.
| ATTACK
MODIFIERS / WEAPON RANGES |
| Handguns |
50m |
| Submachineguns |
150m |
| Shotguns |
50m |
| Rifles |
400m |
| Throwing |
10m x BOD
(-10m/kg.>1) |
.
| TO
HIT NUMBERS |
| Point Blank
(Touching to 1m) |
10 |
| Close (1/4 Long
range) |
15 |
| Medium (1/2
Long range) |
20 |
| Long (Full
range) |
25 |
| Extreme (2x
Long range) |
30 |
.
| MODIFIERS
(add to attacker's roll) |
| Target immobile |
+4 |
| Target dodging
(melee only) |
-2 |
| Moving Target
REF >10 |
-3 |
| Moving Target
REF > 12 |
-4 |
| Moving Target
REF >14 |
-5 |
| Fast draw/Snapshot |
-3 |
| Ambush |
+5 |
| Aimed shot at body location |
-4 |
| Ricochet or indirect fire |
-5 |
| Blinded by light or dust |
-3 |
| Target silhouetted |
+2 |
| Firing to face target |
-2 |
| Rising two weapons |
-3 on both |
| Firing while running |
-3 |
| Firing shoulder arm from
hip |
-2 |
| Turret mounted weapon |
+2 |
| Vehicle mounted, no turret |
-4 |
| Large target |
+4 |
| Small target |
-4 |
| Tiny target |
-6 |
| Aiming |
(+1 each round, up to 3
rounds) |
| Laser Sight |
+1 |
| Telescopic Sight |
+2 Ext, +1 Med |
| Targeting scope |
+1 |
| Smartgun |
+2 |
| Smartgoggles |
+2 |
| Three Round Burst
(Close/Medium only) |
+3 |
| Full Auto, Close |
+1 for every 10 mds |
| Full Auto, all other |
-1 for every 10 mds |
.
| AREA
EFFECT TABLE |
| Type |
Area |
| Grenades |
5m |
| Molotovs |
2m/liter |
| Flamethrower |
2m |
| Cyberlimb
flamethrower |
1m |
| Mine |
2m |
| Claymore |
6m line from center
explosion |
| C-6 |
5m/kg |
| SMG |
4m |
| Missile |
6m |
| Shotgun (Close) |
1m |
| Shotgun (Med) |
2m |
| Shotgun (Lng/Ext) |
3m |
| Micromissile |
2m each |
.
| GRENADE TABLE |
 |
| Roll 1D10 if grenade throw misses; roll
second D10 for meters from target space |
.
| DRUGS
& POISON |
| Type |
Effect |
Damage |
| Hallucinogen |
Confusion |
-4 INT |
| Nausea |
Illness |
-4 REF |
| Teargas |
Tearing |
-2 REF |
| Sleep Drugs |
Sleep* |
None |
| Biotoxin I |
Death |
4D6 |
| Biototoxin II |
Death |
8D6 |
| Nerve Gas |
Death |
8D10 |
| * Half
effect is drowsiness, 2 to all stats |
.
| MICROWAVE SIDE EFFECTS |
| 1 |
Cyberoptics
short for 1D6 turns |
| 2 |
Neural
pulse! If character has interface plugs, reflex
boosts or other hardwiring, REF stat reduced by
1D6/2 until repaired. |
| 3 |
Cyberaudio
shorts for 1D6 turns. |
| 4 |
Cyberlimb
malfunction: Lose all use of cyberlimb for 1D10
turns Roll 1D6 for limb, rerolling if no limb
present
| 1-2 |
Right Arm |
| 3 |
Left Leg |
| 4 |
Right Leg |
| 5-6 |
Left Arm |
|
| 5 |
Total Neural
breakdown! Character reduced to twitching,
epileptic fit for 1D6/3 turns. |
| 6 |
No Effect. |
.
| ADD
TO DAMAGE |
| Strength |
Add to Damage |
| Very Weak |
2 |
| Weak |
-1 |
| Average |
+0 |
| Strong |
+1 |
| Very Strong |
+2 |
| Body Type 11-12 |
+4 |
| Body Type 13-14 |
+6 |
| Body Type 15+ |
+8 |
.
| COMMON
COVER SPS |
| Sheetrock Wall |
5 |
| Stone Wall |
30 |
| Tree, Phone
Pole |
30 |
| Brick Wall |
25 |
| Concrete Block
Wall |
10 |
| Wood Door |
5 |
| Heavy Wood Door |
15 |
| Steel Door |
20 |
| Concrete
Utility Pole |
35 |
| Data Term™ |
25 |
| Car Body, Door |
10 |
| Armored Car Body |
40 |
| AV-4 Body |
40 |
| Engine Block |
35 |
| Mailbox |
25 |
| Hydrant |
35 |
| Curb |
25 |
.
| ARMOR
SPS |
| Type of Armor |
SP* |
EV** |
| Cloth,
leather*** |
0 |
+0 |
| Heavy Leather |
4 |
+0 |
| Kevlar T-Shirt,
Vest*** |
10 |
+0 |
| Steel helmet |
14 |
+0 |
| Light Armor
Jacket*** |
14 |
+0 |
| Med Armor
Jacket |
18 |
+1 |
| Flack vest*** |
20 |
+1 |
| Flack Pants*** |
20 |
+1 |
| Nylon Helmet |
20 |
+0 |
| Heavy Armor
Jacket |
20 |
+2 |
| Doors Gunner's Vest |
25 |
+3 |
| MetalGear™ |
25 |
+2 |
| *AP rounds:
treat Armor as half SP |
| *** = Edged
weapons treat SP as half |
| ** (EV)
Encumberance Values should be added together and
subtracted from character's total REF Slat. |
.
| CYBERWEAPON
DAMAGE |
| Weapon |
Damage |
| Scratchers |
1D6/2 |
| Fangs |
1D6/3 |
| Rippers |
1D6+3(AP^) |
| Wolvers |
3D6 (AP^) |
| Big Knucks |
1D6+2 |
| Slice n' Dice |
2D6 (mono) |
| Cybersnake |
1D6 |
| Hammerhand |
1D10 |
| Buzzhand |
2D6+2 |
| Spikehand |
1D6+3AP |
| Talon Foot |
1D6 |
| Spike Heel |
2D6AP |
| Flamethrower |
2D6 (1D6/2***) |
| Micro Missile |
4D6ea |
| Capacitor Laser |
3D6 |
| Cyber Strike |
1, 2* or 3D6** |
| Cyber Kick, Crush |
2, 4* or 6D6** |
| ** with
hydraulic rams |
| * thickened
myomar |
| ***
secondary damage 3 rounds. |
| ^ knife AP |
.
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