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Game Master Screen
Zusammenfassende Tabellen für wichtige Spielmechanismen -- auch als Testfeld für die Templates gedacht.
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Basic Fight Actions | ||||||
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Action/Name | LVL | Goal | Init | Mod | DMG | Description |
Fist | Dx+Fight | 2 | ||||
Kick | Dx+Fight | -1 | 3 | |||
Grapple | Dx+Fight | -2 | 2 | If successful, roll Str + Vigor vs target’s Str + Vigor. If successful, target is grappled; attack can choose to deliver grapple DMG per turn | ||
Charge | Dx+Fight | -3 | 3+ | If successful, attacker and target knocked down. Add 1d DMG/3m run | ||
Dodge | Dx+Dodge | Subtract successes from opponent’s successes | ||||
Martial Arts Actions | ||||||
Action/Name | LVL | Goal | Init | Mod | DMG | Description |
Martial Fist | 1 | Dx+Fight | 3 | |||
Martial Kick | 2 | Dx+Fight | -1 | 4 | ||
Martial Hold | 3 | Dx+Fight | -1 | 3 | If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is grappled; attacker can choose to deliver grapple DMG per turn. | |
Head Butt | 3 | Dx+Fight | -2 | +1 | 4 | Attacker takes DMG exceeding his Endurance |
Block | 4 | Dx+Fight | As Dodge. If successful, add three successes to resist attacks. | |||
Confuse Foe | 4 | Wits+Knavery | -1 per victory point to opponent’s block, dodge or parry for attacker’s next action | |||
Disengage | 4 | Dx+Dodge | -1 | +1 | +3 to resist grapples | |
Martial Throw | 4 | Dx+Fight | -2 | 3 | If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is thrown 1m/success, up to Str. Add 1d DMG/3m thrown | |
Rooting | 4 | Dx+Fight | +3 to resist being knocked over | |||
Claw Fist | 5 | Dx+Fight | 4 | |||
Drop and Kick | 5 | Dx+Fight | +2 | 4 | -2 Init next action | |
Tornado Kick | 5 | Dx+Fight | -1 | 5 | ||
Sure Fist | 6 | Dx+Fight | -2 | +2 | 3 | |
Leaping Kick | 6 | Dx+Fight | -2 | -1 | 6 | |
Choke Hold | 6 | Dx+Fight | -3 | -1 | 4 | After three turns of grappling, roll Str+Vigor vs target’s End+Vigor. If successful, target falls un- conscious |
Bear Hug | 7 | Dx+Fight | -2 | -1 | 4 | Can roll DMG each turn until target escapes |
Iron Body | 7 | by block | Attacking opponent takes 1 DMG per victory pt from defender’s blocking roll | |||
Speed Fist | 7 | Dx+Fight | +2 | 3 | +3 successes against dodges and blocks | |
Trip Kick | 7 | Dx+Fight | -2 | -1 | 4 | Roll vs. target’s Dx+Vigor. If successful, target is knocked down. |
Throw Group | 7 | Dx+Fight | -2 | 3 | Roll vs. target’s attack roll. If successful, throw target 1m/success, up to Str. Add 1d DMG/3 m thrown. Can throw one attacker per Fight rating. | |
Block and Strike | 8 | Dx+Fight | +2/0 | –/3 or 4 | Block opponent’s attack. If successful, roll Martial Fist or Kick attack with no multiple action penalty. | |
Slide Kick | 8 | Dx+Fight | -2 | -1 | 5 | Compare attacker successes +3 vs target’s Dx+Vigor roll; if target loses, he is knocked down |
Power Fist | 9 | Dx+Fight | -1 | 5 | Option: Spend Wyrd to add DMG (cost = 1W per 1d, up to 3 max.) | |
Vital Strike | 10 | Dx+Fight | -3 | -2 | 3 | Roll complementary Per+Physick; add victory dice to DMG |
Martial Arts Actions | ||||||
Action/Name | LVL | Goal | Init | Mod | DMG | Description |
Banga (Charge) | 3 | Dx+Fight | -3 | 3+ | If successful, attacker and target knocked down. Add 2d DMG/3 m run | |
Drox | 5 | Dx+Fight | -2 | Allows a second action (using another limb) with no multiple action penalty | ||
Throx | 9 | Dx+Fight | -3 | Allows a third action (using another limb) with no multiple action penalty | ||
Martial Arts Actions | ||||||
