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Initiative Passes: For every available Initiative Pass a character has 1 free action. In addition to 3 simple actions or 1 simple and 1 complex action.
Ranged Combat:
Attacker rolls: Skill + Agility +/- modifiers, note net hits.
Ranged combat modifiers remain as per 20th Ann.Ed. with the following exceptions:
Image Madnification: Image Magnification halves the range modifiers
(round down)
Aimed shot: see below
Multiple Targets: does not apply for full auto, see below.
Called shots: can be used to bypass armor or inflict more damage by
targeting a vulnerable area. The dice pool penalty is determined by the size
(see below) of the targeted area.
Recoil: see below
Gyro Stabilization Harness: Bonuses have changed, see below
Dodging: Characters can only dodge, if they are aware of being shot at, which requires a observe action. players may not determine werther they or the person standing next to
them are shot at. Dodging is done with reaction. Full Dodge is done as before. note net hits.
Pointing: pointing a weapon at your enemy is intuitive and therefore is considered blind firing, which means -6 modifier.
Aiming: Aiming a weapon at your enemy, means your weapon is in a shooting position and you are aiming down your sights. this is normal shooting and requires a free action. It also limits the shooters field of view therefore causing a -2 modifier for visual
perception tests.
Taking aim: Taking aim is a complex action, where the shooter adjusts his aim to the
distance and the movement ( lead) of his target as well as adjusting his breathing. The
benefits are reduction of movement and target size/ called shot modifiers, with a
reduction of 1 per penalty per action taken, with a maximum of 2. This means a
character may spend one complex action to reduce the negative modifiers of a small (-2) fast moving (-2) target by one point each or he may spend two complex actions to
reduce those modifiers by two points each.
Recoil: One point of recoil is produced for every ten rounds or fraction therof fired with one trigger pull. If a weapon is fired without utilizing a stock the recoil is doubled.
Semi Auto fire: takes one simple action to perform.
Burst fire: firing a weapon in burst fire is a simple action.
narrow burst: a narrow burst increases the DV by a 1.5 multiplier (round
up), due to recoil narrow bursts are only possible at short ranges.
wide burst: a wide burst reduces the penalties of range or movement by 2, it also reduces the targets dodge pool by 2.
Full auto: a full auto weapon can fire 4-30 rounds per complex action to a maximum of 30 rounds per combat turn. Both maxima can be increased with the high velocity
modification by 15 rounds, this modification can be taken twice, so that maxed-out
weapons may fire 60 rounds per complex action and combat turn. Full auto fire is
always suppression fire. Attacker rolls: Agility + Skill + modifiers.
Damage is calculated as follows: (base DV + number of bullets spent) / recoil + unmodified distance modifier + meters covered.
Recoilcompensation: recoil can be compensated with a GasVent or a silencer, but not
both at the same time, which provide 1 point of compensation each.
Further compensation can be achieved with a foregrip and a bipod, which also provide 2 points of compensation each. in addition bipods provide 1 dice for the attack roll, as
they make the gun more stable . Bipods limit the shooters firing arc to 45°
Tripods provide 3 points of compensation and negate the doubled recoil penalty for
firing without stock and provide a firing arc of 90°, however their compensation cannot be combined with the compensation of the foregrip or the bipod.
Gyro Stabilization: this harness provides 2 points of compensation, negates the double
recoil penalty and cannot be combined with a bipod or tripod.
Recoil buffer: this modification dampens the backward movement of the bolt and
reduces recoil by 1 point.
Additional rules:
The further bullets travel the slower they become, to simulate this, apply + 1AP for long ranges and +2AP for extreme ranges.
Firing at small targets is more difficult and therefor implies a negative dice pool
modifier:
Small target, size of a watermelon: -2 DP modifier
Very small target, size of an apple: -4 DP modifier
Extremly small target, size of a cherry: -6 DP modifier
Concealability and Close Quarter Battle (CQB)
The larger a weapon is the harder it is to conceal but also to wield in confined spaces,
divide any positive concealment modifier of the weapon by 2 (round down) and apply
the resulting value as negative dice pool modifier.
Weapons damage codes:
Holdout pistols: DV 5, AP 0, Magazin size 10-12
DV 4, AP -2, Magazin size 11-13
Light pistols: DV 5, AP 0, Magazin size 15-17
DV 4, AP -2, Magazin size 17-20
Heavy pistols: DV 6, AP 0, Magazin size 12-15
SMGs: DV 6, AP 0, Magazin size ~25
DV 5, AP 0, Magazine size ~ 30
DV 4, AP -2, Magazine size 30-50
Carbines(SMG): DV 5, AP -2, Magazine size 30-45
DV 6, Ap -3, Magazine size 20-30
Assault Rifles: DV 5, AP -2, Magazine size 30-45
Battle Rifles: DV6, AP -3, Magazine size 20-30
Sport Rifles: DV5, AP -2, Magazine size 10
DV6, AP -3, Magazine size 10
Sniper Rifles: DV5, AP -2, Magazine size 10-20
DV6, AP -3Magazine size 10-20
DV7, AP -4, Magazine size 10-20
LMGs: DV5, AP -2 Belt
MMGs: DV6, AP -3 Belt
HMGs: DV7, AP -4 Belt
Shotguns: DV8, AP +1
Assault Cannon: DV9, AP -5
Ammunition changes:
Shotgun ammunition: The damage code of the shotgun represents the
damage when the shotgun fires slug ammunition.
Buckshot: contains 8-9 steel balls, DV +2, AP+4, penalty for
engaging a small target (-2) can be ignored, if done so, reduce
DV by 2.
Birdshot: contains a large amount of small ball pellets. DV is
doubled, but damage type is changed from P to S. AP is
modified by +4. The penalty for engaging a small (-2) or very
small (-4) target can be ignored, if done so, reduce DV by 2 for
small and by 4 for very small targets.
Buck'n'Ball: A shorter than standard slug following 4 buckshot
pellets, commonly known as Pitbull round. DV +1, AP +3. The
penalty for engaging a small target (-2) can be reduced by 1, if
done so reduce DV by 1.
Rhodesian Jungle: Buckshot mixed with Birdshot. DV
unchanged however the ammunition causes Physical and Stun
damage. AP modified by +4. The penalty for engaging a small
(-2) or very small (-4) target can be ignored, if done so, reduce
DV by 2 for small and by 4 for very small targets.
Shot rounds lose their energy faster than normal rounds, apply DV -1
and AP +1 for every range beyond medium.
Sliver round: This tight pack of metal slivers has the same DV
as buckshot but loses energy like normal rounds an has AP +2
modifier.
Flechette round: This large amount of tightly packed tiny metall
darts has the same values as birdshot but loses energy like
normal rounds.
Spread ammuntions and normal firearms: Only sliver and flechette rounds
can be fired from normal firearms. Due to rifleing however the ammunition
spreads so much that it is useless beyond short range, except for weapons,
which have specifically designed to fire this kind of ammunition exclusively.
Frag-12: this round has the same damage code as minigrenades but half the blast radius.
Assault cannon ammunition: The damage code of the assault cannon
represents the damage when the weapon fires HDX plastic slug ammunition
that was originally designated for training purposes. Normal ammunition
has the same values as grenades, but uses assault cannon ranges.