c) an animal larger than human size
Tactical Considerations
- ambushed (no advance warning)
- fighting in darkness (negd by night-vision gear)
- character and allies outnumbered by 2:1
- character cant see enemy
- character has no weapon that can reach or
harm the enemy
- enemy has clearly superior position
- enemy has clearly superior armament
- enemy has clearly superior mobility
- escape is impossible (fight or die)
Injuries
- a characters most severe injury (or virtual
injury) adds to his threat condition
Casualties
- critically injured, unconscious, dead or broken
- first friendly casualty counts as one threat
- every additional 25% losses count as one threat
- additionally, team leader casualty counts as one
threat condition for characters in that team
Lifesaving and First Aid
- the patients most serious injury level generates
threat conditions like injuries to the caregiver
Suppressive Fire
- requires a snap shot attack, targeting an area
- maximum width = of the bullets fired
- single shot or burst B4 or less gives threat 1
- burst B5 or more gives threat 2
- using explosives or tracer ammo gives threat +1
- if a character places himself within the area, his
current threat level increases by the areas threat
rating, lasting until the end of exchange
- also, the attacker gets an immediate 0-tick cost
free shot at him, using the same rate of fire
Morale Boosts
- character removes a threat: +1 CUF for the
duration of the combat scene (max +3)
- panic fire: hip shot with maximum rate of fire
gives CUF bonus equal to half the number of
bullets fired (or half the explosive weapons
Radius), until the end of the exchange
- morphine: eliminates threat conditions caused
by serious or lesser injuries
- rallying: 3-tick communication action plus
Command (RES) check, MoS (minimum 1) added
to an allys CUF until the next pause

USING SURVIVAL POINTS


Mitigate injury when receiving it by 1 level/SP
Boost check to add +4 bonus/SP after rolling;
may also boost treatment rolls involving your PC
Ignore Fatigue and Wound Penalties for
one check or movement action/SP
Reduce Threat Level by 2/SP until end of scene

WOUND THRESHOLDS AND EFFECTS

Critical

Serious

Moderate

Slight

+ Location TH
Common
Head
1
Torso
1
Arm
1
Leg
1
Common
Head
base /2
Torso
base
Arm

base

Leg

base

Common
Head
base
base x2
Torso
Arm

base x1.5

Leg

base x1.5

Common
Head
base x1.5
Torso
base x3
Arm

base x2

Leg

base x2

Effects (SL means Skill Level)


No special effects
1 SL penalty to all actions
1 SL penalty to all physical actions
1 SL penalty to all actions involving that arm
1 SL to all actions involving that leg; cannot sprint
FIT check or enter shock; if MoF > 5, also unstable
2 SL penalty to all actions
2 SL penalty to all physical actions
Immediate MUS check or drop anything in that hand;
2 SL penalty to all actions involving that arm
Immediate MUS check or fall down; cannot trot;
2 SL penalty to all actions involving that leg
FIT check or enter shock; if MoF > 5, also unstable
3 SL penalty to all actions
3 SL penalty to all physical actions
Immediate MUS (TN 2) check or drop anything in that hand;
3 SL penalty to all actions involving that arm
Immediate MUS (TN 2) check or fall down; cannot walk;
3 SL penalty to all actions involving that leg
Automatically in shock; FIT check or become unstable
Unconscious until healed to serious
4 SL penalty to all physical actions
Drop anything in that hand; all actions involving that arm fail;
if damage > 2x threshold, 50% chance of amputation
Fall down; movement reduced to crawling;
if damage > 2x threshold, 50% chance of amputation

*base = (10 + MUS + 2xFIT) / 4

FATIGUE
Thresholds (in cumulative hours of hard work)
Slight (FIT/2) prolonged workout or night without adequate sleep
1 penalty to all tasks and to all checks to resist infection.
Moderate (FIT) ongoing sleep loss or a full day of hard work
2 penalty to all tasks and to all checks to resist infection; in addition, cannot sprint
Serious (FIT + RES/2) extended physical work in adverse conditions or several
nights without adequate sleep, or chronic illness
Virtual slight head injury; 3 penalty to all checks to resist infection; cannot run
Critical (FIT + RES) running on sheer willpower and is a danger to himself
Virtual moderate head injury; 4 penalty to all checks to resist infection; cannot trot;
for every hour not spent sleeping, make a RES check or fall asleep for min 1d6 hours
Activities
Sleep Reduce Fatigue by 1 level per four consecutive hours of sleep. Increase
Fatigue by 1 level if a character doesnt sleep at least four consecutive hours in a 24hour period. If at least 55 years old, these requirements are reduced to three hours.
Inactivity Reduce Fatigue by 1 level per eight contiguous hours of inactivity.
Light Work Does not affect a characters Fatigue level.
Heavy Work Physical exertion is considered heavy work. Combat, marching,
physical training, mining, riding a bicycle, driving a vehicle or riding an animal crosscountry, doing construction, and making repairs on heavy machinery are all
examples of heavy work. Tasks that require constant focused attention in the face of
danger, such as surgery or explosive ordnance disposal, also count as heavy work.

