Ranged Combat
 

Beyond Close Range - -4 to hit

Soft Cover - -2 to hit

Hard Cover - -4 to hit

Moving Target - If target moved more than 30m last round, -2 to hit

Dim Light - -2 to hit

Darkness - -4 to hit

Semi-Auto Fire - -1 to hit, roll d20 + d6, with d6, 1-2 = 1 shot hit, 3-4 = 2 shots hit, 5-6 = 3 shots hit, a roll of 1 on d6 is an empty clip, ST applies to hit modifier

Full-Auto Fire - -3 to hit, roll d20 + d6, d6 equals number of shots hit, on a 1 it's an empty clip

Two Weapons - -2 to hit with both weapons

Targeting - split shots between targets

 
 
Other Close Combat
 

Aggressive Attack - +4 in close combat, no parry/dodge

Avoid - +4 to dodge, no attack

Guard - +4 to parry, no attack

 
 
Miscellaneous
 

Explosives - 1/2 damage from over 1/2 radius away

Throw Weapons - Spears can be thrown 20m + 5m x ST, Grenades can be thrown 10m + 2m x ST

Deviation - If failed hit roll on thrown weapon, roll d6 on Deviation chart

Initiative - d20, any roll + bonuses 20 or over equal two actions, first at initiative roll and second at Initiative - 20

 
 
Defence Actions

Dodge - DX plus Dodge skill, subtract successes from attackers successes, on a fumble make DX roll to not fall down, may dodge close or ranged attacks

Parry - only close combat, apply successes with melee weapon skill and DX to attackers successes

Additional Foes - -1 to hit for each foe after 1

Large/Small Shield - +2/+1 to parry

Bare Hands - -4 to parry vs weapons, +4 for parry for Weapon vs Bare Hands

 
 
Damage

Megasuccess - on a natural 20, roll d20 again and add successes

Stunned - damage above 1/2 BLF, make ST roll, on failure fall down

Sudden Death - roll 11+ or die/round

Shock - roll vs. opponents critical roll

 
 
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