Action/Name | LVL | Goal | Init | Mod | DMG | Description |
Parry | 1 | Dx+Melee | +2 | Roll victory dice +weapon DMG as armor | ||
Thrust | 2 | Dx+Melee | +2 | |||
Slash | 3 | Dx+Melee | -2 | +1 | ||
Counter Parry | 3 | Wits + Melee | Eliminates opponent’s +2 parry bonus | |||
Fancy Footwork | 4 | Dx + Vigor | Opponent’s goal is reduced by 1 per victory pt | |||
Flat of Blade | 4 | Dx+Melee | -3d | No victory dice are added | ||
Draw & Strike | 4 | Dx+Melee | -2 | Draw sword and strike in same action | ||
Compound Attack | 5 | Dx + Melee | -1 | Next turn’s goal is at +2 | ||
Disarm | 5 | Dx+Melee | -2 | -1 | If successful, roll Dx+Melee (+ victory points) vs. target’s Str+Melee. If successful, target drops blade, which can be thrown 1m/victory point | |
Feint | 5 | Dx+Melee | -2 | -1 | Add 3 successes against dodges only | |
Stop Thrust | 5 | Dx + Melee | +3 | -2 | Reduce opponent’s goal by 2 | |
Off-hand | 6 | Dx+Melee | Suffer no penalties for off-hand weapons | |||
Parry/Riposte | 6 | Dx+Melee | +2/-1 | Parry opponent’s attack. If successful, roll attack with no multiple action penalty | ||
Wall of Steel | 6 | Dx + Melee | Can make three parries | |||
Cloak | 7 | Dx+Melee | 0/-1 | Parry opponent’s attack with a cloak in the off- hand (armor = victory points +3; goal = 8 + Str). If successful, attacker can attempt to Disarm opponent with no multiple action penalty | ||
Florentine | 7 | Dx + Melee | One attack and one parry without multiple action penalties | |||
Athletic Strike | 8 | Dx+Melee | -3 | -2 | Perform athletic feat (swing from chandelier) in same action with no multiple action penalty | |
Pierce | 9 | Dx+Melee | -2 | -3 | Ignore target’s physical armor (not energy shields) | |
Double Strike | 10 | Dx+Melee | -1 | -1 | Attack with primary and off-hand weapon in same action (roll both attacks separately) | |
Martial Arts Actions | ||||||
Action/Name | LVL | Goal | Init | Mod | DMG | Description |
Shield Parry | 1 | Dx+Melee | Roll victory dice +shield defense dice as armor | |||
Shield Attack | 2 | Dx+Melee | -1 | Ram shield into target; inflict shield DMG | ||
Attack & Parry | 3 | Dx+Melee | Character parries with shield and attacks in same turn without suffering multiple action penalties. | |||
Martial Arts Actions | ||||||
Action/Name | LVL | Goal | Init | Mod | DMG | Description |
Aim | Dx+Shoot | -3 | +1/turn | Maximum bonus is 3 (more if a sight is used) | ||
Hipshot | Dx+Shoot | +2 | -1 | Only for first shot of combat with a handgun | ||
3-round burst | Dx+Shoot | +1 | ||||
6-round burst | Dx+Shoot | -1 | -1 | +3 | ||
Empty clip | Dx+Shoot | -1 | -2 | +5 | +3 successes against dodges only | |
Spread | Dx+Shoot | -2 | -1/m | +4 | Spread up to 5m, anyone in targeted area must dodge or get hit | |
Snapshot | 4 | Dx+Shoot | +1 | -2 | Can be performed with a dodge for no penalty (no other actions may be taken in same turn) | |
Quick Reload | 5 | None | Reload clip and fire; no multiple action penalty | |||
Quick draw | 5 | Dx+Shoot | -2 | -1 | Draw gun and fire in same action | |
Off-Hand Shot | 6 | None | Suffer no penalties for off-hand handgun | |||
Recock | 6 | Dx+Shoot | -2 | -1 | Recock rifle or shotgun and fire in same action | |
Leap & Shoot | 7 | Dx+Shoot | -1 | -1 | Leap 1 meter in any direction | |
Roll & Shoot | 8 | Dx+Shoot | -2 | -1 | Roll up to 3 meters in any direction | |
Two Guns | 8 | Dx+Shoot | 0/-1 | One shot from each handgun; no multiple action penalty | ||
Instinct Shot | 9 | Dx+Shoot | +1 | -1 | Fire at unseen target |
Waffen
unbekannt (Glankesh Vorox sword)Melee Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Knife | Dx+Melee | 3 | 1 | S | 2 | |||||