FOOD & WATER REQUIREMENTS


Condition
Normal day of light work
For every full 4 hours of heavy work
Cold environment
Extremely cold environment
Malnutrition Effects

Nutritions
Normal
Extra 25%
Extra 25%
Extra 50%

After a single day of insufficient food, Fatigue worsens


by one stage. This penalty remains until reversed.
After starvation threshold, reduce COG, CDN, FIT, and
MUS by 1. Repeat at the same interval until one of the
attributes reaches zero, at which point death occurs.
Eating half rations triples the attribute loss time;
effects are reversed by eating normally.
Condition
Water
Base requirement / day
2.5 liters
Per hour of heavy work
+0.5 liters
Hot climate
+1 liter
Extremely hot climate
+2 liters
Dehydration Effects
Every day without water, accrue two Fatigue levels;
death if already at Critical due to dehydration.
Drinking half water rations halves the Fatigue gaining;
effects are reversed by drinking normally.
Personal Victimization
Failing to achieve major life goal
Public humiliation (Immunity: CUF 5+)
Breaking during combat
Receiving serious injury (Immunity: CUF 8+)
Receiving critical injury (Immunity: CUF 10+)
Being tortured
Being sexually assaulted
...self inflicted harm
...results in permanent physical impairment
Violating Social Contract
Breaking minor promise
Breaking major oath
Violating tenet of Code Disadvantage
Stealing trivial item that wont be missed
Stealing valuable but common item
Stealing valuable and rare item
Stealing irreplaceable personal keepsake
Permanently renouncing loyalty
Rebelling against object of loyalty
Violently rebelling against object of loyalty
Covertly betraying object of loyalty
...act was necessary for own survival
...act dooms someone else to serious loss
...act dooms someone else to death
...victim was a close friend or relative

Resolve
TN 2
TN +2
Standard
TN +2
Standard
TN 2
TN 4
1 penalty
2 penalty
Resolve
TN +3
TN 2
TN 2
TN +4
TN +2
Standard
TN 2
TN +1
Standard
TN 1
TN 2
+2 bonus
1 penalty
2 penalty
3 penalty

PSYCHOLOGICAL DAMAGE THRESHOLDS AND EFFECTS


Slight (Threshold 8) elevated level of stress manifests itself socially
Only observers who are already familiar with the character will notice
something overtly wrong with him. His PER is reduced by 1. He often seems
distracted, and his responses to normal interaction are slightly inappropriate.
Moderate (Threshold 16) social stress effects become more severe
The character's impairment is obvious even to observers who've just met him.
His PER is reduced by 3, and he suffers a 1 penalty to all FIT checks made to
avoid disease and wound infection.
Serious (Threshold 24) riding the ragged edge of sanity
Characters PER is reduced by 5, he suffers a 3 penalty to all FIT checks made
to avoid disease and wound infection, and his fatigue level can never drop
below Slight without the use of chemical assistance. He receives one
Psychological Disadvantage of the GM's choice that remains in effect until he
drops to slight or no psychological damage.
Critical (Threshold 32) insane on both a clinical and practical level
Character is sufficiently dissociated from reality that he is effectively
unplayable (though if he already was psychopathic, he may be completely
functional in the most dangerous possible way). Specific effects may range
from complete withdrawal or regression to berserk homicidal rage.
*RES check when suffering psychological damage; on failure, add the MoF to the current Stress value.

Personal Loss
Resolve
Death of close friend or relative
Standard
Death of acquaintance or distant relative
TN +1
Death of pet
TN +1
Destruction/loss of all possessions
TN +1
Destruction/loss of permanent home
TN +2
Destruction/loss of personal keepsake
TN +3
...character directly caused the event
3 penalty
...character could have prevented the event
4 penalty
Witnessing or Causing Death or Loss
Resolve
Seeing one corpse
No check
Seeing 10 corpses (Immunity: CUF 5+, Forensics/Medicine Professional) TN +1
Seeing 100 corpses (Immunity: CUF 7+)
Standard
Seeing 1000 corpses (Immunity: CUF 11+)
TN 3
Standard
Killing one person (Immunity: CUF 4+)
TN 2
Killing 10 people (Immunity: CUF 6+)
Killing 100 people
TN 4
Killing 1000 people
TN 6
...witnessing death occur (but not causing it)
1 penalty
...victims were unable to fight back
1 penalty
...particularly gruesome death
2 penalty
...majority of victims were children
3 penalty
...self-defense
+1 bonus
...death was euthanasia
+2 bonus
...seeing the death remotely, not in person
+3 bonus
...knowing the death occurred, but not seeing it
+5 bonus
...uncertain that death actually happened
re-roll failed RES check once
Torture
Standard
Sexual assault
TN 2
4 penalty
...performing torture or sexual assault