Roll Initiative (Reaction + Intuition) and add hits to Initiative for total score.
Re-rolled each combat turn
Wound penalties are immediately applied to Initiative Score, even during the same combat turn.
Glitch - does not go simultaneously in case of initiative tie
Critical Glitch - goes last, loses 1 extra action (if any)
Ranged Attack Modifiers
Weapon Range (Short +0, Medium -1, Long -2, Extreme -3)
No modifier if using Image Magnification
Attacker running (-2)
Attacker in melee combat (-3)
Attacker in moving vehicle (-3)
Cover (Partial -2, Good -4, Hidden -6)
Attacker firing from cover (-1)
Wound modifiers
Laser sight (+1, not cumulative with smartlink)
Smartlinked weapon (+2, not cumulative with laser sight)
Using a second firearm (split dice pool)
Off-hand Weapon (-2, unless Ambidextrous)
Aimed shot (+1 per simple action)
Called shot (variable, p. 149)
Multiple targets (-2 per additional target in action phase)
Trace rounds (+1 short burst, +2 long burst, +3 full auto)
Gyro stabilization (reduces recoil or movement modifier)
Recoil
Semi-automatic (-1 for second shot)
Burst (-2 first, -3 second)
Long burst (-5 first, -6 second)
Full auto (-9)
Heavy weapon (2 * uncompensated recoil)
Compensation (Reduces recoil modifier)
Visibility (see visibility table p. 141)
Defense Modifiers
Unaware of attack - no defense possible
Wound modifiers
Inside moving vehicle (+3)
Defender has defended against previous attacks since last action (-1 per additional defense)
Defender prone (-2)
Ranged Attacks Only
Defender running (+2)
Defender in melee targeted by ranged attack (-3)
Attacker firing wide burst (-2)
Attacker firing long wide burst (-5)
Attacker firing full-auto wide burst (-9)
Attacker firing shotgun on medium spread (-2)
Attacker firing shotgun on wide spread (-4)
Attacker using area attack weapon (grenade, missile) (-2)
Full Defense
Full Dodge: Add Dodge skill to dice pool
Against ranged attacks: Reaction + Dodge
Against melee attacks: Reaction + Dodge + Dodge or Reaction + melee combat skill + Dodge
Full Parry: Roll Reaction + (melee combat skill * 2)
Gymnastics Dodge: Add Gymnastics skill to their dice pool against ranged or melee attacks
Ranged Combat Summary
Opposed Test
Attacker: Agility + combat skill +/- modifiers
Defender: Reaction +/- modifiers
Full Dodge: Reaction + Dodge +/- modifiers
Damage Value (DV) modifiers: Net hits, ammunition, autofire
Autofire does not count when comparing the modified DV to the modified Armor
Combat Sequence
Declare Attack
Apply Situational Modifiers
Make the Opposed Test
If attacking hits > defending hits, the attack hits
Ties are grazing hits, make contact but do no damage
Compare Armor
Add net hits to base damage value (DV) of attack, this is modified Damage Value
Determine armor used to defend (Impact or Ballistic); apply Armor Penetration modifier to get the modified Armor Value
If the attack causes Physical damage, if modified Damage Value does not exceed modified Armor Value, then the attack inflicts Stun rather than Physical damage
Damage Resistance Test
Defender rolls attribute (usually Body) + modified Armor Value to resist damage. Each hit reduces the modified Damage Value by 1. If the DV is reduced to 0, no damage is inflicted
Wound modifiers do not apply
Apply Damage
If damage taken in a single hit exceeds character's Body, the character is knocked down.
Taking 10 or more damage always results in knockdown.
Other Notes
Armor encumbrance penalty if any armor ratings exceed Body * 2. -1 to Reaction and Agility tests for every 2 points that his Body is exceeded. If multiple pieces of armor, add them together.
Called Shots
Calling a shot is a free action
Target an area not protected by armor - negative dice pool modifier equal to the armor's rating. If hit, armor does not help protect from damage.
Targeting a vital area to increase damage - increase DV between +1 and +4, receive equivalent negative dice pool modifier to hit.
Knock something out of grasp - -4 dice pool modifier, if modified Damage Value exceeds the target's Strength, the target loses grip of the object.
Other thematic uses - knocking someone of a ledge, shooting out a tire, blinding an opponent, etc.
Surprise
Optional Perception Test (to hear footsteps, to be alerted in some way) If successful, +3 on Surprise Test
All participants roll Reaction + Intuition. The surprised character must exceed the other character's score in order to act against him in the first initiative pass.