Dirk | Dx+Melee | 4 | 2 | M | 4 | |||||
Main gauche | Dx+Melee | 3 | 2 | M | 4 | When parrying, armor value is 5 + victory points | ||||
Rapier | Dx+Melee | 5 | 3 | L | 10 | |||||
Broadsword | Dx+Melee | 6 | 4 | L | 15 | |||||
Scimitar/Katana | Dx+Melee | 6 | 3 | L | 20 | |||||
Two-handed sword | Dx+Melee | +1 | 8 | 6 | XL | 30 | ||||
Axe | Dx+Melee | 7 | 5 | L | 5 | |||||
Spear | Dx+Melee | +1 | 5 | 3 | XL | 1 | ||||
Staff | Dx+Melee | +1 | 4 | 3 | XL | 1 crest | ||||
Club | Dx+Melee | 4 | 2 | L | 1 wing | |||||
Mace | Dx+Melee | 5 | 3 | L | 10 | |||||
Flail | Dx+Melee | 4 | 4 | L | 4 | |||||
Whip | Dx+Melee | +1 | -1 | 3 | 4 | XL | 3 | |||
Suresnake Whip | Dx+Melee | +1 | +3 | 3 | 4 | XL | 100 | Against one chosen target, who must not leave sight for over three turns or bonus is lost. | ||
Garrote | Dx+Melee | -1 | -1 | 3 | 3 | XS | 5 | Must first make successful grapple (-6 goal unless target is unaware of attacker), then roll garrote damage plus victory dice per turn. | ||
EnergyMelee Weapons | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Shocker | +3d | +30 | Electrified melee weapon, use weapon's traits | |||||||
Frap Stick | Dx+Melee | -1 | 6/3 | 5 | L | 15 | Second damage listed is if the stick is used as a club | |||
Artifact Melee Weapons | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Wireblade | Dx+Melee | 8 | 2 | L | 10,000+ (10) | Ignores physical armor (not energy shields) | ||||
Flux Sword | Dx+Melee | +1 | 7 | 3 | L | 15,000+ (10) | Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. | |||
Mist Sword | Dx+Melee | +1 | 7 | 3 | L | 30,000+ (10) | Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. | |||
Thrown Weapons | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Thrown Knife | Dx+Throwing | 3 | 5/10 | 3 | 2 | S | 2 | |||
Star | Dx+Throwing | 2 | 5/10 | 2 | 2 | XS | 2 | |||
Dart | Dx+Throwing | 2 | 5/10 | 2 | 2 | XS | 2 | |||
Rock | Dx+Vigor | 1-2 | 5/10 | 1-3 | 2 | XS-L | NA | If Throwing skill is used instead of Vigor, add one to the goal roll. | ||
Bows and Crossbows | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Hunting Bow | Dx+Archery | 4 | 20/30 | 4 | 3 | M | 5 (1 wing/arrow) | -1 goal for every level of Strength required above the character’s own | ||
Long Bow | Dx+Archery | 6 | 40/60 | 6 | 2 | L | 10 (1 wing/arrow) | -1 goal for every level of Strength required above the character’s own | ||
Target Bow | Dx+Archery | 3 | 30/40 | 3 | 2 | M | 7 (1 wing/arrow) | -1 goal for every level of Strength required above the character’s own | ||
Hand Crossbow | Dx+Shoot | 3 | 10/20 | 2(3) | 1 | S | 7 (3 wings/bolt) | It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him. | ||
Med Crossbow | Dx+Shoot | 6 | 20/30 | 3(6) | 1 | M | 10 (1 crest/bolt) | It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him. | ||
Hvy Crossbow | Dx+Shoot | 8 | 20/30 | 3(8) | 1 | L | 15 (1 crest/bolt) | Number in parentheses is the Strength required to recock the bow. It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him. | ||
Slug Guns | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Derringer (.32) | Dx+Shoot | -1 | 3 | 5/10 | 4 | 2 | XS | 50 (5 slugs/firebird) | ||
Lt Revolver (.32) | Dx+Shoot | 4 | 10/20 | 6 | 3 | S | 100 (5 slugs/firebird) | |||
Lt Autofeed (.32) | Dx+Shoot | 4 | 10/20 | 13 | 3 | S | 150 (5 slugs/firebird) | |||
Med Revolver (.40) | Dx+Shoot | 5 | 20/30 | 6 | 3 | S | 200 (3 slugs/firebird) | |||
Med Autofeed (.40) | Dx+Shoot | 5 | 20/30 | 10 | 3 | S | 250 (3 slugs/firebird) | |||
Hvy Revolver (.47) | Dx+Shoot | 6 | 30/40 | 6 | 3 | M | 250 (1 slug/firebird) | |||
