Action Point Summary
Movement:
Cost of Movement:
0ap for 'Torso Turns'
1ap for any facing changes made (all of them)
1ap for clear terrain
2ap for undergrowth, Door, or Furniture
3ap for contour lines or stairs
4ap for windows
x2 movement cost to Crawl
1ap to go Prone
2ap to Stand up
Combat:
Engage in combat:
Aim
3ap to Aim (+1 Bonus to fire on target)(you may aim twice) {You must have, and keep LOS to Aim. If you lose LOS, you lose all aim bonus.}
Ready/Use Grenade
3ap to ready a grenade
1ap per hex to throw a grenade (max 8 hex)
Hand to Hand Combat
6ap to engage in Hand to hand Combat
Ranged Combat (may be done twice per activation)
2ap to fire a single shot (1 shot used)
2ap to fire a burst shot (3 shots used)
3ap to Over Watch
A single shot inflicts damage with a successful ranged attack
A burst shot fires three rounds extra damage is inflicted for a target roll at +2 and +4
Combat Encumbrance = {Physical stat (x2)} + 4 kg
Character is at -1 ap for each (Physical Stat(x2)}kg the character is above Combat Endurance.
quote:
Fire Arcs
Your character can cover a 60 degree arc for weapon fire.
Taking damage
If you take damage roll 2d6 to 'place' the damage on the character. Damage is counted and marked against intact life blocks. Any Armor will reduce Lethal damage to 'Bruise'. Injured character have a penalty to attack and have reduced action points, as noted by the action point to the right of the injury.
Grenade damage
Greandes attacks are made at hexs. The hex that it lands in takes full damage. The damage is reduce by 2 for each hex away from where it lands.
Initiative Phase
Initiative is decided by a Physical roll, against a TN.
If you lose intiative you go AFTER the enemy goes.
If you win intiative you may decide to go before the enemy or after the enemy.
Each Character has a number of Action Points to use when they are activated.
They may use up to 8 action points to move.
Cost of Movement
0ap for 'Torso Turns'
1ap for any facing changes made (all of them)
1ap for clear terrain
2ap for undergrowth, Door, or Furniture
3ap for contour lines or stairs
4ap for windows
x2 movement cost to Crawl
1ap to go Prone
2ap to Stand up
They may expend Action points to Engage in combat.
Aim
3ap to Aim (+1 Bonus to fire on target)(you may aim twice)
Ready/Use Grenade
3ap to ready a grenade
1ap per hex to throw a grenade (max 8 hex)
Hand to Hand Combat
6ap to engage in Hand to hand Combat
Ranged Combat (may be done twice per activation)
2ap to fire a single shot (1 shot used)
2ap to fire a burst shot (3 shots used)
3ap per hex for suppression fire (10 shots at target hex)(1 automatic hit, damage reduced by cover)(Adjacent hexs 1 automatic hit, at -2L damage, reduced by cover)
3ap to Over Watch
Footnote:
A single shot inflicts damage with a successful ranged attack
A burst shot fires three rounds extra damage is inflicted for a target roll at +2 and +4
A spray shot is made at a target hex. Any character in the hex takes damage (-1 for each point of cover). Any character in adjacent hexs takes -2 damage.
Overwatch puts the character in a defensive 'ready' position. They may make a single shot or burst shot attack on any character that crossess their fire arc.
Medical Care
A character's wounds can only benefit from a successful Med Tech Roll, once per mission.
A Basic Medical Kit is required to treat a Flesh or Minor Wound.
An Advance Medical Kit is required to treat a Serious or Critical Wound.
Wound types...
Flesh Wound ~ No Skill Penalty
Minor Wound ~ +1 Penalty
Serious Wound ~ +2 Penalty
Critical Wound ~ +3 Penalty
A Character not trained in the use of Med Tech is at a +2 Penalty, to use any medical equipment.
A Character that does not have appropiate medical equipment is at a +1 Penalty.
A Character that does not have any medical supplies is at an additional +1 Penalty.
A Medipatch takes (4ap) to apply and will provide a +1 Bonus to Med Tech rolls for Minor and Light wounds.
A Preserving Sleeve takes (8ap) to apply and will provide a +2 Bonus to Med Tech rolls for Serious and Critical Wounds.
A Stimpatch takes (4ap) and a successful Mental roll to apply will remove one point of penalty from a wounded character.
Basic Medical Kit. (10ap to treat a Flesh Wound/20ap to treat a minor wound)
Advance Medical Kit. (8ap to treat a Flesh Wound/16ap to treat a minor wound/24 ap to treat a serious wound/32 ap to treat a critical wound)
A character may only recover one wound per mission from medical treatment.
This message was last edited by the GM at 00:20, Tue 28 Nov 2017.