Hvy Autofeed (.47) | Dx+Shoot | 6 | 30/40 | 8 | 3 | M | 300 (1 slug/firebird) | |||
Imperial Rifle (.40) | Dx+Shoot | 6 | 40/60 | 10 | 2 | XL | 200 (3 slugs/firebird) | |||
Assault Rifle (10 mm) | Dx+Shoot | 7 | 40/60 | 30 | 3(A) | XL | 500 (2 firebirds/slug) | |||
Sniper Rifle (13 mm) | Dx+Shoot | 8 | 50/70 | 5 | 2 | XL | 700 (3 firebirds/slug) | |||
SMG (.40) | Dx+Shoot | 5 | 30/40 | 20 | 3(A) | L | 350 (3 slugs/firebird) | |||
Shotgun | Dx+Shoot | 8/7 | 20/30 / 30/40 | 7 | 2 | L | 300 (2 loads/firebird) | shot / slug; for shot: -1 damage per 5 meters from the target | ||
Energy Guns | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Palm Laser | Dx+Shoot | 3 | 5/10 | 7 | 2 | XS | 200 (10/cel) | |||
Laser Pistol | Dx+Shoot | +1 | 5 | 10/20 | 15 | 2 | S | 300 (10/cel) | ||
Laser Rifle | Dx+Shoot | +1 | 7 | 30/40 | 23 | 2 | XL | 500 (10/cel) | ||
Assault Laser | Dx+Shoot | +1 | 8 | 20/30 | 20 | 2 | XL | 700 (10/cel) | ||
Blaster Pistol | Dx+Shoot | 7 | 10/20 | 10 | 1 | S | 700 (10/cel) | Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target. | ||
Blaster Rifle | Dx+Shoot | 9 | 20/30 | 15 | 1 | XL | 1000 (10/cel) | Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target. | ||
Blaster Shotgun | Dx+Shoot | +2 | 9 | 10/20 | 8 | 1 | L | 1200 (10/cel) | Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target. | |
Screecher (Sonic) | Dx+Shoot | +1 | 5 | 10/20 | 15 | 1 | S | 300 (10/cel) | Halve damage for targets with hearing protection (characters with their hands over their ears get this benefit). | |
Flamegun | Dx+Shoot | +2 | 5/3 | 10/20 | 10 | 1 | L | 150 (5/canister) | Flameguns can deliver heat damage which ignores all armor. Roll damage normally, but those dice which roll 1 ignore armor (including shields). The second amount listed is the continuous damage due to the burning Ka plant oil sprayed over the target. Roll this damage (do not add victory dice) each turn after the first. If no damage is rolled in any turn, the flames go out. | |
Stunner | Dx+Shoot | +1 | 4 (S) | 10/20 | 15 | 2 | S | 300 (10/cel) | If a target takes ANY damage from a Stunner, roll Endurance + Vigor. If the roll fails, target is stunned for that turn (losing any actions not taken) and the next. If the roll is a critical failure, target falls unconscious. If damage taken is greater than the target’s Endurance, roll as above, but failure means target is knocked unconscious. Stunner damage heals completely after one span; mark it with an “S” on the character sheet. | |
Neural Disruptor | Dx+Shoot | -3 | 5 | 10/20 | 6 | 1 | S | 3000 (10/cel) | If damage exceeds target’s Endurance (or Psi, whichever is higher), he is unconscious. Armor does not protect against this damage (except Psi Cloaks). Psychics may roll Psi + Stoic Mind vs. the attacker’s successes. | |
Heavy Weapons | ||||||||||
Name | Roll | Init | Goal | DMG | RNG | STR/Shots | Rate | Size | Cost | Description |
Lt Machinegun (10mm) | Dx+Shoot | 7 | 50/70 | 50 | 3(A) | XL | 750 (2 firebirds/slug) | |||
Grenade Launcher | Dx+Shoot | +1 | V* | 15/25 | 1 | 1 | L | 500 (65/grenade) | The damage varies based on what sort of grenade is used | |
Rocketeer | Dx+Shoot | -2 | 9 | 20/30 | 5 | 1 | XL | 400 (25/grenade) | ||
Missile Launcher | Dx+Shoot | +1 | V | 75/100 | 1 | 1 | XL | 800 (100/missile) | The damage these missiles do varies based on what kind they are. High Explosive missiles do 18 dice of damage in the same way as a grenade. Armor piercing shapes only do 13 dice of damage, and only effect one target, but armor only gets half of its protection dice. |